Why do all these health scaling mods increase the base health and endurance bonuses? Tripling the endurance bonus is going to make me way OP. All I want to do is stop the health scaling.
I'm using Encounter Zone Recalculation and SKK Settlement Attack System. And I'm fairly new to modding and wonder if those mods would be compatible with this mod?
I would like to edit your mod with FO4edit to just reduce the intensity of the level scaling instead of cancelling it. I'm playing with MAIM having no scaling at all would be suicide, but I don't like at high level how much crazy HP you get and at some point even with MAIM the game is a cakewalk I would like to keep the game challenging but just way longer.
If I edit that way would it decrease the health scaling ? I'll decrease it if I found it it still too much
fNPCHealthLevelBonus -> 2 instead of vanilla 5 and 0 of your mod edit fHealthEnduranceOffset -> 2 fHealthEnduranceMult -> 1 instead of 0, but I'm not sure about that one it's not a vanilla value what does it do ?
As far as I understand it, it should work on them as well. Ever enemy has a base health and then that is scaled by your health. What this mod does is remove your health increase and thus the scaling effect. It doesn't affect base health. So gunner brigadiers or other modded enemies will probably still be really tough
So what this mod targets is a game setting that adds 5 hp to any characters Hp pool per level they have after level 1. This dosen't sound like alot but here are some examples of how it creates a problem.
Basic raider starts the game with say 30 hp level 1, by the time player is level 11 they would now scale up to 80 Hp Double their base for the basic mook. Then on the other end of the scale for boss and high end enemies we run into and issue where say their base health is 800 - their base level may also not match the players and be something like 78 ect. to generate that skull Icon somewhat artificially. Now take that 78 multiply it by 5 and add that to the base 800 we get just shy of 1.5 times the intended Hp due to the health scaling not even taking into account high tier enemies have defensive stats equal or greater to the best not P.A armor the play can get.
In short the scaling is fine in theory of a slow scale on difficulty but it was not considered when designing the game's other aspects thus resulting in the sponge effect that hurts the mid - late game so much with those late enemies gaining unintended boosts to already girthy Hp pools.
Very simple yet very effective mod! Many thanks! If you need SIMPLE balancing - this is it!
One mod makes such a huge difference - kill same things way faster, head shots make huge difference and still have to do something special for boss fights
Tested on very hard with 1:1 damage - so it is easier to calculate things - majority of things are now small and slowly grow with you (Raider lvl1 - 30HP vs lvl10 - 75HP) - bosses still quite challenging since they have significant base health (Raider Boss lvl1 ~ 200HP)
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I'm playing with MAIM having no scaling at all would be suicide, but I don't like at high level how much crazy HP you get and at some point even with MAIM the game is a cakewalk I would like to keep the game challenging but just way longer.
If I edit that way would it decrease the health scaling ? I'll decrease it if I found it it still too much
fNPCHealthLevelBonus -> 2 instead of vanilla 5 and 0 of your mod edit
fHealthEnduranceOffset -> 2
fHealthEnduranceMult -> 1 instead of 0, but I'm not sure about that one it's not a vanilla value what does it do ?
Basic raider starts the game with say 30 hp level 1, by the time player is level 11 they would now scale up to 80 Hp Double their base for the basic mook.
Then on the other end of the scale for boss and high end enemies we run into and issue where say their base health is 800 - their base level may also not match the players and be something like 78 ect. to generate that skull Icon somewhat artificially. Now take that 78 multiply it by 5 and add that to the base 800 we get just shy of 1.5 times the intended Hp due to the health scaling not even taking into account high tier enemies have defensive stats equal or greater to the best not P.A armor the play can get.
In short the scaling is fine in theory of a slow scale on difficulty but it was not considered when designing the game's other aspects thus resulting in the sponge effect that hurts the mid - late game so much with those late enemies gaining unintended boosts to already girthy Hp pools.
If you need SIMPLE balancing - this is it!
One mod makes such a huge difference - kill same things way faster, head shots make huge difference and still have to do something special for boss fights
Tested on very hard with 1:1 damage - so it is easier to calculate things
- majority of things are now small and slowly grow with you (Raider lvl1 - 30HP vs lvl10 - 75HP)
- bosses still quite challenging since they have significant base health (Raider Boss lvl1 ~ 200HP)