Is anyone experiencing seemingly random CTDs after installing this mod? I installed a few mods, this being the heaviest, into my very stable LO and now seem to get a bunch of random crashes way way more often than I did before. Wanted to see if anyone else is having a similar issue since i cant recreate the crashes
If you running NG like me, crash is all the time now, after reading up some on the buffout page there is something linked to if the BA2 archives is more then 256 witch buffout cured before, but is not working anymore. Im on my way to cut them down or find loose file versions of working mods. Un sure if this mod is causing mor frequend crashes tho... can be so much lol
I too started having random CTD's recently since I installed this and few other mods. I doubt it's the other ones because they are just outfits and guns. Either way, I'm gonna disable all of them and go back to a save just before and see if the issue stops (will have to do the damn Institute all over again ) but I got no choice.........never mind....not the end of the world.
I removed this mod and another, which was much less impacting, and my CTDs stopped yes. I think this mod has some issue but I am not sure how to recreate it
Same here, I was in nuka world and usually randomly crash in open world or when I get out of building. Almost all my other mods don't touch open world (just a bunch of settlement mods, crafting mods etc).
But this mod feels like essential to me, wondering if anyone tried to look into the problem Nope, I think the mod is working fine for me. After making the changes to Functional Display mod as instructed, I haven't had crash in some time now
I don't think there's a need in updating the encountered area with a flexible level due to the player's level. If did that,there‘s no meaning for me to be up leveled.
Check the description again, if anything this mod gives you a reason to revisit old places and keep leveling. The zone level won't go higher than vanilla maximum, so everywhere will be challenging and more fun for longer.
Hi! Im using NPC Scaling and Tougher Enemies Overhaul 1.0, and seems that they dont work together, i have 308 Super Mutant and beside him i have a 28 Super Mutant.. Mabe they change the same thing i dont know
From what I understand it cannot retroactively fix NPCs that already been broken but following the method in Cryo Freeze Effect Supplemental Fix description page I was able to manually fix a couple in my game. From what I read the only way to retroactively fix them would be via save editing.
I'm on Old-gen by the way, not downgraded, just the GoG version. Shouldn't matter because if your version is newer it should have the fix anyway, just thought it would be worth mentioning.
when is the encounter zone recalculated? I just revisited USAF at level 65 and they are all level 1, looking on the wiki the max level is level 5 so they should be at least level 5 right? is it recalculated on visiting the area and it's not working correctly or did it calculate in the background whilst I was still low level?
Some enemies are "easy" flagged like those in USAF and will always be low level with potentially up to level 5 enemies mixed in. That is what the max level of 5 on the wiki truly indicates rather than the enemies being at least level 5.
Does it have the option to disable or convert "Do not rearm" Random Encounters? Because i am not a fan of them permanently taking away random encounter zones from me. I was trying to do it myself but i'm still a bit of a beginner...
Combining it with mods that get rid of bullet sponges makes the game a much better experience mid to late game. Otherwise the game gets too easy when one shot takes out just about anything.
Not sure about bullet sponges, but there are mod like More spawns that make it up with sheer quantities of enemies. It's more compatible approach too, because it does not edit any balance related calculations, instead adding additional enemies to all spawn points. Also, that's the only way to justify using weapons like Fatman and Minigun, because in vanilla Survival I never could justify wasting all that ammo.
I 100% agree. One of the worst parts about level scaling is imo the bullshit bullet-sponge gameplay that happens later in the game. I had to make my own mod to fix it before I could even play this game.
absolutely not, skk random encounters adds his own list of enemies, is all outside from the main game, is such a well done mod it doesnt interfere with anything else
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Same here, I was in nuka world and usually randomly crash in open world or when I get out of building. Almost all my other mods don't touch open world (just a bunch of settlement mods, crafting mods etc).
Nope, I think the mod is working fine for me. After making the changes to Functional Display mod as instructed, I haven't had crash in some time nowBut this mod feels like essential to me, wondering if anyone tried to look into the problem
Deadly Encounter Zones
It has both of these:
CryoFix
Cryo Freeze Effect Supplemental Fix
From what I understand it cannot retroactively fix NPCs that already been broken but following the method in Cryo Freeze Effect Supplemental Fix description page I was able to manually fix a couple in my game. From what I read the only way to retroactively fix them would be via save editing.
I'm on Old-gen by the way, not downgraded, just the GoG version. Shouldn't matter because if your version is newer it should have the fix anyway, just thought it would be worth mentioning.
Edit: Never mind, I'm an idiot. The last 'old files' is the one I seek :P
mod version 1.0 btw, I'm on The Midnight Ride
My comment is not for this mod.
Also, that's the only way to justify using weapons like Fatman and Minigun, because in vanilla Survival I never could justify wasting all that ammo.
One of the worst parts about level scaling is imo the bullshit bullet-sponge gameplay that happens later in the game.
I had to make my own mod to fix it before I could even play this game.