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I love the NPC Level Scaling mod for what it does to help keep enemies scaled to me, however, I was not a fan of some of the changes made to damage resistances. Specifically, there are a number of creatures for which the weakness to Energy and Ballistic damage was switched - in the original mod, basically all creatures are weaker to ballistic damage than energy, which makes energy weapons mostly defunct.
Thus, this patch!
What this mod does: 1. Reverts the damage type weakness of the following creatures back to vanilla (weakness in brackets):
Deathclaws (ballistic)
Super Mutants & Behemoths (energy)
Radscorpions (energy)
Mutant Hounds (energy)
Yao Gais (energy)
Hermit Crabs (ballistic)
Gatorclaws (ballistic)
2. Pulls forward changes made by the Unofficial Fallout 4 Patch, that were missed by the original mod. These are mostly related to object templates and outfits - they won't cause problems without the changes, you just may not see the creature variations properly.
What this mod does NOT do:
Make any changes to how the actual scaling works in the original NPC Level Scaling mod
Include any assets from either required mod - this is strictly an esl-flagged esp patch
Revert any other changes besides the damage resists as above. So SPECIAL additions and other elements added/changed in NPC Level Scaling will still exist
There are two versions of this mod, one reverts back to vanilla resistances as per above. The second is a part-merge with Deadly Predators, doubling the damage and resistances of some creatures - where NPC Level Scaling had already buffed, I chose the higher of the two. Personally, I use this second version. Super Mutants will still use the same changes as the original (ie. resistances reverted to vanilla).
Creatures with changed stats in Deadly Version:
Behemoths
Mutant Hounds
Deathclaws
Radscorpions
Molerats
Yao Gai (Commonwealth and Far Harbor)
Mongrel Dogs
Behemoths
Stingwings
Radstags
Wolves (Far Harbor)
Fog Crawlers (Far Harbor)
Anglers (Far Harbor)
Hermit Crabs (Far Harbor)
Gatorclaws (Nuka-World) - NPC Level Scaling had already buffed the damage output, so I just doubled the vanilla resistances