Just a quick add-on. A few of the factions do get small additional bonuses, not including the HP, DR, ER and damage bonuses. I'll list them off here.
Railroad: All railroad NPCs gain additional protection from energy weapons, specifically laser types. Brotherhood: All BoS NPCs gain an additional 10% damage versus Ghouls, Super Mutants, and Synths (basically a weaker version of Danse's perk). Institute: All Gen 1 and 2 Synths and Coursers gain additional protection from ballistic weapons. Deathclaw: All deathclaws gain a movement speed bonus, reduced limb damage, and greater damage output. Behemoth: All behemoths gain additional health, speed, damage, and outgoing limb damage. Robots: As stated, all robots gain a large amount of protection from ballistic weaponry.
Another quick add-on: You can put this into existing saves or new games, and uninstall it from existing saves with no problems. As per usual, you will probably have to wait for cell resets, but that's about it.
So to those who are saying that NPCs appear to take NO damage, and that they have NPCs dying at full health, I figured out what's going on. It's part of how the game adjusts added HP from perks.
On the player, when you have something like the Life Giver perk that adds to your characters HP, it's visible immediately, and becomes part of your health bar, and drops when you take damage, since the player is supposed to have the ability to increase their HP, either through perks or through added Endurance.
NPCs however do not appear to have been programmed to have increasing HP at any point, so any additional HP they get other than their set base HP will NOT show on their health bar. So essentially you're shooting/slicing/punching/(input form of damage here) through an invisible health bar before you hit their main health bar. However you ARE still damaging them. For confirmation, you can either check VATS and see that their body parts are damaged despite them being at full HP, or you can use the floating damage mod and it will show that you're still hurting them despite them being at full HP.
As for the NPCs dying while still at full HP, that's not true either. What happens is low level enemies (like base raiders, ghouls, etc) have such low HP, that once you burn through their added HP, whatever left over damage from whatever you used is usually more than enough to kill them outright.
There is a minor bug with this mod that I have as of yet been unable to find the reason for, and as such cannot fix. Some enemies will actually be completely invulnerable to all non AoE damage.
Thankfully crippling effects still seem to work, but to damage these bugged out enemies, you will need to do one of the following:
A) Reload a previous save, preferably in another cell, and then return to the area. This DOES work with any and all indoor enemies, and some outdoor enemies. Or B) Use explosives. AoE damage does work on the invincible enemies.
Mod is amazing. Tried doing Hardcore, but let me tell ya...it hurts but is totally doable. But i had to download the regular one as hardcore isn't as fun if you play Endless Warfare and there are 50-100 Raiders or Gunners or Operators shooting you at once.
does it make enemies stronger enough for a player play with many mods like me? i use many mordern guns and armor mod so.. i'm too tanky and can 1-2 shots most enemies... i feel game 's boring now even on survival... ----------------- ok i wish i dun ask this dumb question.. zzz.. enemies now super strong, i'm using hardcore version.. the castle defende become ultra hard mission =))) a synth with a plasma gun can 1 shot me from 30m+ far away, OMG! super strong and accurate finally i have to use orbital cannon (i mean archimedes mod) to clear them from far away (yes after i tried to run away, very hard to run away too) ....
This mod was designed to be used on either very few mods in which the player is pretty strong but not overly OP (normal version), and then heavily modded playthroughs in which the player is quite powerful (hardcore version).
With the damage and resistance and HP bonuses the NPCs get, even with modern weapons and boosted damage mods, you're still going to find that a lot of the enemies will definitely take more than 1 or two shots to down, some of them taking dozens to hundreds (depending on your weapons) to bring them down, and making any return fire they give hurt a LOT.
This mod has it done right, increasing resistances and HP per ten levels. Now the biggest headache is the healthbar bug (or rather, limitation).
Now mods which make enemies' level scale with you, they don't really do much because the resistances do not change, but I have found that their HP do increase every X levels, and it changes the base HP (and therefore no healthbar bug).
Do you know how exactly that works? Is it because once you hit a level you fight a different version of that NPC? And more importantly, wouldn't the best thing to do is combine the mods somehow so yours give enemies resistances while level scaling gives them HP?
Hardcore version seems to be best scaling mod I tried so far, doesn't overextend on what it does and the scaling seems really good, apart from raiders which I find still too weak, but I see in fo4edit that I can remedy that, at least when it comes to resistance.
Still, seems like best out of the box solution to "game too easy" problem so far, combat wise. Paired with mods like Game Configuration Menu and tweaks to prices + some scarcity LL mods it creates somewhat complete survival environment without having to dabble into complete overhauls that are incompatibility nightmare.
The only downside is that this mod is completely uncompatible with most other NPC "adjusting" mods. However anyone with some skill in FO4Edit can make easy patches to that.
And yeah, hardcore version is easily more fun than normal version, especially if you build your character correctly or have half a brain, or both. I did my best to design it so that normal version added some slight challenge for casual to mid-caring players, and hardcore made it more fun and exciting (to a point) for better to... well for lack of a better word for it, hardcore players. However once you hit level 100, hardcore becomes a tad mean.
To put it into perspective, when I was doing testing for hardcore version, I set my level to 101, which then triggered the final part of the perk, and then spawned in some Disciples (3 to be exact). I then spawned in a mythical deathclaw, and had them go at it. It was... well... I felt bad for the Disciples... Then that same deathclaw introduced my innards to the outside world and then I knew I had made it right.
But as long as you're enjoying the mod, I've done my job.
No. This mod doesn't touch the levelled list or spawn scripts. Enemies will still appear at their appropriate levels. It just makes it so low level NPCs in low level areas will stay a threat to the player as the player levels. For example, the raiders in Corvega, if you ever go back there after the first MM mission, they will be significantly more durable than when you first encounter them, and hopefully be a slight challenge instead of the usual ROFLSTOMPOMFGYUSOWEAK.
So, this mod stops the level scaling of enemies at lvl 100. Does this include the highest tier of enemy types from different factions/races like Super Mutant Warlord, Mythic Deathclaw, Gunner Brigadier etc.?
Yes. Every NPC you could possibly encounter in regular combat/ambushes/MOST missions has been boosted, including the highest tier NPC classes.
But the boost they receive upon the player hitting level 100 is rather drastic, in case you were worried about them feeling underpowered. It's sort of like the game saying "Congrats, you hit level 100. Now die horribly unless you gear properly."
The level scaling never stops, however, the perk stops adding any additional buffs after level 100 other than the usual buffs you get from level scaling.
I love this. I’ve tried several mods to make things harder on me and none quite do it right. Yours come close, aside form them being nigh invulnerable for the first few seconds, but that I’m fine with, makes things real interesting real quick when the mutie o just blasted in the face with a shotgun with explosive legendary barley flinches lol
Glad you're enjoying the mod. The invulnerable for the first few seconds I can't do anything about. I've tried, but one of the stickied posts above explain it. I think. Still not sure XD
yeah i have noticed this myself as well, it crept up on me cuz i installed this mod around lvl 12, and had no issues but before i knew it i was lvl 40 and like wtf? im shooting ppl 5 or 6 times till they die, but i finally tracked it down after starting a new char with all the same mods and realizing it wasnt happening, so it seems like when this mod adds health to an enemy it doesnt factor and add it to the original health bars length, it basically extends it off the right side even further, but the health bar only shows a red bar between the 2 little side lines or brackets it has for the health bar
so for example|----------|if this is the normal health bar an enemy has and the game calculates there is 300 health points in that meter, then when this mod adds health what happens is the health bar / meter does this|----------|----instead of factoring it all together into the same sized bar, or just extending the whole thing to be a longer health bar, and it wont show health past the original meters starting and ending brackets, so the extra health off the right side of the meter doesnt show up after the 2nd ending bracket
otherwise its solid, adds good difficulty to make me make use of my ammo and stronger weapons for a lot of enemies instead of just for a specific few like behemoths etc. which makes a lot of the random enemies and low lvl stuff still worth dealing with in higher lvls, instead of raiders and gunners just being a chore that get in the way while im trying to play lol
* now with that said im not sure but i feel like there is a bit of a bug happening as well, i had an issue with the Mirelurk offspring that come out when fighting a Mirelurk Queen, i was mashing them with 5-10 melee hits and no dmg, i got to a point i had to give up and run away cuz they just werent dying, after i unchecked this mod from my list tho with a few others, then went into my game and fast traveled to an interior cell and saved, then re-enabled the mod and went back to fight it seemed to be fixed, they still had more health and took 4 hits to kill but it was really consistent how much melee or gun dmg a type of enemy took, which could have just been me at the time, but i figured i would throw that out in case it helps someone that is having legit issues with it (i also had issues with a wall mounted Turret, where it just wouldnt die even by fat man lol, but after i noticed those things and reset the mod i havent had any issues like it since that 1st time)
The invulnerable enemies are caused by some weird scripting bug that I still haven't been able to find or track down. I'm not sure exactly, but I think it has something to do with how the enemies are spawned in some ways. But in the event you ever find an enemy that seems to be invulnerable, hit them a few times, and then check VATS. If they are showing damage to body parts in VATS, then that just means that they have a lot of HP and the damage is not yet visible. However, if they are NOT showing damage in VATS, then it's that asshole of an invulnerable bug, and the only way to damage/kill them is with explosives.
So I honestly love the idea of this mod. It definitely is the most eloquent solution I've found to AI being too easy. I think the only thing I wish is that I could have like a "Half scaling" version, cause sometimes it feels bad unloading a clip into someone you know is just gonna have pipe weapons + Scrounger/fortune finder bonuses (also I worry if I go a stealth build I might massively lose out on the satisfaction a headshot with a sniper brings) to be a little disappointing. But realistically these are my personal preferences, not your problem. I might just turn off your mod if I find it messes up stealth kill satisfaction for those save files.
Regardless, I'm not asking you to change anything. Your mod is great and probably the best scaling option I have ever seen (cause on most Bethesda games, mods tend to make enemies level up which ALWAYS turns off certain perks/spells). So good on ya.
Yes. You can change game difficulty at any time and this mod won't be affected. But I would discourage you from changing it to very hard if you downloaded the hardcore version of this mod. You will find firefights borderline impossible below level 30, and above level 100 they become hilariously unpleasant.
Game difficulty changes don't affect the actual in game records, it just affects player damage output, damage taken, and legendary spawn chance.
Oh yeah I started out in very hard and was doing Show No Mercy for the BoS and I died like 6x. As long as I was on the bird I was good, I have them modded to be more durable and sport explosive mini guns, but once we were boots on the ground things went south lol. And I LOVED IT
76 comments
Railroad: All railroad NPCs gain additional protection from energy weapons, specifically laser types.
Brotherhood: All BoS NPCs gain an additional 10% damage versus Ghouls, Super Mutants, and Synths (basically a weaker version of Danse's perk).
Institute: All Gen 1 and 2 Synths and Coursers gain additional protection from ballistic weapons.
Deathclaw: All deathclaws gain a movement speed bonus, reduced limb damage, and greater damage output.
Behemoth: All behemoths gain additional health, speed, damage, and outgoing limb damage.
Robots: As stated, all robots gain a large amount of protection from ballistic weaponry.
Another quick add-on:
You can put this into existing saves or new games, and uninstall it from existing saves with no problems. As per usual, you will probably have to wait for cell resets, but that's about it.
On the player, when you have something like the Life Giver perk that adds to your characters HP, it's visible immediately, and becomes part of your health bar, and drops when you take damage, since the player is supposed to have the ability to increase their HP, either through perks or through added Endurance.
NPCs however do not appear to have been programmed to have increasing HP at any point, so any additional HP they get other than their set base HP will NOT show on their health bar. So essentially you're shooting/slicing/punching/(input form of damage here) through an invisible health bar before you hit their main health bar. However you ARE still damaging them. For confirmation, you can either check VATS and see that their body parts are damaged despite them being at full HP, or you can use the floating damage mod and it will show that you're still hurting them despite them being at full HP.
As for the NPCs dying while still at full HP, that's not true either. What happens is low level enemies (like base raiders, ghouls, etc) have such low HP, that once you burn through their added HP, whatever left over damage from whatever you used is usually more than enough to kill them outright.
Thankfully crippling effects still seem to work, but to damage these bugged out enemies, you will need to do one of the following:
A) Reload a previous save, preferably in another cell, and then return to the area. This DOES work with any and all indoor enemies, and some outdoor enemies.
Or
B) Use explosives. AoE damage does work on the invincible enemies.
-----------------
ok i wish i dun ask this dumb question.. zzz.. enemies now super strong, i'm using hardcore version.. the castle defende become ultra hard mission =))) a synth with a plasma gun can 1 shot me from 30m+ far away, OMG! super strong and accurate finally i have to use orbital cannon (i mean archimedes mod) to clear them from far away (yes after i tried to run away, very hard to run away too) ....
With the damage and resistance and HP bonuses the NPCs get, even with modern weapons and boosted damage mods, you're still going to find that a lot of the enemies will definitely take more than 1 or two shots to down, some of them taking dozens to hundreds (depending on your weapons) to bring them down, and making any return fire they give hurt a LOT.
Seems random that some have it and others don't (at first I thought you're trying to change bosses, but some bosses like Swan didn't change).
Should be more transparent about the changes.
Now mods which make enemies' level scale with you, they don't really do much because the resistances do not change, but I have found that their HP do increase every X levels, and it changes the base HP (and therefore no healthbar bug).
Do you know how exactly that works? Is it because once you hit a level you fight a different version of that NPC? And more importantly, wouldn't the best thing to do is combine the mods somehow so yours give enemies resistances while level scaling gives them HP?
Still, seems like best out of the box solution to "game too easy" problem so far, combat wise. Paired with mods like Game Configuration Menu and tweaks to prices + some scarcity LL mods it creates somewhat complete survival environment without having to dabble into complete overhauls that are incompatibility nightmare.
And yeah, hardcore version is easily more fun than normal version, especially if you build your character correctly or have half a brain, or both. I did my best to design it so that normal version added some slight challenge for casual to mid-caring players, and hardcore made it more fun and exciting (to a point) for better to... well for lack of a better word for it, hardcore players. However once you hit level 100, hardcore becomes a tad mean.
To put it into perspective, when I was doing testing for hardcore version, I set my level to 101, which then triggered the final part of the perk, and then spawned in some Disciples (3 to be exact). I then spawned in a mythical deathclaw, and had them go at it. It was... well... I felt bad for the Disciples... Then that same deathclaw introduced my innards to the outside world and then I knew I had made it right.
But as long as you're enjoying the mod, I've done my job.
But the boost they receive upon the player hitting level 100 is rather drastic, in case you were worried about them feeling underpowered. It's sort of like the game saying "Congrats, you hit level 100. Now die horribly unless you gear properly."
so >LVL100 = No more additional resistance buffs other than increased HP.
Got it, thank you for clarifying.
so for example|----------|if this is the normal health bar an enemy has and the game calculates there is 300 health points in that meter, then when this mod adds health what happens is the health bar / meter does this|----------|----instead of factoring it all together into the same sized bar, or just extending the whole thing to be a longer health bar, and it wont show health past the original meters starting and ending brackets, so the extra health off the right side of the meter doesnt show up after the 2nd ending bracket
otherwise its solid, adds good difficulty to make me make use of my ammo and stronger weapons for a lot of enemies instead of just for a specific few like behemoths etc. which makes a lot of the random enemies and low lvl stuff still worth dealing with in higher lvls, instead of raiders and gunners just being a chore that get in the way while im trying to play lol
* now with that said im not sure but i feel like there is a bit of a bug happening as well, i had an issue with the Mirelurk offspring that come out when fighting a Mirelurk Queen, i was mashing them with 5-10 melee hits and no dmg, i got to a point i had to give up and run away cuz they just werent dying, after i unchecked this mod from my list tho with a few others, then went into my game and fast traveled to an interior cell and saved, then re-enabled the mod and went back to fight it seemed to be fixed, they still had more health and took 4 hits to kill but it was really consistent how much melee or gun dmg a type of enemy took, which could have just been me at the time, but i figured i would throw that out in case it helps someone that is having legit issues with it (i also had issues with a wall mounted Turret, where it just wouldnt die even by fat man lol, but after i noticed those things and reset the mod i havent had any issues like it since that 1st time)
Regardless, I'm not asking you to change anything. Your mod is great and probably the best scaling option I have ever seen (cause on most Bethesda games, mods tend to make enemies level up which ALWAYS turns off certain perks/spells). So good on ya.
Like Raiders at a certain point shouldn't be able to take 300 bullets
Game difficulty changes don't affect the actual in game records, it just affects player damage output, damage taken, and legendary spawn chance.