Will you be continuing to work on this more Draagushnahk? It's a brilliant must have mod that does not have the praise it deserves! This mod allows for fully crafting combat to the players preference perfectly with other mods. Thank you for sharing!
I'll probably come back to it when the GECK comes out, It's essentially one of my core mods I made for my own gameplay, alongside rebalanced chems, perks and explosives...
I assume this conflicts with the Durable Vertibirds mod http://www.nexusmods.com/fallout4/mods/2857/?
Would you consider making your mod modular, such as splitting it a Humanoids module... Beasties module... Vertibirds module... so that people can mix and match and also for compatibility purposes?
It does in the latest version, as I decided to add vertibirds in by increasing their armour, rather than their health as that mod does. At some point I probably will make some aspects modular, but for now the earlier versions still work fine, and have no vertibird edits, so feel free to use them. It means the highest level NPCs will still spawn, but will work as a short term fix, especially if you aren't over level 60 or so.
I've certainly been thinking about it. I think Bethesda included some very low health enemies at level one so NPCs would die when audiences expected them to in trailers (such as in concord). I'll probably bring them all up to about 100 health (from the 30-40 they are now).
On top of that there are a whole bunch of NPCs that don't get spawned from the levelled lists. They are almost all under level 10, probably account for all the NPCs that don't level up with you at all, and are seen as anomolies in mods that alter the level range of zones. I'll increase all those to at least average health, and then see where we go from there. I'm sure there are some low level locked NPCs who spawn in high level zones and feel a bit out of place, it's just a matter of identifying which ones and altering their health manually.
This is just great! Thank you! This works perfect with Better Locational Damage, Arbitration AI, Adjusted Encounter Zones and the rest of my hardcore mods! Epic work!
I was wondering how will this effect Creatures, especially super mutants at high levels 70+? Are your health changes ontop of the health scaling or health scaling included? Considering creatures already tend to get REALLY tanky at high levels.
Anyway, I like the idea of the mod. Have you considered changing the health for synths ? After all they are robots. Speaking of whitch, robots in general?
I've done some more testing (extensively) including playing with the weapon damage perks and weapon damage itself, before realising the game is actually pretty well balanced in most places if you massively lower the weapon damage perks. So I did (in a separate file which I may upload later. I'm also planning on changing VATS bonus perks to something more useful, so it may be a while).
As for this mod, it shouldn't effect high level mutants as only the low level variants were touched. I MAY reduce high level mutants at some point, but to be honest since I removed legendaries from my game I've not come across what I would class as a 'tough' super mutant. I do wish I could get the zones to accept changes to their level spawns AFTER I first visit them, so I could set more challenging spawns in general. But that hasn't been done yet as far as I know and I wouldn't know where to start.
Synths I had intended to leave, I haven't visited the institute get on my save file, and the one's I've encountered so far were fine (even the tougher ones with Kellog). Low level ones look flimsier and have a 'robo-zombie' feel, and higher level ones are tougher (looking at the stats) and I would imagine have a 'terminator' feel. Not that I've met one yet, but Coursers remind me of agent smith, which is exactly where I want them really. Did you want them tougher or weaker?
Robots I was going to change, and are what I'm currently testing. I MAY have overdone it in the first round (took about 4 full laser clips to down a protectron) but I'll just spawn a row of the little buggers and keep testing...
Heck yeah! This mod NEEDED to happen - especially with the Supermutants and their hounds. Keep up the good work!
Another health tweak you might want to consider is Deathclaws. I'm playing on "Very Hard" at level 45 in unmodded vanilla and have finished the main quest, so I'm getting the "Defend the Checkpoint" random encounters to help the Minutemen. Yesterday I stumbled upon one that pitted 4-5 unarmored, musket-toting Minutemen against 2 standard Deathclaws... and the Minutemen won before I could even join the fight. I usually find Radscorpions to be scarier than these massive, horned T-rexes of the wastes (even the legendary ones). Could you maybe bump them up to a minimum of 1000 HP at least? It'd be much appreciated. :)
Somehow I get the feeling that will have been two low level Deathclaws, as most of the settlements are in low level areas. Low level deathclaws tend to be around 500-700 hp. I am tempted to upgrade them, but I'm not sure I want them surviving several nuclear blasts. Maybe? It probably has something to do with massed firepower, if they manage to hit those minutemen they would probably die (with this mod. Without they could have up to 660 hp!)
Thanks for making this mod, but i have to say that i see videos of people fighting stuff in this game and they have so much trouble. The reason is simply that they haven't upgraded their armor or weapons. I see people with 10mm pistols un-upgraded wondering why they can't fight deathclaws. If you rush those perks the combat is actually very fast paced, and deathclaws will be exhilerating, but nothing you can't handle, well at least i can confirm that for a rifle playthrough
I know where you are coming from, but I have to disagree. Get a fat man, full explosives perks. Turn ai off (tai and tcai in console) then summon a gunner brigadier. Nuke him. Then notice how he isn't dead. Also notice how he has more health than most deathclaws. This isn't about lowering all npc health, most monsters are in a pretty good place. Its about making humans sensible, and super mutants scary
oh ok, i just assumed it lowered everything it affected because of the short description. I didn't even look at the actual description, so that's my bad there. Thanks for being kind and of course for making the mod. I have a big appreciation for mod makers regardless of what i might think of the mod personally.
I haven't actually touched radscorpions yet, I've left most sturdy looking monsters alone as I actually find them quite balanced in vanilla (seeing as they're melee based, they need to be a bit tougher). Scorpions I might change though. Most monsters health doubles over the course of the game, scorpion health more than quadruples until they're as tough as deathclaws. I'm thinking instead of a 250-1125 range, something more like 400-800 would be good.
19 comments
Would you consider making your mod modular, such as splitting it a Humanoids module... Beasties module... Vertibirds module... so that people can mix and match and also for compatibility purposes?
Any chance you could bring the health of very low level enemies up a decent bit? They still seem a bit too squishy.
Anyways, thanks, gud jurb!
On top of that there are a whole bunch of NPCs that don't get spawned from the levelled lists. They are almost all under level 10, probably account for all the NPCs that don't level up with you at all, and are seen as anomolies in mods that alter the level range of zones. I'll increase all those to at least average health, and then see where we go from there. I'm sure there are some low level locked NPCs who spawn in high level zones and feel a bit out of place, it's just a matter of identifying which ones and altering their health manually.
Considering creatures already tend to get REALLY tanky at high levels.
Anyway, I like the idea of the mod. Have you considered changing the health for synths ? After all they are robots. Speaking of whitch, robots in general?
As for this mod, it shouldn't effect high level mutants as only the low level variants were touched. I MAY reduce high level mutants at some point, but to be honest since I removed legendaries from my game I've not come across what I would class as a 'tough' super mutant. I do wish I could get the zones to accept changes to their level spawns AFTER I first visit them, so I could set more challenging spawns in general. But that hasn't been done yet as far as I know and I wouldn't know where to start.
Synths I had intended to leave, I haven't visited the institute get on my save file, and the one's I've encountered so far were fine (even the tougher ones with Kellog). Low level ones look flimsier and have a 'robo-zombie' feel, and higher level ones are tougher (looking at the stats) and I would imagine have a 'terminator' feel. Not that I've met one yet, but Coursers remind me of agent smith, which is exactly where I want them really. Did you want them tougher or weaker?
Robots I was going to change, and are what I'm currently testing. I MAY have overdone it in the first round (took about 4 full laser clips to down a protectron) but I'll just spawn a row of the little buggers and keep testing...
Another health tweak you might want to consider is Deathclaws. I'm playing on "Very Hard" at level 45 in unmodded vanilla and have finished the main quest, so I'm getting the "Defend the Checkpoint" random encounters to help the Minutemen. Yesterday I stumbled upon one that pitted 4-5 unarmored, musket-toting Minutemen against 2 standard Deathclaws... and the Minutemen won before I could even join the fight. I usually find Radscorpions to be scarier than these massive, horned T-rexes of the wastes (even the legendary ones). Could you maybe bump them up to a minimum of 1000 HP at least? It'd be much appreciated. :)