All affected NPC should level now with the player, so if you are lvl 150 => the new spawned NPCs should also be lvl 150 Also activates the stats-recalculation!
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Changelogs
Version 1.0.5
optimized the lines, RobCo can handle it now faster AND updated to new FGEP .esp-naming
Version 1.0.4
Changed the sorting in the .ini cause => Races have priority over Factions which have priority over NPCs
Version 1.0.3
Mikael added moooore NPCs! Thx
Version 1.0.2
Added "WorkshopNPCFaction" = Settlers and also "Major Factions" = BOS, RAIL, INSTITUTE, MINUTEMEN
Version 1.0.1
Ooops, I had 2x .ini files in v1.0.0.....sorry :p
RobCo Patcher .ini file Idea and creation by Mikael !! (He was too lazy to upload this... => he gets the points!)
All affected NPC should level now with the player, so if you are lvl 150 => the new spawned NPCs should also be lvl 150 Also activates the stats-recalculation!
NEEDED: "Encounter Zone Recalculation" is required for it to actually recalculate enemies.
He wrote: After downloading the code from ZZxyzz GitHub and taking a closer look on it and using debugger for generating logs about what's happening in-game, I've understood that Races have priority over Factions which have priority over NPCs when the scaling operation gets applied. So, I've reviewed every plugin, vanilla or mod, that adds Races and used their FormIDs. For those who don't have Races (or inherit from vanilla), I've used Factions for the scaling works for them if the Race from vanilla isn't defined in their body. Same for NPCs, where not even Factions were defined. Most of the entries remain filtered by Race, they solely cover more than 90% of total content. I've covered every possible Actors from both vanilla and a lot of extra-mods . If, by chance, I've missed something it has to be something very particular with low to no impact on the game whatsoever.