This mod seems quite simple to install and just compared to other ones that requires several supporting mods (which all has issues like cdts) in order to work. Is this mod compatible with SKK Settlement Attack System/Random Encounter Manager?
First, thank you a lot for the mod. But my thoughts on it is not like what description seemed like. I thought it means I could encounter any enemy for example Radscorpion in Concord (would be very fun indeed). What you do seem to get is instead exactly same enemy type for example Raider but now it might be like high level boss instead.
Load these two mods after https://www.nexusmods.com/fallout4/mods/19642 War Never Changes mod for an incredible experience! Among dozens of other overhauls, it standardizes weapon performance, and removes the huge HP buffs players/enemies get through levelling, as well as gun damage buffs through perks. The balance between these mods is fantastic, and turns the game into a real FPS experience, if that's what you're looking for. Great job on both your mods, they work perfectly and were exactly what I was looking for.
Between this and your weapons and armor add-on version, has been quite refreshing. But since I play on very hard, I feel I need to occasionally use god mode considering there's lots of skull level mobs about even just leaving sanctuary and venturing in the surrounding areas.
Therein lies the challenge. The idea was to have the option to no longer be the centre of the Universe.
It's not like the Gunners or Raiders have a threat level assigned to you and send in stronger troops to kill you, or that creatures start evolving further in order to adapt to you alone. It's been 200 years, so enemy strength should be established by now.
My advice would be to make tactical retreats and get creative. Perhaps a multiple followers mod would help. Try the Super Headshot version of MyTweaks - Locational Damage as well, see if that makes for fun gameplay.
God Mode plus both your mods is pretty fun, I can just jump into the fray, pick up one of the many assault rifles that every enemies almost always has and just pew pew away without a care and take on the stronger creatures. And since Enemies drop the Heavy variants of Metal Armor which I made a custom texture for, it's much for enjoyable to wear that at low level than get it at a higher level or via console. So while I understand the challenge that you intended with the mod, I still find enjoyment with it alternately. Maybe on a seperate run or survival, I will do it the normal legit way.
You also said to list any mods that may conflict. Well I was using these two mods before hand and they don't seem to work cause of this mod which is fine.
http://www.nexusmods.com/fallout4/mods/22965/? (Haven't seen any DLC creatures that I normally would have seen)
http://www.nexusmods.com/fallout4/mods/13868/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmoddescription%2F%3Fid%3D13868%26preview%3D&pUp=1 (None of the Raiders/Gunners carry any of the DLC Weapons)
I don't really need a compatibility patch because this mod is way more fun atm but I thought I'd let you know.
After trying out your headshot mod on the run with god mode turned off that I was doing, I've decided to restart without god mode, since it seems the headshot tweaks you made should alleviate the issues starting out, (Enemies also seem to start feeling normal around levels 15-20 which is where I felt comfortable again without god mode.)
You're welcome, and if enemies ever start to feel stale, try NPC Level Scaling by Genamine - http://www.nexusmods.com/fallout4/mods/15961 When a compatibility patch is desired, let me know and I'll do my best to make one. Thanks and enjoy your game!
It was TJ's Levelled lists or something and had a few different options, one involving the unlevelling of the Commonwealth but yeah, been hidden/removed so, glad there's others out there!
This is pretty impressive, I like it. I have a question- I'm using NPC Level Scaling by Genamine for matching the npc's level to mine (sort of). Lower levels still felt vanilla, but they get harder as I level up, but much more so than vanilla. The mod description says that it changes the npc scaling curve and that the real effects would be more noticeable at higher levels. So far, they are harder and pretty aggressive (also running search and destroy) My question is would this mod work with that? I like the idea of having a more progressive npc scaling curve, makes for a tough game, but I also want to sometimes just randomly run into a gunner or raider that has me beat by like 20 levels and get destroyed by them, lol. Seriously. If I'm reading your description right, I could run into some op enemy straight away. I like that. Great idea, and thank you for your work
You could indeed run into a Mythic Deathclaw or Mirelurk King at any point. In answer to your question, NPC Level Scaling and my mod should work together without conflict, although I'm not entirely certain what the effects will be on the higher level actors when the player meets them early. Either their stats will be scaled down (hopefully not too much), or untouched until you start gaining levels above them.
Seems you are correct I gave it a shot last night and definitely noticed a difference. I'm also running an esp patch someone recently posted that made it so that you can run into any creature anywhere. So, that along with your mod and the npc scaling (and a higher difficulty setting) made for a very good experience, and seem to all run together well. Last night I went to vault 81 to do the molerat disease quest, as I hadn't done it yet on this run, and ran into bloodworms along with the molerats. Wtf is a bloodworm anyway? Lol. I guess I'll eventually find out when I actually play the game instead of modding it to death. Anyway, thank you for your work and your input. This is just what I needed.
Mods injected through script shouldn't conflict, correct? Weapon mods of course. Edit* Never mind I looked through the comments and see where someone else asked this already, and you said it would conflict. To bad I really wanted to try this or the other mod hoping to make my game much harder.
There won't be conflicts unless another mod adjusts the vanilla levelled lists again by being loaded later than this one or through scripts. Mods that add weapons to the game won't be affected because they have their own levelled lists that are unknown to this mod.
Ok, well all the weapon mods I have are injected by script so I should be good then if I have comprehended your answer correctly. I also have the NPC scaling mod which you have said should work with your mod. I am assuming yours to be loaded after that one because its a esm? Thanks for your advice.
41 comments
Is this mod compatible with SKK Settlement Attack System/Random Encounter Manager?
It's not like the Gunners or Raiders have a threat level assigned to you and send in stronger troops to kill you, or that creatures start evolving further in order to adapt to you alone. It's been 200 years, so enemy strength should be established by now.
My advice would be to make tactical retreats and get creative. Perhaps a multiple followers mod would help. Try the Super Headshot version of MyTweaks - Locational Damage as well, see if that makes for fun gameplay.
You also said to list any mods that may conflict. Well I was using these two mods before hand and they don't seem to work cause of this mod which is fine.
http://www.nexusmods.com/fallout4/mods/22965/?
(Haven't seen any DLC creatures that I normally would have seen)
http://www.nexusmods.com/fallout4/mods/13868/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout4%2Fajax%2Fmoddescription%2F%3Fid%3D13868%26preview%3D&pUp=1
(None of the Raiders/Gunners carry any of the DLC Weapons)
I don't really need a compatibility patch because this mod is way more fun atm but I thought I'd let you know.
Thanks for making a epic set of mods!
When a compatibility patch is desired, let me know and I'll do my best to make one.
Thanks and enjoy your game!
Do you happen to know what the removed one was called?
In answer to your question, NPC Level Scaling and my mod should work together without conflict, although I'm not entirely certain what the effects will be on the higher level actors when the player meets them early. Either their stats will be scaled down (hopefully not too much), or untouched until you start gaining levels above them.
Hope that helps.
Cheers
I gave it a shot last night and definitely noticed a difference. I'm also running an esp patch someone recently posted that made it so that you can run into any creature anywhere. So, that along with your mod and the npc scaling (and a higher difficulty setting) made for a very good experience, and seem to all run together well. Last night I went to vault 81 to do the molerat disease quest, as I hadn't done it yet on this run, and ran into bloodworms along with the molerats. Wtf is a bloodworm anyway? Lol. I guess I'll eventually find out when I actually play the game instead of modding it to death. Anyway, thank you for your work and your input. This is just what I needed.
Cheers!
Mods that add weapons to the game won't be affected because they have their own levelled lists that are unknown to this mod.