Fallout 4
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GELUXRUM

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GELUXRUM

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73 comments

  1. GELUXRUM
    GELUXRUM
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    Locked
    Sticky
    ъeъ
  2. Rawr40k
    Rawr40k
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    Guessing this needs to be updated for NG?
    1. GELUXRUM
      GELUXRUM
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      Yeah, but I won't be updating it anytime soon. Bethesda is still updating the game anyway
  3. jasnypc
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    Besides the highest tier of each leveled creature enemy, does this mod also affect bosses/unique enemies?
    1. GELUXRUM
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      If they have the flag, yes
  4. kt1812
    kt1812
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    Hi, sorry if this is a stupid question (haven't modded F4 in a loooong time) but will this mod effect LL injections? For example, if one of my weapon mods start to add in items at level 15, would those still spawn correctly?
    1. GELUXRUM
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      This doesn't touch LLs
  5. ShadowedWilds
    ShadowedWilds
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    Are you still looking for testers for a VR version? Would love this mod to work on Fallout VR, as I really do not want to hand edit each actor's health!
    1. GELUXRUM
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      Yeah message me on Discord and I'll see
  6. ShadowMoses002
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    With Encounter Zone Recalculated. Would this conflict? As that mod forces enemies to level the with player on the zone max level on respawn.
    1. GELUXRUM
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      No conflicts
  7. Girzm
    Girzm
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    again, youre a fucking god
  8. RubberDuck001
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    I might need some assistance here...

    I'm not sure if this mod works for me. I'm running a heavy load order with a lot of F4SE mods (plugins), so it could be that the other mod is using the same hooks as this one.

    I went and checked all the F4SE logs in 'My Games\Fallout4\F4SE' directory and found 'GLXRM_ScalingFlagRemover' log file (.log). It's created and it's present there, but the log doesn't contain anything and is 0 KB in size.

    Does this mean that the mod isn't working or did you log only when stuff breaks? Asking as I have another F4SE plugin (I've just installed that new one today) and it's the same story - it has the log file but nothing in it.

    I'd really appreciate the help, and thanks in advance! Also, keep up the great work!
    1. GELUXRUM
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      Log's supposed to be empty. It only outputs an error if the plugin fails to access some data.

      To test this plugin, spawn this NPC where your crosshair is pointing:
      placethere 001846D6
      Then using the console get the level of it. I advise you use Better Console if you aren't using it already.
      Then just run this command:
      player.setlevel 1000
      And check the level of the NPC again. If the level stayed the same then the plugin is working :)
    2. RubberDuck001
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      Forgot to post an update, sorry!

      I tested it just the way you recommended, and can confirm it's working properly! Sorry for bothering, I'm used to seeing logs all the time and every plugin I have logs it's initial success status or something, but yours is so clean it made me question its functionality!

      Thanks for replying, keep up the great work!
    3. GELUXRUM
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      No worries bro. I used to have some stuff in the logs but then got rid of it when I updated the code and didn't think to add them back in
  9. Rantanplan76
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    Cause I still struggle a bit…can you explain it in easy words for a non-native English speaker? 😉

    If I use SCOURGE, what difference makes „true“ or „false“ for the minimum level?
    As far as I understood, the NPC will still get their better weapons/armor from their LL and the Health is already set with Scourge.
    So this setting is only needed if you don’t use Scourge?
    1. GELUXRUM
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      Doesn't matter what you put there as their level doesn't matter anymore as it was used for stat calculations and SCOURGE overwrites those. But it will affect the level they are and thus the items their LLs have.
  10. drevviken
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    I'm so tired I don't understand the difference between this and your Unleveled world F4SE... is there an easy way to explain this? :'D
    1. GELUXRUM
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      Unleveled World makes everything spawn at level 1 e.g. a level 50 Deathclaw will spawn regardless of whether you're level 1 or 50.

      Now, some Deathclaws will spawn at level 30 minimum, for example, but can level up with the player e.g. if you're level 50 that level 30 Deathclaw may now be level 40, 45, 50, 55, 60 and so on (depending on what their multiplier was set to in the .esp). They may also have a cap so that they stop leveling with you when you reach level 90, so the highest level that Deathclaw can be is 90 even if your player level is 200. What this plugin does is stop the Deathclaw from leveling with you so now it's always stuck at level 30. For reasons why you'd want this you should read the description.

      Hope that clears stuff up :)
    2. drevviken
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      It does. Thanks :)
  11. Mstaic
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    Sorry if this is a little out of scope but would it be possible to let the user set a cap for NPC level scaling instead of removing it entirely? Just as an option for those not using SCOURGE that still limits the silly high health pools in later levels
    1. GELUXRUM
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      So keep the flag but cap the level?

      If so, then it's out of scope for this, but I can make it into a separate plugin
    2. Mstaic
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      I think I may have been misunderstanding "calc min/max level", thought it was just the range in which an NPC could level with the player; but if pclevelmult is needed then yeah totally fair for it to not fit into the scope of a mod specifically removing that :P

      If you do end up making that separate plugin I'd definitely appreciate it though
    3. GELUXRUM
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      Yeah the calc min and max are the range of levels the NPC can have. But it's only used if the PCLevelMult flag is used.

      I'll make a plugin for this tomorrow if I don't forget. So feel free to message me on Discord to remind me because I have bad memory :P