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Genamine

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  1. Genamine
    Genamine
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    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 HP multiplier as a function of enemy level.
    This means that an enemy that has a base HP of 100 will have the following HP values at the specified levels:
    Level 40 - ~400 HP
    Level 60 - 500 HP
    Level 120 - 700 HP
    Level 180 - 800 HP
    ...
    Level 600 - ~900 HP
  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. GogaCool
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    The mod is broken guys. I'm level 26 and it spawned softshell mirelurk with 16k hp. Do not recommend. RIP my 15 hour save :(

    upd: fortunately I was able to uninstall this mod and load into the game after that.
  4. BrofessorOak92
    BrofessorOak92
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    Not really sure what happened with this mod. Came back to Fallout after a couple years of not playing and downloaded your newest update. Getting constant CTD 3 seconds into the title screen. I went by trial and error through all my mods and this is the one that does it for whatever reason. Wont bother listing my mods cause I have over 300 active but a few years ago this was running with everything no issue. Probably just gonna end up rolling back to the old version or not use it at all.
    1. Angrius
      Angrius
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      It worked for a while (about 1 days worth of playing, but now I have nearly invulnerable high level bosses and legendary creatures again. Shame
  5. Eureka74
    Eureka74
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    Can you added support for creation club
  6. Angrius
    Angrius
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    I was having heaps of issues with the occasional unkillable enemy. I have now loaded this mod's ESP at the very bottom of my load order and all of the issues seem to have dissapeared.
  7. LARBAK
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    between the unkillable enemies and all raiders packing flamers gonna have to uninstall this mod

    edit: the raiders with flamers was a weapon mod conflict. waiting to see if the invulnerable enemies happens again.
  8. liltotjoey
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    So, I'm experiencing the same problems since the newest update. I had this back in like 2020 and it worked fine. I've been trying to focus on things about the massive HP bug, and I don't think these are all the true, but some things I've noticed:

    -The npcs that do have massive health have so much that I'm convinced the error is just like a decimal placement or something that is increasing their HP by a factor of 1000 instead of 100
    -it seems that for raiders and super mutants, the low tiered enemies (no extra name) get killed quick, as I would expect in survival mode. But for the higher ranked enemies (idk the tier list but stuff like "raider scavver" or "super mutant skirmisher" or whatever) the HP is impossibly overinflated. 
    -bugs and ghouls specifically are wild cards for me, sometimes a festering bloat fly dies in two shots and a normal one can't, and vice versa
    -I sometimes will just turn off survival mode and use console commands to kill the high hp enemies and I swear half the time it feels like after resetting survival mode the enemies have less hp???
    - it feels like the more I level up in a session, the more I encounter the big HP bug, maybe the HP adjustment of leveling up is part of it?
    -Lastly, I feel like I encounter this issue more often in the overworld and less when I'm inside a building or other limited cell. 

    Again, I think my mind is playing tricks on me with some of these, but I believe these could be good leads to figure out what's up with the chunky hp npcs
  9. R4n0r0k
    R4n0r0k
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    Seems to need some flushing out. Ive encountered numerous npcs that are basically invulnerable to all but the kill command. If the enemy isnt ouright invulnerable, the mod seems to struggle between making an npc fold in a few punches (ex: a level 90 BOS Star paladin could be killed with a few standard punches in a build without any melee optimization) or making them so tanky, you'll be mag dumping them for 2 minutes straight. Supermutants seem to always spawn with the weaker option making them jokes. 

    I wouldn't recommend this mod. 
  10. vitros666
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    There are non-killable NPCs, but I hope this is only because I haven't started a new game.  as recommended by the author, it is installed and this : https://www.nexusmods.com/fallout4/mods/45674

    I started a new game, it didn't help.  Again, there are mobs that cannot be killed, their health is in place. Enemies of my level are 99% weak as if they were level 1. And then there are enemies that are simply unkillable.   That's it.
  11. vic8900
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    btw nice work Finnally i can battling raider more than only level 39 i mean they can even spawn 40 + btw but i feel behemoth dead claw milelurk / big creature and bossess  too weeaakk can i merging  Npc Scaling with other like Stronger Behemoth etc by Teckmages as long npc actor esp from this mod in end load order and using new game ? and can we downgrading to older version without corrupted save games in case enemy hp might too bloated ? thank !!!
  12. commandermerik
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    So, generally, I like the changes this makes... until I run into something that takes chip damage from hits that can 1 or 2-shot a lot of other enemies in the area. I just spent several minutes to kill a single level 73 glowing mirelurk using a fully upgraded gauss rifle (because none of my other weapons could do much better) and most of the fight was spent knocking the thing around all over the place. 

    I kind of thought this shouldn't happen (or at least be this bad) due to this mod's tweaks to HP scaling. 
    1. Skolhamarr
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       neverminded, founded the problem and it was not this mod.  Do little more digging before I post.   The mod does what it set out to do,  1.30 is been running on my games for  years now.  It has worked well.  Fixed that little problem cap damage for  Bullets.  it was do to a ballistic overhaul.  Boss will travel and this mod is nasty combo if you all want a hard game.