-This mod is not intended as a whole balance wonder fixing miracle. It modifies "one" specific game mechanic. Thus it may result in some degree of unbalance, such as an easier early game. This balance should be tweaked separately.
-It seems cells need to reset in order for affected NPC health stats to update. --If you want to force an affected NPC to update stats, select it on console, disable, enable, and voila. You can use "getav health" to check.
Enemies gear and weapon loadouts are super puss....like...70% of raiders wearing farmhand clothes and using melees when I'm lvl 21....activated mod upon new game....their gear isn't leveling
That seem a good base, but I think you must also modify the combat style... Because a mob with same level as the player is not very dangerous... But a mob with same level and a combat style optimized is more interesting. You can create few combat styles and apply them to all mobs using their classes and factions.
I don't think I understand you so here's some possible responses 1 this isn't a combat style mod nor will it ever be 2 if you are talking to mod users and not giving feedback to the author rewording or specification may be required 3 if you are telling users to modify combat styles themselves you may want to link a tutorial
I use a few mods for that. NPC reaction time is incredibly wild in my game. I use AI Overhaul and some duck and cover time mechanic mods to make enemies use cover better and play smarter and not rush you when it's a bad idea. I forgot what they're called. There's quite a few of them. I would never play without them.
Isn't fully working. Raider health is too low (30-175) and gunner health is too high (up to 1300), even with the disable then enable or spawned with the console. Works for player health, brotherhood, diamond city security/residents, etc. Just not for gunners and raiders. Both plugins are at the bottom of my load order, and appear to conflict with no other mods if fo4edit. Any ideas?
After some times using this awesome mod, i go to Nuka world DLC and people have High hp i don't know if it's normal, but... it's very hard to go through it. This is normal?
Yep normal, there are some perk that reinforces damage and resistance of nuka world mobs : things like "crdamage_15" Some modifications are needed to these to have something more linearish
Appears to affect stuff like Deathclaws in the vanilla zones, but Nukalurks in Nuka-World were still very bullet spongy, is this mod supposed to affect them as well?
The mod was last updated before Far Harbor or Nuka-World, I believe. It isn't dependent on those files and doesn't modify the enemies there either... as I've found to my own frustration trying to kill the assorted enemies of Far Harbor at around level 120. My health? Very low. Theirs? VERY high.
It doesn't modify any enemies actually, I've checked. It's just that those enemies are designed for very high level players and their base stats are high, these base stats are not affected by level.
It looks like nothing has been posted or updated form the mod author since 2016. Have you tried out this mod? Does it work well? I really dislike bullet-spongey late game, and this mod looks like it would solve that.
I looked at the entries you made in FO4Edit. I'm not entirely sure it actually changes anything. Most of the Health given to NPC's is in the Actor Values. I am not sure when/how the health calculations you disabled will come into play, but in the GECK it still reads 1300 health for lots of high level humans. I just don't think it is something that's calculated on the fly. I guess maybe it gets worse than a person that has 3x the health of a yao gui, but I think, unfortunately, the real task here is to go into the actor values and flatten the health one actor at a time. Let me know if what I'm saying doesnt make any sense. I'd really like to know before I get all into this.
I think from reading that only the NPCs levelling with the player are affected. Some NPCs spawn at a certain level and have lots of hp and they should not be affected. I hope so because frankly said only lots of hp really make NPCs strong.
88 comments
-This mod is not intended as a whole balance wonder fixing miracle. It modifies "one" specific game mechanic. Thus it may result in some degree of unbalance, such as an easier early game. This balance should be tweaked separately.
-It seems cells need to reset in order for affected NPC health stats to update.
--If you want to force an affected NPC to update stats, select it on console, disable, enable, and voila. You can use "getav health" to check.
Or is there a blanket option in creation kit to change all npcs or enemies? It's pretty confusing at first.
thanks.
1 this isn't a combat style mod nor will it ever be
2 if you are talking to mod users and not giving feedback to the author rewording or specification may be required
3 if you are telling users to modify combat styles themselves you may want to link a tutorial
This is normal?
Some modifications are needed to these to have something more linearish
The new game has no effect.
Cheers,
Scott