Fallout 4
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hexef

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hexef

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9 comments

  1. JacobKirwin
    JacobKirwin
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    This formula is geared towards normal difficulty, right? Will the scaling hold a similar bump for Survival mode's increased in/out damage multiplier? Will it follow a similar scaling path, just magnified? 
  2. Dongeroman
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    Would you be able to release a version that only buffs NPCS and not the player ?

    I'm using creative perks plus so I already have weapon scaling and I don't want to touch my perks. I also have other mods that buff the player character so the only thing I would want out of this mod is the NPC damage scaling. Maybe different versions of this mod like an easy mode (2%) per level damage bonus , normal (5%) , and extreme (10%) or something like that to give us some options . Just an idea because I like the idea of your mod I just don't want the main character touched.
  3. bagelhe
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    I like the idea of your mod and prefer my enemies are getting tougher.

    I am already running this one. Can they work together?

    https://www.nexusmods.com/fallout4/mods/45085
    1. hexef
      hexef
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      Yes, should work fine together.
  4. Chloelowe1
    Chloelowe1
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    I love the idea of this mod. However, I am playing with better locational damage and I already deal and receive tons of damage. I am going through your mod's esp in fo4edit and I am trying to reduce the damage buffs from the perks and also prevent the enemies from getting stronger too. How would I go about this?
    1. hexef
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      You cannot do it from FO4Edit. Damage buff values are baked in the scripts. The source code of the scripts is included in the .bsa file of this mod. You'll have to use a BSA explorer in order to extract the source. Make sure you extract them under the Scripts/Source/ folder from your FO4 Data/ directory.

      Next step is to open up Creation Kit and select the .esp of this mod, and then you should be able to modify the scripts. The files you need to edit in order to alter the damage buffs are located at:

      Scripts/Source/User/DmgScalingAndPerks/MainQuest.psc (Player Damage, p<PerkName>BonusDmgPerc is the bonus percentage for each player perk)
      Scripts/Source/User/DmgScalingAndPerks (NPC Damage, pNpcBonusDmgPerc is the bonus damage percentage.)

      Edit these variables to whatever values you wish, then compile them using Creation Kit's papyrus compiler. That's pretty much it.
  5. Macnspam
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    I like the idea a lot.... Maybe just make LevelupMenuEX a requirement and just make entirely new perks you can get repeatedly for various stats? Idk. I've always loved things that make enemies harder as levels go on, I just dunno if making Toughness have infinite ranks will do enough to mitigate the incoming damage unless your defense scales with level. I'm willing to give it a try!
    1. thesimpsonguy
      thesimpsonguy
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      Not everyone uses LevelupMenuEx.
    2. hexef
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      Maybe just make LevelupMenuEX a requirement and just make entirely new perks you can get repeatedly for various stats?

      Thanks for the suggestion, but I won't add any new requirements to this mod, except maybe F4SE if I decide to implement a new feature which would make use of the script extender functions.

      IMO, I wouldn't make repeatable perks for other stats, since most of them cannot scale dynamically throughout the game. Take Carry Weight for example, while I can make it so you can endlessly increase it, it wouldn't scale dynamically since item weight in the game is static. Accuracy/Recoil are another example, as these two have a range between 0 and 100, with 100 meaning full accuracy/no recoil. No point in raising them past 100.

      Damage and Health are good contenders, since they have no limit and both player and NPCs can compete forever in these stats. This mod turned Damage into a dynamically scalable stat.
      I just dunno if making Toughness have infinite ranks will do enough to mitigate the incoming damage unless your defense scales with level

      Trust me, it's more than enough. Also, your defense scales with your level by default, since you gain +5 HP on every level-up. I suggest stockpiling perk points so when you feel like you're dying too easily, just pop a few Life Giver perks and that should immediately offset the current NPC damage modifiers.

      BTW, the perks from this mod should be obtainable from the LevelupMenuEX interface by default, right? From what I gather, LevelupMenuEX is probably parsing the selectable perk data followed by adding them to its new perk menu interface. So hopefully any perks added by this mod should be visible in LevelupMenuEX.