Enhance your enemy's health, mana, stamina, as well as attack damage and spell magnitude (including damage and buff/debuff magnitude, etc.) according to the player's or enemy's level. All configurable. All attributes can be freely switched and adjusted in the MCM menu.If an enemy is BOSS, he will get extra Attribute and Scale.
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Changelogs
Version 4.61
Set Boss scale enhance less than 0 will turn this feature off completely. If you want to turn it off on an old save, set it to 0 and wait a few seconds, then set it to a number less than 0.
Version 4.60
Fix the BUG that boss scale may superimposed when loading. Should completely fix this time. About how to repair abnormal scale of bosses, please refer to the 4.33 changelog.
Fix a bug that sometimes enhance applied twice.
Remove the detection when enter battle state.
After turning off an attribute switch, the corresponding attribute will be deleted when an unit is loaded.
Upgrade scripts, more reliable now.
Version 4.33
Add detection condition "GetIsClass EncClassDragon" to prevent dragon type enemies got scale enhance.
Fix the bug that caused bosses got scale enhance when they evrey time unload if thier actor height or race height is not 1.
Sorry for the terrible bug related to boss scale, bosses will keep thier additional scale, it cannot be automatically repaired, but you can fix it Manual. Open the console, select boss and input "disable" "setscale 1" "enable". Then it should be fix. Note that some boss have a initial scale that is not 1, for example the big ChaurusReaper at FrostflowAbysshave 1.5 initial scale(RefID:472E3), so you have to input "setscale 1.5" instead of "setscale 1". Some boss have a enable parent so they can't be disabled, for example the bandit boss in MoreBanditCamps, you can cloe the boss enhance switch in MCM, select them in console and input "setscale 1", then open the boss enhance switch in MCM. Most initial scale of bosses is 1, if you're not sure about it's intial scale, you can use xEdit to see it's ref form(the ref form ID can be seen when you select it in console), at the bottom, the XSCL-scale shows it's intial scale. If you got huge FPS drop when you enter a dungoen, and it keep for about 10-20 seconds, then you might have a big boss that affect by this bug.You can use "getscale" in console to check it's scale.
Version 4.3
Fix the bug that sometimes Enemy will lose their current health but reserve Max health.(Mostly happened when they reload into memory).
Enhance on Enemy will refreshed when they reload into memory.
Version 4.2.1
Since increasing the scale of dragon will give him a crazy flying speed, now the boss scale enhance does not work on dragons
Add patch for vigilant
Version 4.2.0
Fix a bug that caused some dragons have unusual flight speed
Check the effect when the affected actors goes into combat, and reapplied it if the effect don't work correctly
stability increased
Version 4.1.2
Change level condition, now affect level > 9
Script optimization to reduce script stacks caused by repeated loading and unloading of abnormal actors in extreme cases (this occasionally happens when the machine is under high load and the actor is moving at the loading distance boundary)
Version 4.1.1
Add a small update that Rounding up the extra attributes.
Version 4.1
After changed the MCM settings, the modification will take effect immediately while exit the MCM, do not need re-entering the MCM menu.
Your settings are automatically saved, so you don't need to adjust them when starting a new game.
clean plugin, remove unnecessary forms.
Version 4.0.1
Fixed version errors for normal and unlimited editions. Removed a script from other mods that was incorrectly added to the zipfile.
Version 4.0
Rebuild MCM menu , now need MCM helper as requirement. Add new feature: Boss Extra Enhance, Boss will get Extra Attribute and Scale.
Version 3.0.1
PLEASE UPDATE ! Temporary fix for an issue that could cause affected NPCS to die. Affected NPCS will revert to their base value when the enhancement dissipates
If you upgrade from 2.0, you no longer need to turn on Abnormal Attributes Fix
Version 3.0
Script refactoring for better performance and more reliability.You HAVE TO enable Abnormal Attributes Fix after update. Since actors who are not loaded by the game don't seem to be affected, you may need to turn it on for a while and travel as much as possible so that the effects of all affected actors are refreshed correctly. Or just turn it on and play normally, turn it off when you think it's enough, and turn it back on when you need it.
Value multiplier Slider can be smaller than 1 now
You can increase your enemy's Health, Magicka, Stamina, as well as Attack damage and Spell magnitude (including spell damage and buff/debuff magnitude, etc.) according to the player's or enemy's level. All parameter are configurable.If an enemy is BOSS(HasRefType Boss), he will get extra Attribute and Scale.
Normal version : Affect all actors from Level >= 10, not ally, not Summonable. Unlimited version : Affect all actors from Level >= 10.
If you wanna change the level condition, edit the EnhanceEnemyAttributes_DISTR.ini.
Each attribute have 4 parameters: Basic Percentage: Add 1% Attribute value per point Player level: If it's on, add 1% Attribute value per Player level Enemy level: If it's on, add 1% Attribute value per Enemy level Value multiplier: The attribute value increased by the above three options will be multiplied by this multiplier .The default value is 1, which means that each level adds 1% of the extra attribute value, and if it is changed to 2, it means that each level increases the extra attribute value by 2%. Boss Multiplier(v4.0):The attribute acquired by the boss will be multiplied by this value.
You can find all necessary information in the MCM menu.
These parameters can be freely adjusted and switched in the MCM menu. They are separated, changes you make to health options do not affect magicka.
For example on Health, you set the Basic Percentage to 10, turn Player level and Enemy level on, set Value multiplier to 2, you are at level 20 and one enemy is at level 50, then the extra health of this enemy will be [ (10+20+50)*2 ]% = 160% extra health. But his extra magicka is 0% because you set all parameters of magicka to 0 or off.
The enhance effect remains until the actor is dead or you turn it off. When the effect end, the affected actor will revert thier modified ActorValue to the Base value.
After change the MCM settings, the new settings will take effect when exiting the MCM menu, and units that have enhanced attributes will have their stats refreshed after a short delay. Attributes will restored to their Maximum when refreshed.
Distributing spell and perk via SPID, and there are only two scripts, should have no impact on performance.
Compatibility: 99.99%
Do Not touch any existing records, Almost compatible with everything
The adjustment of spell magnitude is achieved by modifying the ActorValue "LockpickingPowerMod" in the game. Normally, this value only changes when drink fortify Lockpick skill potions, but you know your enemy will never drink a Lockpick skill fortify potion, so it's safe to modify LockpickingPowerMod temporary.But if other MODs also adjust this value, it may cause incompatibility, if you know any MODs that do ,please tell me. If there are modifications that from other mods, which created by using script to call ModAV or similar function , they will also be cleared When the effect end.