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.
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.
Currently I update mod from 2.0.4 to 2.1.0. I found most enemies I engaged are one shot to kill. Even the death craw at Concord becomes very weak, which is totally a bullet sponge in 2.0.4.
this mod basically doesnt really work at all and everything is all over the place
if I dont mix it with a weapon randomizer then for example every single raider spawns with a minigun
companion damage seemingly does nothing. my companion is doing like 3-4x the damage I am but their slider is set to .1 and mine to .3. Im using piper.
Human scaling just doesnt work at all. humans die in only a couple shots. but the creatures of the wasteland and robots are almost impossible to kill. a decked out gunner corporal will take maybe 5-6 shots, meanwhile a molerat takes like 5 entire magazines. anything robotic is a joke and basically invincible.
even with an armor mod that gives them better armor, a 140 armor rating gunner dies in 3 hits while a 100 armor rating robot takes several magazines.
The MCM wasn't saving/maintaining the changes, even a load/quick load game was enough to revert the settings to default. Took a look in the Config.json and in NPCscaling.esm in FO4edit and discovered errors in Config.json.
First, id: Main5 "Incoming settler damage multiplier" and id: Main6 "Outgoing settler damage multiplier" had swapped SourceForm codes, the code "NPCScaling.esm|805" belong to Main5 and the code "NPCScaling.esm|804" belong to Main6.
Second: all SourceForms were wrong, they're wrote with zeroes, like this: "NPCScaling.esm|000805", but the right form is "NPCScaling.esm|805" (just the 3 final numbers).
I did those changes and tested with load/quick load and even closing and re-open the game, the MCM didn't reverted to default.
Interesting, a combination of my own oversight and MCM having been updated since I first created and tested this feature I suppose. Thank you for bringing this up.
Will there be a patch uploaded with the config file is updated/fixed? It reads like this mod should not be used without that or it will crash your game.
Unfortunately this mod adds stuttering in open world as every other mod that changes NPC. Its not the mods fault, its Bethesda screwing something in the latest update. I've learned this from Unofficial Patch mod...
So, this doesn't happen with the previous version on GOG 1.10.163 ? 'Good to know; yet another reason to be glad I bought it from GOG. They saved me from the new, but arguably not so much improved, NG version which grants slightly better graphics for a buggy much slower game which really needs expensive hardware upgrades.
1061 comments
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.
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.
if I dont mix it with a weapon randomizer then for example every single raider spawns with a minigun
companion damage seemingly does nothing. my companion is doing like 3-4x the damage I am but their slider is set to .1 and mine to .3. Im using piper.
Human scaling just doesnt work at all. humans die in only a couple shots. but the creatures of the wasteland and robots are almost impossible to kill. a decked out gunner corporal will take maybe 5-6 shots, meanwhile a molerat takes like 5 entire magazines. anything robotic is a joke and basically invincible.
even with an armor mod that gives them better armor, a 140 armor rating gunner dies in 3 hits while a 100 armor rating robot takes several magazines.
Im dying in 2 hits even with 88 armor and have to rely on Med-X + Psychobuff on every encounter
First, id: Main5 "Incoming settler damage multiplier" and id: Main6 "Outgoing settler damage multiplier" had swapped SourceForm codes, the code "NPCScaling.esm|805" belong to Main5 and the code "NPCScaling.esm|804" belong to Main6.
Second: all SourceForms were wrong, they're wrote with zeroes, like this: "NPCScaling.esm|000805", but the right form is "NPCScaling.esm|805" (just the 3 final numbers).
I did those changes and tested with load/quick load and even closing and re-open the game, the MCM didn't reverted to default.
Thank you for bringing this up.
https://files.catbox.moe/p4lha2.json here is the correct json, right click - save as - rename to "Config.json" and replace what's in the mod