I tested it a bit, and it seems to work as i want, but i really need some feedback.
Edit: This one is not balanced, I totally forgot to rewrite template, it is too many works to rework it. Maybe one day but it is pretty sure that I will not work on it anymore.
I've been checking through your AAE MinMaxLevel patch, as I had some issue before with the bleak falls barrow boss being level 1200, and found some Actors that had their level improperly set. I assume this happened when you forgot to set the level again after removing the PC Level multiplier, which seems to turn the 1.200 factor into 1200.
The Actors I have found to have an inappropiate level were: EncWispMother EncVampire04TemplateBoss EncDraugr02TemplateBoss
You didn't miss many, but every enemy at level 1200 made me use the console, and muh immersion and such :)
How is this so underrated? Excellent work, I was looking for this little beauty. Will do for my next SSE playthrough in conjunction with Skyrim Revamped
Well I like the idea of keeping the vanilla core mechanics while cranking it up a notch. Rising dungeons difficulty to absurd values like lvl 80 as seen in other Encounter zones mods tends to break the fluidity and freedom of exploration. This one IMO respects player's progression much more and stays in line with the idea of a sandbox world. Love it
Hello Mr. Sthaag, This is maybe so badly late, but i hope it's still useful. Do you feel that the enemies from your AAE plugins are too weak? If so, i had opened and read through your plugins, and compared it with original AAE plugins with it's patches (i'm using HLE and SIC), and i found some inconsistencies.
AAE makes all NPCs to scale to player level, and thus it restores all stats (attributes and skills) of each NPCs to level 1, including giving them a proper class and combat style. This way, all NPCs will level up properly based on each classes designated to them, so you'll find the higher level ones have suitable stats based on what they are supposed to be (eg: mages will have more magicka and fewer health/stamina and higher magic skills than melee skills, while warriors are the opposites).
On the contrary, your plugins makes them not scale to player level by removing pc level mult and setting a specific level in order to make them unscaled. This should be correct, but you forgot to set all of ther stats based on their own level or your own intended stats. Your plugins still contain AAE's stats which is level 1 for each NPCs, and i'm afraid that they won't be increased properly since they now rely on their own base stats. Classes work to increase NPCs stats based on what they are supposed to be, but they need pc level mult to properly set the NPCs' stats up to their level.
TLDR (with an example): A level 40 vampire in vanilla game has his own stats already set. Using your AAE plugins, they have level 1 stats (attributes are lower than vanilla values and all skills are 15), but since they don't have pc level mult flag, a level 40 vampire will have similar stats with level 1 vampire.
Solution is to restore all of their stats to vanilla stats if you set their level same with vanilla level. But if you want to set their level higher, then you also need to increase their stats higher than vanilla in order to make them have proper stats based on their level. This is only a theory (couldn't confirm this 100% yet), but this is based on my observation of vanilla NPCs and AAE's NPCs, and after reading explanation about stats tab and class in the creation kit website. Just my 2 cents of course. Correct me if i'm wrong.
Doesn't the game automatically adapt the stats for NPCs with the Auto-calc stats flag though? In this case the stats that you see in Tes5Edit could be ignored. Your AAE plugin removes the PC Mult flag, but not the Auto Calc Stas flag, so it should be fine if I'm not mistaken. Best way to test this would be to find out what stats the affected NPCs actually have in game. Is there a way to do that?
edit: should be possible to check NPC stats with MFG Console. I'll try it out when I'm at home.
As I thought, the game adjust the stats automatically. So AAE and this mod (with the optional AAE min max level plugin) can be used together. However, I noticed that especially the early game seems much harder in this case. Enemies have higher levels across the board compared to when just Higher Difficulty or just AAE is used.
Hello, i search build a hard and challenge game, but i have doubts between -permazones- and -higher difficulty-.
I need that all be a challenge for me without limits (without max leveles). If i want going to 'bleak falls barrow' at level 50 that this dungeon keep a challenge for me. But same time that the minimum levels to be higher. In this way, i will can found challenges with higher level more than me.
The unleveled version make this? or only remove the maximum levels (minimum leveles are vanilla). And your AEE (modified) work with this version?
I'm not really understand. Is the Unleveled version will make the start of journey very hard because an enemies will not scale with you so they can be higher level than you at the begining but at late game everything will be easy because you are high level and an enemies are not scale with you. The Leveled version is opposite, the early game is easy but late game will be difficult because an enemies are scaled with your level. Is it right?
No, difficulty as start is the same, but in the unleveled version, you don't have maximum level it means that enemies level will grow up as yours. The leveled version set a max limit so some areas will being easier when you level up. Game will not gonna be "super easy" even with the leveled one except if you set a maximum level superior of the DLC limit.
While testing I have encountered a bit of an issue with a Draugr Restless Commander at level 1200 (with a Min Level of 15 and Max Level of 23, with me being level 3) at the end of Bleak Falls Barrow. Mods I was using in this order: Skyrim Immersive Creatures AAE AAE Patches Higher Difficulty - AAE MinMaxLevel Higher Difficulty High Level Enemies ASIS Dependency and ASIS Patch
I can't reproduce your issue but your load order is incorrect, it must be :
Skyrim Immersive Creatures High Level Enemies AAE AAE Patches Higher Difficulty (can be mergerd in your bashed patch) Higher Difficulty - AAE MinMaxLevel (can be merged in your bashed patch, i hope that you use a bashed patch) ASIS Dependency and ASIS Patch
Why do you recommend AAE? It gives all enemies the PCLevelMult flag. This flag should override your encounter zone settings, since regardless of what leveled list entry is rolled by your new zone levels, you end up with an enemy that gets it level from the player level.
Example: You are level 10. You go into a level 40 zone. The first enemy you encounter is a normal spawn, so it could be lvl 40. But since the enemy template is altered by AAE, its new level is around 10 (every enemy gets a multiplier by AAE so its hard to say the exact level).
EDIT: Not saying you should not recommend it. Just curious how it fits into mods with encounter zone levels.
F***** !!!! I forgot i've edited it to fit my needs :/
I will remove it from my suggestion list because i can't publish this edited version due to the fact that it will break all its compatibility patches :s
I will check if i can found a way to generate a dynamic patch to fix these kind of problems. I'm playing a lot with mator's automated tools, i'm pretty sure i can do it with it, if it is good i will add a howto about it.
XPMF could be good solution too, but i don't know how to use it (yet )
95 comments
I tested it a bit, and it seems to work as i want, but i really need some feedback.
Edit: This one is not balanced, I totally forgot to rewrite template, it is too many works to rework it. Maybe one day but it is pretty sure that I will not work on it anymore.
because I use Mihail's various monster mods (the Czart and Old Gods of the Hunt) and I want to know if they'll get a boost
I assume this happened when you forgot to set the level again after removing the PC Level multiplier, which seems to turn the 1.200 factor into 1200.
The Actors I have found to have an inappropiate level were:
EncWispMother
EncVampire04TemplateBoss
EncDraugr02TemplateBoss
You didn't miss many, but every enemy at level 1200 made me use the console, and muh immersion and such :)
This is maybe so badly late, but i hope it's still useful. Do you feel that the enemies from your AAE plugins are too weak?
If so, i had opened and read through your plugins, and compared it with original AAE plugins with it's patches (i'm using HLE and SIC), and i found some inconsistencies.
AAE makes all NPCs to scale to player level, and thus it restores all stats (attributes and skills) of each NPCs to level 1, including giving them a proper class and combat style. This way, all NPCs will level up properly based on each classes designated to them, so you'll find the higher level ones have suitable stats based on what they are supposed to be (eg: mages will have more magicka and fewer health/stamina and higher magic skills than melee skills, while warriors are the opposites).
On the contrary, your plugins makes them not scale to player level by removing pc level mult and setting a specific level in order to make them unscaled. This should be correct, but you forgot to set all of ther stats based on their own level or your own intended stats. Your plugins still contain AAE's stats which is level 1 for each NPCs, and i'm afraid that they won't be increased properly since they now rely on their own base stats. Classes work to increase NPCs stats based on what they are supposed to be, but they need pc level mult to properly set the NPCs' stats up to their level.
TLDR (with an example):
A level 40 vampire in vanilla game has his own stats already set. Using your AAE plugins, they have level 1 stats (attributes are lower than vanilla values and all skills are 15), but since they don't have pc level mult flag, a level 40 vampire will have similar stats with level 1 vampire.
Solution is to restore all of their stats to vanilla stats if you set their level same with vanilla level. But if you want to set their level higher, then you also need to increase their stats higher than vanilla in order to make them have proper stats based on their level. This is only a theory (couldn't confirm this 100% yet), but this is based on my observation of vanilla NPCs and AAE's NPCs, and after reading explanation about stats tab and class in the creation kit website. Just my 2 cents of course. Correct me if i'm wrong.
It is a lot of works to fix it. I don't play to skyrim LE anymore, so I will correct it when i found some time !
Anyways, thank you for your feedback !
Your AAE plugin removes the PC Mult flag, but not the Auto Calc Stas flag, so it should be fine if I'm not mistaken.
Best way to test this would be to find out what stats the affected NPCs actually have in game. Is there a way to do that?
edit: should be possible to check NPC stats with MFG Console. I'll try it out when I'm at home.
However, I noticed that especially the early game seems much harder in this case. Enemies have higher levels across the board compared to when just Higher Difficulty or just AAE is used.
So you said that my plugin works ?
I need that all be a challenge for me without limits (without max leveles). If i want going to 'bleak falls barrow' at level 50 that this dungeon keep a challenge for me. But same time that the minimum levels to be higher. In this way, i will can found challenges with higher level more than me.
The unleveled version make this? or only remove the maximum levels (minimum leveles are vanilla). And your AEE (modified) work with this version?
I posted a csv file which list Min / Max level of Edited Skyrim Encounter Zones in the download section, unleveled one is the same without max level.
My english is not the best one too ^^
While testing I have encountered a bit of an issue with a Draugr Restless Commander at level 1200 (with a Min Level of 15 and Max Level of 23, with me being level 3) at the end of Bleak Falls Barrow.
Mods I was using in this order:
Skyrim Immersive Creatures
AAE
AAE Patches
Higher Difficulty - AAE MinMaxLevel
Higher Difficulty
High Level Enemies
ASIS Dependency and ASIS Patch
Skyrim Immersive Creatures
High Level Enemies
AAE
AAE Patches
Higher Difficulty (can be mergerd in your bashed patch)
Higher Difficulty - AAE MinMaxLevel (can be merged in your bashed patch, i hope that you use a bashed patch)
ASIS Dependency and ASIS Patch
I changed the order around a bit and it seems to work (at least on that enemy) now.
Thanks for the help, I really like the encounter zones in this mod.
Example: You are level 10. You go into a level 40 zone. The first enemy you encounter is a normal spawn, so it could be lvl 40. But since the enemy template is altered by AAE, its new level is around 10 (every enemy gets a multiplier by AAE so its hard to say the exact level).
EDIT: Not saying you should not recommend it. Just curious how it fits into mods with encounter zone levels.
I will remove it from my suggestion list because i can't publish this edited version due to the fact that it will break all its compatibility patches :s
Thank you !
I seriously just know about it now
So it means that, this mod is currently not "compatible" with AAE?
I will check if i can found a way to generate a dynamic patch to fix these kind of problems.
I'm playing a lot with mator's automated tools, i'm pretty sure i can do it with it, if it is good i will add a howto about it.
XPMF could be good solution too, but i don't know how to use it (yet )
So finally and if you are still here, you can test it ^^