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Genamine

Uploaded by

Genamine

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About this mod

Makes NPCs scale with player level for longer replayability and a better late game. (Vanilla game does not do this.)

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Permissions and credits
Translations
  • Portuguese
  • German
Author's notes:
- This mod is a Nexus exclusive, I will not spend time to upload my mod to other sites and I will not trust others to do so in my stead, please respect this decision (If you do find this mod on another site, it was stolen and may contain malware)
- PLEASE READ THESE NOTES, THE FAQ AND THE STICKIED POST IN THE COMMENT SECTION THOROUGHLY, THEY CONTAIN VALUABLE INFORMATION, EXPERIENCED CONCERNS MAY NOT BE VALID IF THESE ARE NOT READ
- Version 1.2.0+ was made with the Creation Kit and may need balancing on values, please notify me if enemies seem exceptionally strong/weak
- Supports Automatron, Far Harbor and Nuka World DLC
- You do NOT have to wait for cell reset for this mod to take effect
- Do NOT install the Beefy Bosses addon if you do NOT want ridiculously strong boss enemies!
- This mod uses the Mod Configuration Menu by Registrator2000, Neanka and Shadowslasher410; please make sure you have it installed before using this mod



Description:
TL;DR, what it does is it makes NPC levels scale to the player's level, whenever, wherever. As well as changing some of the NPCs' attributes for a better NPC stat curve. Resulting in more varying combat gameplay and more challenging fights, as well as a much better late game.

WHAT THIS MOD DOES DO:
It makes NPC stats scale to level, this means e.g. a gunner conscript will not feel considerably more easy at level 60 compared to at level 30.

WHAT THIS MOD DOESNT DO:
It doesnt make all NPCs arguably stronger, raiders are still weak, enemies can still die to a single shot

WHAT DOES THAT MEAN?:
It means that at level 1, you shouldnt* feel much difference with vanilla, but at level 100, you should* get the feeling the game isnt as much of a joke as it would be on vanilla (its still challenging, hooray!)

(*) subject to balancing, some things about this mod may need tweaking

In the vanilla game, NPC levels are calculated only once per area when you first enter that area, and they remain at that level until cell reset.
This mod changes that, so you may enjoy enemies that equal your strength at all times.

It also ensures that enemies do not turn into bullet sponges when reaching higher levels (You get extra damage based on your level, to compensate for the ever increasing health pool of NPCs);(Damage increase kicks off at level 100 and increases exponentially, capping out at 3x)

Most NPCs get an increase in damage and armour penetration based on their level
You will see this in FO4Edit/Creation Kit as crDamageBoostLeveled01 and crDamageBoostLeveled02

The reason NPCs use a different graph from the player is because
A - NPCs dont appear to have an experience attribute, only level, and sadly there is no AVIF for level, only experience - Changed as of V1.2.0, because of Creation Kit
B - NPCs dont really do a whole lot of damage to begin with, so their multipliers need to be higher than the player's
C - The 2 different leveled damage boosts for NPCs allows to differentiate between 'stronger' and 'weaker' enemies (e.g. the Raiders using crDamageBoostLeveled02 (lesser) and Gunners using crDamageBoostLeveled01 (greater))

Deathclaw screenshot is a Mythic Deathclaw at a player level of 564.
Uploaded as a .esm Bethesda master file, in case you want to easily create a mod with this mod as a master. (e.g. compatibility patches)



List of features:
Spoiler:  
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Known issues:
- Gunners may feel too strong, have not had this issue on my end and may or may not be related to other installed mods
- Beefy Bosses is unbalanced and/or not a smooth experience - its an experiment so dont expect too much of it at this stage



To-do list (I may or may not do these):
- Iron out inconsistencies and smoothen the experience
- Expand on MCM features (adding more slider options for more in-depth tweaking of damage dealt and damage taken by the player as well as companions/followers)



Changelog:
Spoiler:  
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Compatibility:
- Basically not compatible with any mod that changes the same NPCs (Called Actors in the Creation Kit). Shouldnt be a problem unless its the encounter NPCs being edited (These have IDs starting with Enc in the Creation Kit, e.g. EncVertibird01 or EncDeathclaw01)
- Since this seems to be misunderstood quite often, it IS compatible with War of The Commonwealth (The encounter zone conflicts are insignificant)
- It IS compatible with Sim Settlements
- May or may not conflict with mods that edit companions and settlers, such conflicts will not be gamebreaking, but will degrade the experience of this mod



FAQ:
Spoiler:  
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Credits:
Thirdstorm - For removing dirty edits in NPC's
Mod Configuration Menu - For enabling variable mod settings



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