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  1. Genamine
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    April 28th 2024:
    V2.1.0
    Sorry for going AWOL on everyone, I had other priorities to tend to for quite a while. It hasn't gone unnoticed that despite my best efforts, the method of dynamic scaling simply didn't prove adequate, too many people reporting issues even after my attempted fixes. I've opted to remove the dynamic scaling and return a version of the old, more rigid system. Rather than dynamically scaling enemy HP as they spawn, I've added a laddered damage reduction to enemies which scales with player level (see graph at the bottom of this post). Note that this does not follow the graph exactly as the multiplier only updates every few levels. Also note that this damage reduction only affects damage dealt by the player, so NPC vs NPC combat should still feel impactful.

    As always, I expect to hear from you if you think enemy balance feels inappropriate.

    For those who are updating from a previous version, you may need to force a cell reset for an existing save (instructions in the stickied post below), or start a new save entirely. For those who are installing this mod for the first time, it will work on an existing save without needing extra steps.

    August 21st 2023:
    V2.0.4
    Bit late addressing the issue, but I've added an internal check to ensure
    NPCs don't have their HP modified if their changes are being overridden
    by another mod. Placing NPCScaling - Actors.esp at the very end of your load order should avoid mod conflicts, but I should have
    foreseen that that isn't the obvious thing to do, that one is on me.
    Instead the default state is now to ignore NPCs that have their edits
    overridden. Furthermore I have removed the Super Mutant Redux patch for
    now, it is causing a CTD on load and I can't seem to figure out what
    exactly is causing it, it doesn't help that SM Redux is a bit of a mess
    internally.

    July 27th 2023:
    V2.0.3
    Moves NPC edits to a separate plugin, put this plugin toward the very end of your load order and it should hopefully resolve the mod conflict issues some of you have been having (high enemy HP). Note that enemies will keep their high HP on existing saves until cell reset. Read the sticky below for instructions on forcing cell reset.

    July 11th 2023:
    V2.0.2
    Adds Super Mutant Redux patch. This mod used pretty poor NPC templating and was overall a bit of a mess, so it is possible I've missed something when making the patch, please let me know if this is the case.

    July 7th 2023:
    V2.0.1
    Fixes an issue with HP scaling not applying properly. If you were wondering why enemies felt like pushovers, this would've been the reason.
    Installing this update on a save that had V2.0.0 is possible.

    July 4th, 2023:
    Whoop, it took a while as I've been distracted a lot. But it's here now.

    This update makes some pretty sweeping changes to the balance of spawned enemies in the game.
    As a consequence, it is entirely possible that some enemies (particularly those spawned dynamically by quests) may not have an appropriate power level. If you feel this is the case, please let me know which enemies in which location and (if applicable) which quest they were a part of.


    V2.0.0
    List of major changes:

    - Now requires Automatron, Far Harbor and Nuka World DLC. Sorry folks, but it was getting increasingly time consuming and cumbersome to provide options for different combinations of DLC.
    - Removed HP gain from level for player.
    - Changed endurance HP gain from 5 per point to 10 per point.
    - Removed damage scaling from enemies present in previous versions (removing HP gain from level for player should achieve the same thing more effectively).
    - Provided non-linear HP scaling for standard enemies. Basically enemy HP will not scale indefinitely anymore.
    - Removed damage scaling from player present in previous versions (enemy HP scaling is now non-linear, so we don't need to scale player damage anymore).
    - Removed changes made to sneak perks (nobody asked for this, why was it even there?).
    - Added Unleveled Encounter Zones addon.
    - Added Raider Overhaul patch.
    - Added Institute Technology Overhaul patch.
    - Removed Beefy Bosses addon (didn't get around to changing it, I can't in good faith offer this in it's current state, may make a return down the line).
    - Remade the plugin from scratch (hopefully that gets rid of a bunch of dirty edits that may or may not have been doing bad things).
    - Removed a whole bunch of record changes that were not really necessary, hopefully this fixes some of the brown face issues some of you have been having. Let me know if the issue still persists.

    
    Graph of enemy damage taken multiplier as a function of player level.
    Enemy damage taken tapers down as player level increases, and does not affect the damage enemies take from non-player characters.
  2. Genamine
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    Follow these instructions to force cell reset:
    First, go to an interior cell. Once in the interior cell, make sure to save your game to a new save file.

    Next, send the following commands in the command console, which you can open with the ~ key:
    setgs iHoursToRespawncell 1 
    setgs iHoursToRespawncellCleared 1
    set timescale to 3600
    pcb

    After this, close the console and wait a few seconds, then open the console again and send the following commands:
    setgs iHoursToRespawncell 168
    setgs iHoursToRespawncellCleared 480 
    set timescale to 20

    You can now leave the interior cell, all cells that are not flagged with 'never resets' should now have reset.
  3. alexo2008
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    I tried using  the console commands to reset cells but it didn't work for me. The newly spawned enemies are level 1 instead of 117 which is my current level. Is there a way to fix that or do I need to start a new game 
    1. Genamine
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      This sounds like a compatibility issue. Try moving NPCScaling - Actors.esp to the end of your load order.
    2. alexo2008
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      I moved it to the bottom and yes I can also confirm not only is it not working as intended but it enemies do die in one hit like the "waking tank comment" below mine suggested too. 
  4. WakingTank
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    I started a survival playthrough with this mod and can pretty much 1 shot everything I've come across doing quests. I'm about level 16 is this normal?
    1. Genamine
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      No this is not normal, can you try changing the damage sliders in the mod configuration menu to see if the issue persists?
    2. WakingTank
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      Thanks this helps a lot being able to change the sliders, now I can get it perfect!
    3. Genamine
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      Alright, that tells me it's the case that I simply need to buff enemy HP, but in the mean time the MCM slider will have to suffice.
  5. lvhoang
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    Love how I can customize through MCM!

    One question please: how can we change the damage done and taken by NPCs?

    There are many parameters for the player, settlers and companions. But what about hostile NPCs (how much damage they deal and take)?

    Thanks!
    1. Genamine
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      Not currently an option.
      I can take a look to see if it's possible to make it an option.
    2. lvhoang
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      That would be amazing, if you have time. Thank you so much!
    3. QuentinLa12
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      Try SKK Dynamic Damage Manager 
  6. GoatGawd
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    Does anyone know if this works with America Rising 2 NPCs? 
  7. Lokiath
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    Noticed you asked to some point of view on the balance.

    When I originally got this, it was the most recent addition with the assurance I was safe to add to a current playthrough. It worked fine, but I found with my build and mods I was pretty strong. S-4,P-4,E-1,C-3,I-4,A-5,L-9 (luck, better crit, rifle, medic, gutnut, lone wanderer, grim reaper sprint, 4 leaf clover, armorer, crit banker, 1 into bloody mess, idiot savant, action girl, scavenger) pretty much im a vat, critting machine with armor pen.  I havent played in 6 years and i never really super got into it or modding, and never tried a luck build, but now im in it! I pre planned my build. but with armorsmith extender, I use drugs, when I have too. I dont really use power armor. I have mods around that too. So that helps my beefiness, I have to heal, i have to drug, and I need the armors. I got this mod around level 20. So i had some health too. Which the mod doesnt give originally. I only have 1 endurance so not much of a dif lol. Now that Ive set the stage.

    So as far as balancing, I guess it depends on how youre building, but Im quite combat focused, and Id imagine most ppl are to an extent. Some sacrifice going to charisma, I can understand. I felt I was really strong. So right away I appreciate the damage input and output settings, cause I set my damage to 35% and my incoming damage to 140% on very hard. I was on hard originally though and I worked my way up.

    Now at level 40 I find I feel its almost a waste to put any more points into damage perks. I am though cause Im not quite sure how its going to feel as far as damage resistance as I get higher. Which I plan too.  I can always use the meters to make sure I have some sort of challenge. I feel without those meters, Id be sleeping through combat. Easy. Ive also added a SKK random encounters for more fights. That mod only does vanilla actors.

    So I dont see anything written, but I imagine that you take away health on level from players, and since you changed to a damage resistance curve, I imagine the enemies arent gaining HP either? I believe there should be some sort of health pool, but again, you can always resort to the settings to adjust to your liking. Which is my case, is to make things harder, but for another build, not focused so much on damage, making things easier. Which is a defs win there.

    Upon install the mod recommends a patch for raider overhaul and expansion zone. I highly recommend that both are obtained. More so expansion zone. It raises the level of zones that would be locked at a level cap, upon returning at a higher level. I believe making the whole map remain viable for future grinding. It also recommends an institute weapon and a bit of a faction overhaul that I think would be neat. But it is stated that this is best done on a new save, which I was not engaged in. Raiders overhaul is pretty cool. I like it. Makes raiders and everything about them better. Period. Including attire you can craft and you can make yourself look like a pretty bad ass raider.

    There is some wonky stuff going on though. Originally when I got this, everything worked, and when I adjusted damage input, output multipliers. The numbers reflected instantly. Later on, it stopped working that way and I had to save after adjustment, and reload to see the new numbers. The meter still reflected more or less damage by feel and watching health bars, without the numbers reflecting. Later it stopped working in general and long story short, I had to uninstall, reload the game and save, make a new save, turn off, reinstall, and reboot. Then it worked again. Granted I had a horrible s#*! show with one drive, and then had another episode where all my mods got deleted.  I did not boot the game without these mods, but It still created issues. So that might be some things going on because of my end.  So if youre to use, I would commit to a playthrough at least, or abandon the character. Or just deal with it, we do have meters!

    I guess when its all said and done, its fairy balanced. More so cause you can adjust it yourself. Im not to sure about the hp loss on both sides? I understand that the bullet sponge thing is fixed and that is absolutely the right things to do. Its dumb. But maybe some HP in combination with a damage resistance curve would be a little more viable. Sometimes longer fights are fun! just yeah not stupid bullet sponge. 

    The equation for HP is Base 80 +  (E x 5) + (Lvl - 1) x (E/2  + 2.5) =  (E=Endurance) Which does amount to quite a bit of hp. But I understand we are trying to avoid the spongie and a difficulty element.

    So the take away on this is, its a good mod, it helps, its better then vanilla thats for sure. I believe though it needs mods around it to bring the game to life. At least for me.  Some ppl like realistic, but I like more of the RPG feel. I like when things are a little beefy and dont die in one shot all the time. I like crafting armor and making outfits to go with them. And I also like a good boss battle here and there. When push comes to shove, this mod is part of my mod set up. Maybe adding an HP adjustable meter as well to the mix might benefit to the customization. Also add some mods that add NPC Actors to fight. NPC travelers adds 300 npcs. Different things to battle with YAY. Yeah and making it a little smooth so everything changes with it on meter adjustment and s#*! just doesnt stop working. YOU ARE NOT BETHESDA lol. Hope this info helps! This is literally my experience with it. Lots of info. Have fun reading all this hahaha. 
  8. Lokiath
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    so basically I had a nightmare happen with one drive. Originally it was taking my ini files from onedrive/documents/mygames/fallout 4, and after the s#*! show, steam switched over to C:users/documents/mygames/fallout4. I luckily had back up and I just put copies of everything into the users address. Checked all my ini files, and booted the game. 

    Everything seems fine and dandy, but I noticed something weird. I was doing alot of damage and smoking these guys I already killed before cause I had to do it again.

    So whats happened was I checked my outgoing damage multiplier, and I had it set at 0.35, but the gun stats were still showing full damage. 214 for example on my .50 cal rifle. I was one shotting things. I then lowered the damage multiplier and yes I was doing less damage, but the gun stats werent changing.
    Then I set the multiplier to 1 and restarted the game. Still at 214. Set it back to 0.35, then restarted. I was at 78.  

    So if I adjust the damage multiplier, my damage does decrease, but it is not showing up in the stats on the gun. Before it was. If i moved that scale, all the damage numbers changed. So now I have to change the multiplier, save, then restart my game.

    Im wondering if it has anything to do with vortex.  If part of its files are still aimed to look at the original file location and is missing information. Vortex seems to be reacting to the INI files, and Im getting fresh saves in the folder there. I wonder if this has been a thing the whole time. But I swear they were changing as I adjusted.
    1. Lokiath
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      Well 14 hours later and being up all night, I fixed my onedrive problem. Its gone and im never using it again. My load orders are the same, and the mod seems to be working. Just now if i want the dmg values on the weapons to reflect the mod settings, I have to change them, save, and load the save. Weird.
  9. Lokiath
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    I noticed in the install on vortex that you have a patch for raiders overhaul and institute technology overhaul. I don't see any references or links though. There is a few mods that kinda do that so I was hoping you could provide those links.

    Thanks.
    1. Lokiath
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      Couldnt really find anything on institute technology except for weapons so Im not interested.
      Im thinking you mean this mod for raiders Raider Overhaul WIP at Fallout 4 Nexus - Mods and community (nexusmods.com) 
    2. Genamine
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      Raider Overhaul
      Institute Technology Overhaul

      Institute Technology Overhaul also makes changes to NPCs and therefore requires a compatibility patch.
    3. Lokiath
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      Yeah perfect. I got the right raider mod. Though adding it turned into 13 hours thing. Ugh. Didnt progress at all today. But now i have better raider thingy! yay!

      Looks like raider overhaul is having NPC's added as a sub list on the Legendary list. So I probably should avoid patching. Just thought you might need to know that since your working with that mod.
  10. Lokiath
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    So I am very interested in this mod because I just learned about level list through moding. I didnt know there was a cap. THATS DUMB. Now my game is going to be way to easy eventually. 

    SO your mod pretty much saves the day on that, giving me a longer life to my playthrough. I just had a few questions upon reading your description, along with your posts.

    1. If a mod adds other variants of a faction. Will your mod scale those enemies? My understanding is will avoid enemies that are already scaled, but will it scale the enemies they added that arent?

    2. So you said NPCScaling - Actors.esp at the bottom of load order. I also just read in a previous patch you made another plugin called NPC Edits. I will place both at bottom, but which one goes at the very bottom between the two? im guessing npc edits, based on what you said. Just confirming

    3. On your description page it says, not recommended for an existing profile *sad face*, but on the posts you said "For those who are installing this mod for the first time, it will work on an existing save without needing extra steps" 1. Does that mean I don't have to move the plugins? 2. Does the mod now reset the cells I have previously explored so the npcs scale to my level since i have never downloaded this? 3. Wouldnt it still be better in a way to make a new character for this? Im worried, since the player no longer gets and hp increase.  It might mean I would benefit to changing how my character is structured perk wise right?

    My endurance is 1, I literally rely on level hp along with armor perk, weaves, and lone wanderer for damage reduction lol. I have a luck, rifle, crit build.

    Please let me know, cause I would really like to use this mod on my current play through.  Also make sure I'm installing it correctly, alongside mod compatibility. I have added your mod to my favorites. I just need more info so i can pull the trigger lol. If its all good, I'm just going to start a new playthrough if I have too.
    1. Lokiath
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      I just watched a video on what the next gen update actually did. I should of just rolled back the update and started there. First time playing fallout 4 on PC, giving me the ability to take moding seriously and I have spent 40 hours moding the next gen version. Im sick to my stomach..:(
    2. Lokiath
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      a
    3. Genamine
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      1. No, it will not, this mod only affects vanilla enemies

      2. The master file NPCScaling.esm will automatically place at the top of your load order, the NPCScaling - Actors.esp file should be toward the end, and any possible compatibility patches should be after NPCScaling - Actors.esp.

      3. Sorry if the description seemed confusing, I really need to pay better attention when updating it between versions. As of version 2.1.0 it will work on an existing save since it no longer makes scripted edits to spawned enemies, it only changes the base actor templates.
    4. Lokiath
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      Ok thanks
      Yes, these mods to add variants. I thought they might be scaled, cause they are actors and I have placed actors at the end. I thought it might read the other mod, adjusting them as well. Well crap
      **So what would be the result with the new variants? They would cap at level 50, and the legendries/high tier may end up bullet spongy to a point, until I exceed level 50 worth of character power vanilla. Thats my guess? I wish is was a simple as actors.esm just scales everything that isnt already scaled by another mod. I dont know this, but im guessing you have to document the script of each actor you are scaling. Darn lol. 

      I have a request then. It is up to you. But there is this really cool mod group by warsaw2135 on nexus.  He combined a roaming framework, adds variants, and improves all the factions and adds an encounter framework.  There all called improved Factions, Improved Nukaworld Raiders, etc. this is an example Improved Nuka Raiders at Fallout 4 Nexus - Mods and community (nexusmods.com) That would be cool if you could make it work with those. He also adds a whole new better questline for the enclave America Rising 2 - Legacy of the Enclave at Fallout 4 Nexus - Mods and community (nexusmods.com) and Improved America Rising 2 Enclave at Fallout 4 Nexus - Mods and community (nexusmods.com) It would also be cool if you patched for NPCs Travel at Fallout 4 Nexus - Mods and community (nexusmods.com) This would make the random encounters **EPIC**
      If you could make a patch for all those improved faction mods. That would be sick! They make the commonwealth so much more interactive with combat. Its so fun. I wonder if there is a generic way just to pick up added actors that are added by mods, that arent scripted already. Could always override it with FO4edit if the patch tries to. I have no idea how the mod creation works, so I apologize if Im being to needy on this one. The improved factions are also patched my robco patcher. So I can see alot of complications. **CAN CONFIRM, THE IMPROVED MODS WILL FUNCTION WITHOUT ROBCO** just no scaling by robco. So thats a work around

      **So this is what Ive done. Cause your mod is to good to not use. (THANK YOU) I have disabled all the improved factions, specially since they use robco and NPCs so that doesnt work with your mod.  I have also disabled NPC Travel, cause they **ADD** 300 npcs.**

      I am going to substitute my lust for more blood shed by using this Random Encounter Manager by SKK at Fallout 4 Nexus - Mods and community (nexusmods.com) SSK adjusts the VANILLA encounters. So your mod should scale them.
      **Am I correct on assuming this?** 
      **APPRECIATE YOU TAKING THE TIME TO REPLY** I just trying to make my fallout fantasy come to life. Man, this game is so much better with the moding community <3
      Do you think your mod will work with this mod NPC Level Scaling and Tougher Enemies Overhaul at Fallout 4 Nexus - Mods and community (nexusmods.com). It boosts that stats of most the VANILLA enemies. Making the game harder as well. My aim here is to make the weaker guys harder. Im also using Encounter Zone Recalculation (Continuous Level Scaling) at Fallout 4 Nexus - Mods and community (nexusmods.com) that you recommended. If I could use these mods, combined with your damage scaling menu. I think it would really bring the combat to life. Its really lacking otherwise. Your mod definitely helps with that. Im only level 32. But I keep finding problems as I mod and read. Im hoping by the time im done this play through. My next play through I can just play. 
      THANK YOU FOR TAKING THE TIME TO REPLY AND CLAIRIFY THINGS. I KNOW MY MESSAGES ARE HUGE AND ITS PROBABLY ANNOYING LOL. My brain is at work here :P
      I AM ALSO COMMUNICATING WITH WARSAW2135. I NEED THE EXPERTESE THAT I DONT HAVE LOL
    5. Lokiath
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       Random Encounter Manager by SKK at Fallout 4 Nexus - Mods and community (nexusmods.com) - In MCM game configure, there is instructions that describe that all vanilla players are unmodified and specifically so that vanilla overhauls will work with the random encounter generator. YAY a mod thats compatible without any settings. Gotta love it. You should recommend on your page. First I will test though. Ill let you know. 
    6. Genamine
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      Any new enemy variants added by other mods will not be scaled by NPC Level Scaling, they are separate entries and would require a compatibility patch.
      I can add more compatibility patches down the line if I can find the time to do so, but currently I don't have that time.

      However, it is worth mentioning that NPC Level Scaling not only adjusts enemies, but also the player. So enemies added by other mods will feel stronger at higher levels than if you weren't using NPC Level Scaling, by virtue of changes made to the player by this mod.

      Random encounter manager simply uses the vanilla leveled NPC lists, and thus will work with NPC Level Scaling.
      I've not looked under the hood of NPC Level Scaling and Tougher Enemies Overhaul, but if it makes changes to the stats of vanilla NPCs then it is unlikely it will work together with NPC Level Scaling.
    7. Lokiath
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      Thanks dude. I got added variants disabled and Im just running vanilla stuff right now. Which seems to be working together with my encounter and your scale mod. Basically I have to follow the rule of no added variants.

      Appreciate the reply. :D
  11. Dovahkiin9527
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    Does this mod affect companions? Because you mentioned that this mod might conflict with mods that modify companions, and the player’s damage is limited, what about the companions?
    1. Genamine
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      The changes made to companions by this mod are to provide MCM functionality, if you use a mod that changes companions then you will only lose the MCM option to adjust damage dealt by companions provided by this mod. If you don't plan on using said MCM option then you can freely use it together with mods that change companions.
  12. Lokiath
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    Thanks for the mod. This will really increase the longevity of my game like u said. I combined it with Encounter zone like the install suggested and its working well. I had to set my player dmg multiplier to .35 cause i was just slapping with my build and its nicer. Its on an existing save, but encounter zone should help and seemed to with resets.

    I did a cell reset anyways to make sure encounter zone worked.  and the NPC actor esp is at the bottom.  Im testing out areas close to vault 111 and far, but encounter zone should change that. Im not to sure on a lower zone cause the one i tried i think it permanent cause its a main story area.  I was getting higher tier enemies though I think from another mod i have that does that.  just gonna keep testing.

    Anyways. Appreciate! This should really help! vanilla level 50 cap on an unlimited level game. wtf lol. Dumb