Interesting. I've being using GCM for hp scale but even after setting to minimal values like 0.1 I still had 1200+ hp. I just installed your mod and for my surprise this made so much easier to adjust!! I used the f4edit to delete the npc entry though as it already worked well with gcm. The script/quest with your mod I think solved my problem not sure what it does though. Please do the script keep running/can create script lag or is just a 1 time thing? I'm always afraid of scripts running and messing the game cause I do use too many mods hahaha. Anyway ty for this!!
Yep, health scaling has a curve with offsets and multipliers that are hard to read, and this is why low health scaling seems to work fine early in the game, but later in the game the player's health gets bloated again. This mod is the solution.
The mod will work without the script, but without it you will see 1 point minus health from expected health, the script is only triggered when the quest starts and when you open/close pipboy.
If the mod is uninstalled without stopping the quest, it is expected that OnMenuOpenCloseEvent(PipboyMenu) events that were not properly unregistered will throw errors in the papyrus log, but it's still pretty common and harmless. You won't even see it unless you have papyrus log enabled.
ah I see. Ty for the explanation and the mod it is indeed easier to balance. As I always do very long playthroughs 500+ hours doing every quest with a lot of mods I get very high level and the balance goes out the windows haha. Using your mod I managed to to balance so I'm not invencible anymore even at lvl 200 lol.
It depends on the enemy, and usually only some enemies are affected. "PC Level Mult" flagged enemies are the highest level enemies, and this mod reduces their bullet sponginess somewhat.
[What has changed?] fNPCHealthLevelBonus
PC Level Mult flagged Creatures/NPCs get bonus health per level. Vanilla=5, Mod=1.
Now level 100 super mutants will receive a health bonus of 100 instead of 500, but this mod does not address any other health bonuses they may have.
Have you considered taking a look at the Damage Resistance formula and simplifying that? Ive been working out a custom balance patch using things like Scourge, True Damage, Deadeye, Direct Hit, and Bastion. Im wanting to see how to incorporate a armor "health" system, much like how power armor pieces have health and can break, as well as a mod that makes the damage ratio closer to a 1:1 armor rating to ammo damage. There are mods like BRAWL and Damage Threshold Framework, but I havent tried to integrate them yet.
I didnt intend to ramble, but I ask about the DR formula because I was looking to see how the damage values I assign to ammo, would interact with the armor values that are already in the game, so that those damage values make sense (i.e. a 50 cal one shotting a human wearing heavy combat armor.) The vanilla DR formula is not linear and difficult to work out.
I'm not familiar with it, but as far as I know the vanilla formula works like this: when DR == DMG, damage is halved, and when DR > DMG, there is almost no additional damage reduction. DR is the threshold for halving DMG, and actually I felt this was simple enough.
This, this explanation makes way more sense than what I was reading on the wiki. Phrased like that, I have to agree with you that it does seem fairly straightforward. Thanks for giving me an entirely new perspective lol
Always interested in a mods that deals with bullet-sponges! My primary concern is compatibility with mods that implement new races such as FGEP. Will your formula be consistent for all creatures/NPCs?
10 comments
The mod will work without the script, but without it you will see 1 point minus health from expected health, the script is only triggered when the quest starts and when you open/close pipboy.
If the mod is uninstalled without stopping the quest, it is expected that OnMenuOpenCloseEvent(PipboyMenu) events that were not properly unregistered will throw errors in the papyrus log, but it's still pretty common and harmless. You won't even see it unless you have papyrus log enabled.
Ive been working out a custom balance patch using things like Scourge, True Damage, Deadeye, Direct Hit, and Bastion.
Im wanting to see how to incorporate a armor "health" system, much like how power armor pieces have health and can break, as well as a mod that makes the damage ratio closer to a 1:1 armor rating to ammo damage.
There are mods like BRAWL and Damage Threshold Framework, but I havent tried to integrate them yet.
I didnt intend to ramble, but I ask about the DR formula because I was looking to see how the damage values I assign to ammo, would interact with the armor values that are already in the game, so that those damage values make sense (i.e. a 50 cal one shotting a human wearing heavy combat armor.)
The vanilla DR formula is not linear and difficult to work out.
Phrased like that, I have to agree with you that it does seem fairly straightforward.
Thanks for giving me an entirely new perspective lol
Also, Doesn't Game Configuration Menu do this already, and will it work with yours?
I used FGEP once before but can't remember if the ghouls from there had that flag.