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kljadfjhadf

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kljadfjhadf

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22 comments

  1. Nedned
    Nedned
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    • 12 kudos
    Hi ! I made a version that support dlc here : https://www.nexusmods.com/fallout4/mods/41255/?tab=description
    Thanks autor for the original work I didn't know how to remove scaling myself before opening your mod in fo4edit !
    1. Helmotz
      Helmotz
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      • 1 kudos
      thanks
    2. Ayelander
      Ayelander
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      • 3 kudos
      Still works great, just keep in mind you're going to want to get this installed on a new save, or BEFORE you start spawning in the end-game monsters. 
  2. Thehunteroftruth
    Thehunteroftruth
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    • 1 kudos
    Hey, sorry if I ask but do you mind sharing how you did manage to do that? I would like to attempt at making a dlc supported version
  3. stygian9
    stygian9
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    • 2 kudos
    Thank you so much! Very simple and very seamless. This was the only good mod I could find that DIDN't overhaul anything. Just levels and health of the leveled NPC's.
  4. roflcopter572
    roflcopter572
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    • 0 kudos
    Hey, you have an amazing mod here. Do you think you could update it to include Automatron mobs? Thanks!
    1. kljadfjhadf
      kljadfjhadf
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      • 8 kudos
      Pardon the late reply. I stopped playing Fallout 4 back in late January and don't have any of the DLC. If I pick Fallout 4 back up and get the DLC, I'll probably redo this ESP using the GECK; there's not much to it.
    2. Valamyr
      Valamyr
      • supporter
      • 13 kudos
      Since you did come back, any chance we could pick you up on that offer? Level 125 enemies are such a pain. And now we have the GECK and all DLCs so if its really easy you could make a version that works for the entire game?

      Thanks!
    3. kljadfjhadf
      kljadfjhadf
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      • 8 kudos
      It's been a million days since you posted this, but at this point I would go ahead and assume that the DLC enemies won't be covered by this mod, as I doubt I'll be getting the Fallout 4 DLC. Sorry. Not much disposable income and the DLC just doesn't look that appealing to me. However I did update it to make all the non-level-related values for the enemies affected align properly with the latest version of Fallout 4, and added regular Vampiric Bloodbugs to the enemy types affected by it, since I'm now able to do so without the editor shitting itself.

      If you've got the DLC and want to dip your toes in the wondrous world of extremely basic modding, I wholeheartedly encourage you to grab FO4Edit, open up this file, duplicate the highest tier DLC enemies, and do what I've done with each of the three-odd values for their vanilla counterparts. If it all works out you can even upload it, I won't be cross.
  5. Felonmonkey
    Felonmonkey
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    I started playing FO4 on PS4. Hit level 125 and had to depend on a two shot plasma flamer when it came to fighting top tier mobs, I don't dare think what lv 200 would have been like. Your mod is the reason I built a pc. Thank you so much for this great mod!!!
  6. herooftheday
    herooftheday
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    • 0 kudos
    Just wanted to say thank you, as soon as the endorsement cd wears off I will endorse. Simple great mod, should have been standard in the base game.
  7. beardycat
    beardycat
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    • 0 kudos
    can u pls cap bloodbug's level? Im keep dying by those things cause of lev scaling
  8. anthonystark
    anthonystark
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    • 1 kudos
    Testing, but you sir, seem to be a god dam hero!

    Edit : doesn't work =/ encountered a DeathSKull and a Mythic deathclaw, both my level (131)
    1. kljadfjhadf
      kljadfjhadf
      • member
      • 8 kudos
      Hm, I can't duplicate this using the console. My character's level 128; every mythic deathclaw I spawn is level 91, every deathskull is level 64, both legendary and regular. Tried doing it in every area from Sanctuary to Quincy, same result. Could you try doing a player.placeatme 115ea8 or 1423ad and tell me what level they appear as for you?

      Edit: Okay, I spent a bit of time flying around the exterior worldspace looking for naturally generated enemies on the off chance the game was using some weird generation method to override the actor data - found several mythic deathclaws and deathskull radscorpions, again all of them at static levels. Is it possible you have some other mod overriding the entries for these creatures or something?
    2. chasidrill
      chasidrill
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      • 4 kudos
      See my answer below to Draagushnahk
      Have you tried using console to spawn brand new beasts?
    3. anthonystark
      anthonystark
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      • 1 kudos
      *litteraly 10 days later* gonna retry then =3
  9. Draagushnahk
    Draagushnahk
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    • 11 kudos
    How did you manage this, did you test it? Tried to do this myself and it always just ignored my changes for some reason...
    1. kljadfjhadf
      kljadfjhadf
      • member
      • 8 kudos
      Yeah, I spent about half an hour testing it, it seems to work fine (at least when creating all of the altered actors using the console - their level is constant and static).

      A lot of the fields in FO4Edit are mislabeled, which makes things hit and miss. Open the esp up and take a look for yourself, it's pretty straightforward; three fields per actor modified. My only concern is with stats, but they seem to be fine despite switching off the auto-calc stats flag for a lot of the actors. I'm not even sure that flag does what FO4Edit says it does. There's little uniformity in the flags active on various actors, which confuses the hell out of me.
    2. chasidrill
      chasidrill
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      • 4 kudos
      beware... created from console the characters value is setup on creation.... if you went to some place where that beast stands already, it's created in your save game with leveled stats => this mod can't change it you need to kill it and then the next respawn will be level blocked

      **edit : with nasty unbalanced .... ~tgm is the solution
  10. athallios
    athallios
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    • 0 kudos
    Sadly i cannot test it because i need to start a new game but definitely tracking, thx for the mod !