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keyzen97

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  1. keyzen97
    keyzen97
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    RobCo Patcher version: RobCo Patcher - EZ NPC Level Scaling
  2. thefircracker
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    Previous comment can be disregarded. I just want to clarify if I only need the CFM version?
    1. keyzen97
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      yup, but I haven't updated it for quite some time so,

      • Opal and Trader Rylee are now marked as Protected, as they're unique friendly NPCs outside of a major settlement.
      • Shank now wears the correct, lootable version of Worn Fedora.
      these two fixes from CFM might be reverted (maybe one or two more. I haven't checked it yet but nothing important.)
    2. thefircracker
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      I initially wanted to use Encounter Zone Recalculation again and tried to install the corresponding version, 1.10.163, but Vortex keep warning about incompatible versions.

      Thanks a bunch for your reply.
    3. thefircracker
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      Sorry to bother you, I can't figure out how to use the Collective Modding Toolkit. Some assistance would be appreciated.
    4. keyzen97
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      open cm-toolkit.exe, and click 'Archive Patcher' in the Overview tab. Choose v1(OG) or v8(NG) according to your setup and click 'patch all'
      You need BASS if you choose v8 with downgraded fo4.
    5. thefircracker
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      My graphic card gave up on life and I'm not in a position to replace it and my hardware is outdated at this point and new rig is quite far away currently. So no more Fallout 4 and modding for a while unfortunatly, but thanks anyway!
  3. virtualblues
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    Could you please restore access to archived files? I was using the older version of this mod, took it out because I thought it might conflict with another mod for my last playthrough, and now can't find the file. 
    The updated version of this mod has different requirements, so I'd really appreciate it if I could just use the older version.
    For anyone who may need to download an archived file: 
    Find the version you need in the archived files
    R click mod, click "inspect element" 
    Find data id number, & enter it into link in YOURIDGOESHERE space:
    nexusmods.com/Core/Libs/Common/Widgets/DownloadPopUp?id=YOURIDGOESHERE&game_id=1151
    1. keyzen97
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      No problem, but the Next&PreGen base game, UFO4P, and CFM versions are all included in the new FOMOD so I don't know why you'd need older versions?? 
      Oh and the archive is a mess with inconsistent naming and version numbers so it might be little confusing
    2. virtualblues
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      The FOMOD has 2 options it looks like: Next gen or downgraded with the cc content (I never upgraded so I don't have the cc content or BASS), and the GOG version. So for pre next gen I need to download the GOG version? Also, I can see the archived file now but now way to download it.
    3. keyzen97
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      Yeh this isn't an f4se mod or anything so the NG version is for both actual NG and downgraded Fo4 with the cc files. The GoG version is for pre-update.
      Also since you're still on 1.10.163, might be better off with the RobCo Patcher version.
    4. BlazeStryker
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      I will be so glad when Robco works for Modbreaker. I really have to give Bethesda credit, they went above and beyond in terms of modbreaking with the NeG.
  4. KevinOmegalul
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    Will the mod work with modded area/arena and CC content? Also great mod, endorsed.
    1. keyzen97
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      CC contents are included. If the modded npcs draw stats from the base game template npcs then it'll work, but if they don't, manual patching is required. Or if you're on downgraded fo4 you can just grab the RobCo Patcher version.
  5. jjjexorcist8
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    Now CFM update to 3.5.6.
    Can I update that mod or wait this mod fot update.
    1. keyzen97
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      CFM 3.5.6 is just Weapon Mod fixes + some spelling corrections, so you don't need to wait for my update
    2. jjjexorcist8
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      Thank you
  6. haloufe007
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    thanks for the update.
    a little question
    when installing we have to choose between Unofficial Fallout 4 Patch 2.1.7 and Community Fixes Merged 3.5.5.
    there is no option for both are installed?
    what should I choose?
    I really would hope to have a mod like this in Skyrim AE (vanilla enemies and creatures added by mods)
    thanks.
    1. keyzen97
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      Sorry, I thought this wouldn't be confusing since CFM requires UFO4P in the first place, but enough people did ask about it so I guess I should clarify that in the FOMOD options. The bottom line is you only need the CFM version.

      I didn't upgrade to Skyrim AE (not gonna fall for that twice, Todd) so I probably won't make it myself, but I've got no problem with others making one with the same principle/idea. This is just adding some flags and changing numbers, after all.
    2. haloufe007
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      thanks for the answer and the clarification.
      well I believed in Todd and it cost me two years of tinkering to get my new list of mods.
  7. LILYxHEX
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    Hi!

    I was wondering if the UFO4P version 2.1.6d would be compatible with Unofficial Fallout 4 Patch version 2.1.5 - Uploaded, 17 Mar 2023, 6:33PM (this is their PRE Next Gen version)? If not, do you have an archived UFO4P version for their 2.1.5 you could maybe pm me? It is cool if not. I know there are other mods I can try out, I just really wanted to try out yours. Seems like it is EXACTLY what I am looking for giving the posts I have been reading :-) Either way, thank you for your time!
    1. keyzen97
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      Oh sorry didn't think about that cause I'm using a downgraded version with all the new CC contents. I'll move one from the archive
    2. LILYxHEX
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      Thank you very very much!!! I appreciate the time you took to upload this!! ENDORSED! And I'd endorse more than once if I could, just for your kindness!

      Take care!
  8. heyitskana
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    how do i install if i have CFM and UFO4P?
    1. keyzen97
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      Well, CFM requires UFO4P in the first place. Just use the CFM version.
  9. Gambituser
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    Tested this mod so far and its great, does exactly what I wanted. However since the player keeps leveling, doesn't that mean that eventually all enemies on the map have gigantic health levels, so much that weapons will take forever to kill enemies? Or do they have some sort of health limit that i don't know about?

    Also, if that is the case, is it safe to uninstall this mod if I ever decide that i want to go back to Vanilla in the same save?
    1. keyzen97
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      That is the case, unfortunately. They grow infinitely tankier.
      I suggest using something like GCM to change the damage multiplier dynamically

      Another problem I noticed on a high level was how dragging and slow NPC battles become. Even with the plasma or Gauss rifles, the lack of dmg boosting perks makes them deal very little damage compared to their BIG HP bar.
    2. STR4NGERxD4NGER
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      You could try using Hard Core Health Overhaul, that way you get the benefits of better leveled equipment without having to deal with spongey enemies.

      Edit: Scourge is another alternative, however it uses F4SE and hasn't been updated for next-gen yet.
    3. hightempo2
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      Use a level cap mod
  10. ArcanicVoid
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    LV 999 radroaches sound like a nightmare, they're annoying enough to shoot already.

    Thanks for this mod; made another I was looking at obsolete. 
    Pairs well with:
    Encounter Zone Recalculation (recalcs zones upon entry, dynamically)
    Hostile NPC Respawn Fix (over time the game will mistakenly remove encounter NPCs)
    and as a bonus: Damn Apocalypse, which does a ton of things to make the game more challenging

    Also, noticed some small conflicts in fo4edit against UFO4P, some parts like a minuteman entry having 80 strength. A bug from vanilla that was patched in UFO4P that your mod reverts back to vanilla.
    1. keyzen97
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      Yeah I didn't update the UFO4P version for quite some time. I'll try to patch it asap
    2. ArcanicVoid
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      all good, glad to see you around (it's both CFM and UFO4P).
  11. I don't know what's happening but it doesn't seem normal to me that having started a new game all the enemies appear at least level 50 when I'm level 6, 
    1. keyzen97
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      Hmm.. any other mods that might affect the enemy level? Never heard of or experienced this kind of problem before.
    2. I deactivated this mod and the enemies have returned to the normal level again, for example I was in the Córvega assembly plant and they were all level 50, I deactivated it and they all have become level 1, Is it possible that it has incompatibility with the encounter zone recalculation mod?

      https://www.nexusmods.com/fallout4/mods/45674

      Because I don't have any other mod that touches the levels, Mod that touches stats yes like better locational damage, but not levels  
    3. keyzen97
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      That's an F4SE mod and this mod is actually designed to work with.
      And you really should've tried with only my mod activated, not the other way around. The only fact you can get from doing so is that you have a conflict with that "narrowed down" mod.
      I can only suggest you open up the xEdit and check the conflicts. Sorry that I can't help you further.
    4. Thank you still for everything 
    5. keyzen97
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      Hey, so uh, I missed your mention of BLD earlier, and looking at the conflicts now I think it might be the reason for your problem, especially the lv 50 part. I could make a patch but I'm not sure about the demands. Instead you might wanna use this one as an alternative: RobCo - NPC Scaling by Mikael. It does pretty much the same as mine but uses RobCo Patcher and is mostly conflict-free.
    6. ArcanicVoid
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      for that robco npc scaling mod to work, just the one caveat of making sure you're post vault 111;
      also BLD typically has to be patched with many things, so that checks out