Skyrim Special Edition
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Rasta

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rderasta

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About this mod

This is an xEdit script that grabs every NPC old level and turns it into a multiplier value. This means every NPC will scale to/around of 0.80 and up to 1.5 times (or more) of what PC level is. It sets a whole new difficulty curve in an extremely BALANCED and CHALLENGING play through. Also encounter zones are uncapped.

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Permissions and credits
Changelogs
NEW VERSION WITH NEW FORMULA RELEASED!
You can grab it here if you like!


I've set this files to old, but you can still use them if you want.
They work differently, and have a few flaws which are mostly covered in my new script, so i consider this deprecated!


NEW Update!
+ I've made a bunch of preset scripts while building this mod (for a list that has 800 mods!), all very calculated to be well balanced. The formulas haven't changed tho, same scrips, different numbers!
+ Packed them all in a handy 7z. with a crappy calc sheet i used that comes in useful if you wanna customize further!
+ Finally cleaned my installation description in this page, i think is less scary now.


NEW Profiles descriptions:
SSU - Easy: Difficulty curve goes smoothly all the way up. Easiest of them enemies will be 0.33 of PC level while hardest of them 1.33. The cap of 1.33 is reached at NPC lvl 100. Making this mode VERY casual friendly.
SSU - Adept: Difficulty curve goes kinda smoothly all the way up too. Breaking point being NPC lvl30ish. Mult will reach its cap of 1.66 at NPC Lvl100.
SSU - Expert: With a cap of 1.66 at NPC lvl 70ish, you are bound to have challenging encounters from NPC lvl35ish and up.
SSU - Master: Smoothly challenging curve starts as soon as possible and reaches hellish 2.0 at NPC lvl70ish. Cap is 2.0.
SSU - Legendary: Pain is bound. Mult 2.0 is reached at NPC lvl 40ish. But there is NO CAP! Oh sh*t, oh sh*t, oh sh****t!


Note: You must apply the mult limit with the propper mult limit script!


Old Update:
+ iShift is now 20 instead of 10. This will set the dificulty curve to earlier in game, multiplier will be below 1 if NPC is lvl10, and grow from there.
+ Options to change RACE Starting values from slight (1/3) to double.
+ Added new script to be able to tune down (limit) any mult value that could have gone too far to avoid insane impossible difficulty late game.




What does it do? (no fluff)

1) By itself it looks for Encounter zones and sets min to 1, max to 0, and removes Never Reset flags if any.

2) Then it looks for NPCs and checks, if NPC has a level mult flag, its skipped. If NPC has a Level, then it does this math:
800 + (Old Level * 10) = X
X gets divided by 1000 (this is how the level mult flag works in xEdit, 1000 = 1.0)
So the result will be a fraction.
E.g. 800 + (32 * 10) = 1120 / 1000 = 1.12
This means that if the player is level 30 and he encounters this NPC (supposed to be lvl32), the NPC will scale 1.12 times PC level. So it'll be level 33.
If you were level 80 and you encounter same npc? Then it would spawn as lvl89. And so on: PC lvl * 1.12

3) Optionaly: it'll also look for all Races and double their Starting HP. (2 options are provided, 1 with no races changes in case you want to use something like NPC Stat Rescaler which i HIGHLY recommend)
This is necessary because when you set an NPC's level mult flag the game will not use some fixed values. (This is how the game leveling mechanic works, it selectively chooses determined stats for Leveled NPCs or it calculates everything from other stats. Kind of.)


Is it compatible with... ?

Everything.
Even mods that relevel/unlevel everything. Even if those mods do it dynamically.
What will happen is that the difficulty will change, because if you understood the formula, difficulty will be set to every NPC individually according to their Old Level -  so it wont be based on vanilla game levels, but based on what the mod changed.
I HIGHLY recommend TUS for this, it's also incredibly handy and it also adds perks to a lot of npc, so it'll be more challenging. Even if a boss is lowered to around your level it'll still be a BOSS.
Any other mod of your choice is compatible, even things like SOT, OBIS, everything. Provided you run the script properly that is!


Anything else..?

I haven't had the time to experience every outcome. Specially end-game, but in my testing i found that a few game settings come in very handy to balance NPC to Player and Player stats to NPC scaling. 
Should you need more balancing you can try modifying this settings. Copy them to your SSU.esp and see, some mods modify this values, so take them as reference and if you think NPC have a lot of stats lower this settings a little bit and check, if they are too weak.. well you get it.
(Google them for better understanding on what they do.)

From Skyrim.esm - Game Settings:
- fNPCHealthLevelBonus
- fPCHealthLevelBonus
- iADVhmsLevelUp
- iADVSkillsLevelUp


Can i customize it?

Yes. If you read the script there are comments that'll guide you on what you can change and the impact it would have. Its very simple math really.


Anything more else!?

Yes. You have my permission to edit this, use this however you want and all that. If you read it, understand it, ditch it and write a new one better that this script, please send me a pm and share your results with me, i'll be interested. 

I've also uploaded it to github: https://github.com/rderasta/Skyrim-Scaled-Uncapped


Any bugs?

Nopes. Very simple and clean changes.

OK. Installation: You need SSEEdit, and basic knowledge on how to use it.
You might want to check the screenshots guide i provided in the download file.


Presteps:
download the scripts into you sseedit \Edit Scripts folder
You MUST have mte.Functions in there so make sure it is, or else download it from Requirements link.

IMPORTANT: Your modlist must be COMPLETE and in proper ORDER.

Step A:
1) Open your SSEEdit and load all your mods.
2) Right click anywhere and select Apply Filter.
2b) Untick both "by conflict ...", and tick "by Record Signature", look for and tick Encounter Zones, NPCs, and Races (if needed).

Step B: Making a new esp:
3) Expand every mod (click in main '+') so you can see and select its content. (You'll see the forms Encounter zone, NPC and Races respectively)
Tip: is easier if you start from the last mod to the first (Skyrim.esm).
4) Select all: In Skyrim.esm, click 1st form (Encounter zones), hold shift and then possition in the last form possible of all your modlist, click it and it'll select everything it HAS to. You should now have selected all inner forms (ECZN, NPCs and Races). 
5) Copy: right click in any, choose 'Copy as override (with overwrite) into..', select a new file: esp flagged as esl. Name it and accept.
Note: while it copies you'll get a few prompts, say 'Yes to all' each time.

Step C: Before running script:
6) REMOVE: "NoZoneZone" from Encounter Zones form. Delete it, it gives error.
7) REMOVE: "Player" from NPCs form. For obvious reasons, must be deleted.

Final Step:
8) Right click on your new mod, choose "Apply Script", find and run the scripts you chose!



Load Order:
Should be at the bottom. It obviously needs to win-overwrite every NPC, Encounter zone and/or race to work. So it should be as low as possible.
If you make patches of any sort after this, you must verify if changes "transferred" properly, you CAN run my scripts in the patches if you need to.


Uninstall?

Once you've ran the script you can't un-run it. You uninstall by removing the file. Make sure to save properly, cells reset after waiting 31 days in an interior, or so they say.
Nothing should bug.


A word from me:
Hello, whats with that long install process huh, well since i am not a dev, i barely managed to write this scripts, i did it for myself and decided to share it. Consider it open sourced. I wouldn't have made it without reading other dudes scripts like fireunduhb for e.g. So in a way its not even all my code <3
Also wanna thanks everyone in r/skyrimmods that answered me and helped me with my questions.
That said it's impossible for me to improve this much more. Unthinkable for me to make it a zPatcher.
I even had some ideas for more complex formulas but even them are impossible for me to "translate" to code. I hit walls here and there.
So this is it, probably. If i can add/fix anything that comes up I WILL. IF I CAN. This is why i decided to explain how it works as better as i could.

Good fun, have luck!