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GELUXRUM

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About this mod

SCOURGE is a stat overhaul that removes scaling and standardises stats. It uses a real-world math model to create a Commonwealth in which no two creatures are the same through MCM-configurable randomisation.

Requirements
Permissions and credits
Translations
  • Spanish
  • French
Changelogs
Donations


SCOURGE uses normal distribution to randomise NPC stats in a way that is akin to the real world. You can use the MCM to set the minimum and maximum possible values for Health, Damage Resistance, Energy Resistance and Speed values of every NPC race. And to make it even more interesting, you also have the ability to link up Health and Speed together, making stronger NPC variants slower and weaker ones faster. This is called the Influence system and more info can be found in the Mod Configuration Menu in-game.
Want all humans to have 100 health? Or Deathclaws to appear both weak and fast or slow and tanky? Well now you can make your dreams come true. And all this can be done by using the MCM with your changes activating instantly when a new NPC spawns.

General Information
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How does it work?
  • SCOURGE uses scripts to randomly generate values for different NPC stats. This is how height, IQ and many more things are distributed in real life. Making this as realistic as it can get.
  • For example, a Deathclaw by default will now have between 500 and 900 health and SCOURGE will set the average to ~700. The lower/higher the value,
    the lower the chance it is to get it. Due to the nature of Normal Distribution, very low or very high values are very rare and majority of players will never run into an NPC with a minimum value in 1 stat, much less all 3-4. More info on this in the next section.
  • EVERYTHING is adjustable in the MCM. The MCM will allow you to tweak each NPC Race's stats and whether the mod affect specific stats.
  • If you need to exlude specific NPCs, there are keywords that will do exactly just that. You have the choice to completely exclude NPCs from being affected, or only exclude their individual stats.
  • Once an NPC has been affected, the spell with the script will remove itself from said NPC. This keeps everything clean to reduce bloat from having thousands of inactive spells/scripts on NPCs.
  • SCOURGE has been highly optimised compared to versions pre-2.0beta and there should be 0 script lag.
Why?
  • Because the vanilla system is not good. The enemies will infinitely scale and even with the removal of health scaling some NPCs will have busted stats like Triggermen with 110 damage resistance. I mean c'mon, they are wearing a suit and take more shots to kill than a Deathclaw - how does that make any sense? It doesn't, and that's why SCOURGE is here to fix that.
  • Infinite amount of variations means that you will never  know how strong an NPC is just by looking at them. Using Deathclaws as an example again, there are 12,170,751 possible combinations by default. The difference between the weakest and strongest is like night and day.

Future plans?
  • Alongside new additions based on player feedback, there aren't any plans that I have set myself.
  • There are no ETAs for future updates. But any pre-releases will appear exclusively on the MAIM Discord server for all / some people to test. If you want to try new releases before they are out for the public, then that is the way to do so.
  • I will create new mods to go along with SCOURGE. Currently, I am working on balancing out the player character so that the only thing that puts you above the average raider is that you are human and they are an NPC. There is no ETA on this, but it should be done soon-ish once I get all the bugs fixed in that mod.


Maths and Graphs for Nerds
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What's the math like?
  • Now, a Deathclaw has between 500 and 900 Health by default. This makes it average out at 700. This works both ways, both below and above the mean; roughly 34% of Deathclaws will have 700 to 766.66 ~ 767 health, 14% will have 767 to 833.33 ~ 833 health, with only 2% having 833 to 900. The interval is (max-mean)/3 which also somewhat follows the "68-95-99.7" rule. It's not super accurate due to the limitations with the language.
  • Now theory is cool and all, but what about the reality? Well, I spawned 1,000 Deathclaws (and managed to break some stuff in the process), but anyway, here is a graph of my results:

  • As you can see, the actual results follow the bell curve which means that the mod works as intended!
  • Some other cool stuff:
  • The most frequent values were 680, 700, 706 and 709 with 11 instances each.
  • The 2nd most frequent values were 653, 714 and 743 with 10 instances each.
  • The average comes out at 701.961.
  • The lowest was 519 and highest was 896. Just goes to show how some players may not run into super low-value NPCs.


Important Information
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Companions and named NPCs:
  • The moment you install this mod every NPC is changed. Instantly. Forever. No way back. Even if you uninstall the mod, the only NPCs that will have vanilla stats are the ones that haven't spawned yet.
  • If you want to have companions or some random boss NPC not be affected, you will have to add the keywords before you load a save for the first time with this mod. More info can be found under the Load Order, Patching and Compatibility section down below.
  • If you want to disable specific stats from being affected before loading a save, make sure to change the bool properties from "True" to "False" in the SCOURGE_TrackerQUST record using xEdit or Creation Kit.
  • If by any chance a companion decides to reset their stats, then you can use the SCOURGE_RerollAbility Spell which will change the NPC's stats again. This is currently a beta test and only works for base game NPCs. However, all companions use vanilla Race records so it's fine. Make sure to only apply it again once the new stat values have been displayed in a notification. You can also use HasSpell Spell_ID with the reroll Spell's ID and only apply it once it outputs 0.00.

NPC variants:
  • For maximum compatibility, SCOURGE does not have any hardcoded NPC data. This means that it has no idea whether the NPC it is changing is supposed to spawn at level 1 or 100. Therefore, if you are unlucky the Deathclaw in Concord may end up being the strongest Deathclaw you will ever fight in terms of stats. The only difference between NPC variants are their special powers that they may have e.g. Glowing creatures emit radiation. So, it is advised for you to get any mods that add interesting behaviour to different NPCs.
  • If supported, SCOURGE will consider NPCs that are supposed to be outliers in a Race, such as Gulper Devourers who share a Race with normal Gulpers. NPCs like those will have their own set of sliders. If there are any that should be considered, let me know and I will add them in.
  • This is not a problem for me personally, as I am more interested in killing the Deathclaw than admiring the colour of its skin. I do, however, recommend mods like Natural Camouflage that you can find on the GreslinGames Discord server to make enemies like Chameleon Deathclaws (plus any others you desire) actually turn invisible during specific weather (e.g. rainy, radstorm, clear or foggy) or actions (attacking, walking, standing, running or sprinting).


Requirements and Recommended Mods
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Required:

Optional:
  • Mod Configuration Menu – if you want to tweak any values or enable/disable anything you will either need to use this or do it manually in the .esp file.
  • MCM Booster – keep in mind that SCOURGE is absolutely massive in terms of MCM and adds 284 sliders and 142 toggles just for stat control. You will grow old waiting for the MCM to load if you do not have this. With this installed, the first time you open the MCM it will take around 5 seconds to load. Future openings should be instant, or a second at most if you have a lot of MCM mods. This is not a freeze and is completetly fine. If your machine is slower it may take longer than the time specified.

Recommendations:
  • MAIM – use for an even better experience. Pls use it so that eclix lets me go home.
  • Unleveled World - F4SE – SCOURGE gets rid of any stats that would have been gained through the NPC being a higher level. As a result you are recommended to use this mod to also delevel loot and gear that NPCs carry. It may make the game harder at first, but later on you will enjoy it much more. There is no patching required as I have made an F4SE plugin for this which does it all automatically.


Load Order, Patching and Compatibility
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Load order
  • This mod uses scripts and it will work anywhere in your Load Order. It will overwrite any stat changes that stem from other mods even if they are loaded after SCOURGE. If there are any specific stats you want to keep from other mods, be sure to toggle the recalculation off for that NPC Race in the .esp

Information for patching
  • Everything that has been added by SCOURGE has the SCOURGE_ prefix for easy identification.
  • The mod does its magic by using Races and FormLists. As a result 99.99% of all modded NPCs will not need patching unless they have a custom Race. This will require you to contact me as and I will add support for modded races. You can also make your own patches by following the guide in the Articles tab.
  • There are 5 new keywords included in the plugin file that should be enough to patch any kind of NPC. A single keyword to completely exclude an NPC from being affected, and 4 others to disable an NPC's individual stat recalculation.  
  • The names are self explanatory and you can add them to any NPC you wish to exclude from being affected. Each one also has a description in it that tells you exactly what they are used for in case the names are hard to understand. All conditions and checks are hardcoded into the script (except for the main exclusion keyword which is attached to the MGEF itself). I will add any new keywords if they seem necessary based on feedback and suggestions.

Compatible mods
  • All of them

Incompatible mods
  • None of them


Installing and Uninstalling
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Installing
  • Install it at the start, middle or end of your save and it will work.

Uninstalling
  • There is no way to reset the NPC values back to what they were before. You can disable the mod or parts of it in the MCM and NPCs will start spawning with vanilla stats. HOWEVER, any named / essential NPCs that have been changed by SCOURGE will stay like that forever. There is no turning back. And why would you want to anyway? :)


Credits and Stuff
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Me, myself and I:
  • You can leave comments in the "posts" tab to ask me about whatever
  • You can also privately message me on Nexus and I will respond
  • But the best way to do it is to join the MAIM Discord server and find me there

Cool people:
  • eclix for being a lad, letting me rip his description template, and much more
  • rux616 for teaching me cool stuff and creating the distribution value table
  • theroyalrabite and cuda for early playtesting, feedback and the super nice words
  • Everyone else on the MAIM Discord server who told me that they are super hyped for this mod and couldn't wait <3
  • People in the GreslinGames Discord server for technical help