I love this mod but: There are some creatures (dinosaur-like) on planets which give a ridiculous amount of XP on killing. Normally for a lvl 50 creature I would get 40 XP or so. But for them I get 700-800 XP.
hey Argonil, did the latest DLC break anything in your mod that you're aware of? --to everyone else here, can anyone confirm that things are working as intended on the latest DLC update?
Knowing that levels go past 100(I've yet to get there yet) but as I'm prepping a mod setup for a fresh start that I hope to be a long term one, not requiring any lvl 1 restarts and instead just "fresh starting via NG+" for any mod changes I hope to break level 100 and keep going with my next setup and with that I have a question for you based off the testing you've done.
Since your damage scaling changes stop at level 100, do you feel like they'll still be beneficial to you post 100? I'm mainly interested in the melee and more specifically the unarmed damage. It's the last big thing I'm trying to decide on with my setup between various full skill overhauls or 1 of 2 mods that just touch the boxing skill/perk.
Am I gathering right from the description on this mod that it doesn't override vanilla records that it doesn't make any changes to the skills or their descriptions in the skill tree in game? And if for some reason we need to remove the mod whether for testing purposes or some other reason, will it leave lingering affects??
Starfield's player scaling stops at level 100, past that you don't gain any health on level up, you only gain extra skill points. At that time you're expected to have most of the skills that grant extra damage, and you also have access to all the best weapons, so all of the scaling stops at level 100. This mod is just in line with that, if it kept scaling past level 100 then your unarmed, grenades etc would end up more powerful than any other weapon. I think that mobs stop gaining extra health as well at level 100.
You are correct that this mod doesn't override vanilla records, or make changes to skills, and that the mod can be uninstalled without lingering effects. It is completely self-contained and works with all other mods.
Ah, I wasn't sure how Starfield's player scaling worked. That makes sense and appreciate the reply and thank you for the explanation on how the system worked.
Just to further clarify then, that with how this works then it'll just work alongside and compliment the player's natural bonuses via skills in the skill tree? Definitely sounds like this might be exactly what I was looking for to complete my setup.
Just starting to get back into Starfield ahead of its DLC. One thing you may want to consider taking a look at for this mod in particular is the grenade damage scaling since we are supposed to get some (assumably) really strong ones with Shattered Space, which could get kinda broken with up to 500% bonus damage at level 100. Preemptively, I could see this needing to be reduced to 1% like it currently is for melee. That being said, I am using the version without melee scaling at all because they're actually pretty good since their update, so that could also be an option worth considering for grenades.
Unless, of course, Bethesda makes the new grenades completely useless. But I have a feeling they will be quite good. The crossbows from Skyrim's Dawnguard DLC are amazing, for example. They gotta sell DLC's at the end of the day.
Looks like the damage scaling from this mod is compatible without issue. They're mostly utility items. The one that actually does damage is in line with the other grenades already present in the game. Just makes this mod all the more essential!
Hello! Awesome work, thanks for sharing! One question though, I was reading through what your mod does and what this Dynamic Universe on creations. Can they both be used together? From my comprehension, only damage is touched by this and and his the xp and levels? or do they conflict?
Just installed your Skill Fixes mod and have a question about this one.
Would it be possible to add a delay to the throwing of mines, or add an add-on file that does so? I'm currently using the mod "Better Explosives - An Explosive Overhaul" which does add that delay but it also increases grenade and mine damage so i don't want to use both together.
I'd prefer to use this mod but having that delay when throwing mines, even though I rarely use mines, just makes so much sense. Dang things practically blow up in your face when you throw them in the vanilla game.
This mod should have been a built-in game feature from the start, thank you for creating it.
I've a question though. I noticed that cryo, gas and stun mines, tesla pylons, and incendiary mines and grenades, have not had their values scaled by the mod. How all of these differ from the rest of the explosives where the buff is evident, is that they deal energy damage instead of physical.
Also, particle grenades have had their physical damage portion boosted but their energy damage portion remains untouched (vanilla particle grenades are half-and-half of each damage type, whereas your modded ones are mostly physical).
Is the aforementioned, the intended behavior? Or am I seeing a numbers glitch on my side?
The elemental mines have had their initial explosion damage boosted but not the damage of their elemental effects, which already scale with the enemies' maximum health. Fire damage does a percentage of max health in damage so there's no reason to amplify it further.
Particle grenades do increased energy damage, the game just doesn't display it in the tooltip. It's the same with the vanilla Demolitions skill, it boosts their energy damage even if the tooltip doesn't display it. It does not appear that there's any way to fix the tooltip, I've tried everything.
That's only true for .esp files flagged as ESL, not .esm files flagged as ESL with the new updated Creation Kit. It's fully supported by the engine and Bethesda, in fact the new official plugins (SFBGS003.esm etc) are Light Masters themselves.
There's some weird stuff going on with load orders when those new official plugins are set as master files, but that doesn't concern this mod. This mod is totally load order neutral, and no one needs to set it as a master for their mod. As a requirement, sure, but never as a master.
*The creator of xEdit says that the only problem with Light/Medium Masters is that it's a one-way conversion due to how record handles have changed. Other mods can use them as masters as long as the author never converts it from the type of plugin it was released as (not even during development.) It will however take a while for xEdit to support them as it requires a total rework of how files are loaded in xEdit.
105 comments
There are some creatures (dinosaur-like) on planets which give a ridiculous amount of XP on killing. Normally for a lvl 50 creature I would get 40 XP or so. But for them I get 700-800 XP.
Dunno if this mod is the culprit.
I didn't get any notification for this comment for some reason, so sorry about the delay.
--to everyone else here, can anyone confirm that things are working as intended on the latest DLC update?
Since your damage scaling changes stop at level 100, do you feel like they'll still be beneficial to you post 100? I'm mainly interested in the melee and more specifically the unarmed damage. It's the last big thing I'm trying to decide on with my setup between various full skill overhauls or 1 of 2 mods that just touch the boxing skill/perk.
Am I gathering right from the description on this mod that it doesn't override vanilla records that it doesn't make any changes to the skills or their descriptions in the skill tree in game? And if for some reason we need to remove the mod whether for testing purposes or some other reason, will it leave lingering affects??
You are correct that this mod doesn't override vanilla records, or make changes to skills, and that the mod can be uninstalled without lingering effects. It is completely self-contained and works with all other mods.
Just to further clarify then, that with how this works then it'll just work alongside and compliment the player's natural bonuses via skills in the skill tree? Definitely sounds like this might be exactly what I was looking for to complete my setup.
Unless, of course, Bethesda makes the new grenades completely useless. But I have a feeling they will be quite good. The crossbows from Skyrim's Dawnguard DLC are amazing, for example. They gotta sell DLC's at the end of the day.
One question though, I was reading through what your mod does and what this Dynamic Universe on creations. Can they both be used together? From my comprehension, only damage is touched by this and and his the xp and levels? or do they conflict?
Would it be possible to add a delay to the throwing of mines, or add an add-on file that does so? I'm currently using the mod "Better Explosives - An Explosive Overhaul" which does add that delay but it also increases grenade and mine damage so i don't want to use both together.
I'd prefer to use this mod but having that delay when throwing mines, even though I rarely use mines, just makes so much sense. Dang things practically blow up in your face when you throw them in the vanilla game.
But I have a question, would it be possible to add this scaling to the starborn powers?
I've a question though. I noticed that cryo, gas and stun mines, tesla pylons, and incendiary mines and grenades, have not had their values scaled by the mod. How all of these differ from the rest of the explosives where the buff is evident, is that they deal energy damage instead of physical.
Also, particle grenades have had their physical damage portion boosted but their energy damage portion remains untouched (vanilla particle grenades are half-and-half of each damage type, whereas your modded ones are mostly physical).
Is the aforementioned, the intended behavior? Or am I seeing a numbers glitch on my side?
Particle grenades do increased energy damage, the game just doesn't display it in the tooltip. It's the same with the vanilla Demolitions skill, it boosts their energy damage even if the tooltip doesn't display it. It does not appear that there's any way to fix the tooltip, I've tried everything.
There's some weird stuff going on with load orders when those new official plugins are set as master files, but that doesn't concern this mod. This mod is totally load order neutral, and no one needs to set it as a master for their mod. As a requirement, sure, but never as a master.
*The creator of xEdit says that the only problem with Light/Medium Masters is that it's a one-way conversion due to how record handles have changed. Other mods can use them as masters as long as the author never converts it from the type of plugin it was released as (not even during development.) It will however take a while for xEdit to support them as it requires a total rework of how files are loaded in xEdit.