There is a minor bug in the "main" quest, when you have to negociate an artifact from Captain Petrov on his ship ("The Scow").
The ship seems to be at fixed level (10), so all the guards inside are low level (they were lvl 8 when i made the quest, at lvl 56). It's not a big deal, but as the situation often degenerates in a fight through the ship, it's not very exciting to vaporize very low level enemies...
Im' giving this mod a try, and I enjoy it for now. But I'm wondering about NG+ : since the NG+ mode increases the amount of damage, what about this mod ? Does the difficulty & damage curve fit with NG+ ?
If this mod updates for Shattered Space before Dynamic Universe does I'll probably install this. That mod author is super slimy with his monetization habits.
That guy has some COJONES, I tell you what. For three bucks you can get… what. About 2/3 a gallon of gas where I live? A large order of fries from McDonald's, with change?
OR
You can get that overengineered, complex and scripted mod.
Pfft. I know what I'd rather have. Heh.
I'll update my mod sooner rather than later, don't worry.
But hey, I don't think it's fair to call him 'slimy'. If he wants to charge for his mods, that's his prerogative.
...
Won't ever see me do crap like that though.
(If I do, then I've fallen from grace.)
Charging for a mod like that doesn't even make sense from a business perspective anyways. Not only does that sow distrust amongst users (as you just demonstrated by calling him slimy), but small-time modders will never make as much money charging for their stuff than if they just put it out wholly free and had a Ko-fi.
RoI is better if you let generous patrons lavish you with the occasional big tip as opposed to nickel-and-diming people (also it's more dignified). No one is going to buy something when there is a free alternative of comparable quality. This is Introductory Microeconomics.
patrons > customers
EDIT: Turns out this doesn't even need to be updated for Shattered Space. It already follows the max system level of 255. It was good to go already.
I played up to level 40 with this mod and while it worked great I did have an odd issue with the wrong enemies being spawned. For example if I took a bounty to kill Va'ruun when i got there it could be pirates, and when attacking ecliptic bases I had several instances of Pirates being the boss. Disabling this mod returned spawns to normal.
Added this mod with double enemy mod and Bedlam and had some epic fights. I did have one question though. I believe this mod is working based on the level of the enemies but the starmap did not change the level listed for the systems. Is that just how it is and for example Alpha Centuri will remain listed as lv 1 but the enemies level up?
The starmap shows the minimum level of systems, not the maximum. Since this mod does not adjust minimum levels, there is no immediately apparent change in the UI.
So yes, that is just how it is. And yes, enemies will continue to scale to your level. Good question!
I have a quick question. So Ganymede and Dynamic System Levels are redundant together but if Ganymede is loaded after, does that mean the level threshold of each system would be between 75 and 255 for Alpha Centauri for example?
I have them like this and they work - all the systems show level 75 and it seems that Ganymede still works ok in generating higher enemy types.
My logic (possibly flawed) was that since Ganymede makes a system threshold between 1 and 255 (for Alpha Centauri for example), having DSL before Ganymede would make that threshold between 75 and 255, further pushing the level of encounters in both space and land.
I just want to know if it’s just a visual thing that the systems show 75 and it doesn’t really affect anything else like space encounters or it might have an effect on enemies and space encounters.
The way Dynamic System Levels works is that it uses a Papyrus script to change the minimum level of systems. This script overrides Ganymede's leveling, which simply uses scriptless vanilla behaviors. You still see the effect of Ganymede since it also alters the game setting for leveled actor multipliers (which DSL does not touch) — thus the higher level enemy encounters. Ganymede and DSL are not only compatible (or overlapping in their effects to the point of redundancy), but load order agnostic.
That being said, if you want a mod (mod x) to overwrite the functionality of another (mod y), you typically want to load mod x after mod y. So x goes below y in your load order.
And to break off into a tangent — I do not quite get DSL or MSL. It adjusts the minimum level of systems to match the player character's level, but... that process is already included in vanilla as is. If you're level 50, the game will scale to that appropriately to the point of the system's max level. Raising the minimum is needless since the game calculates encounter difficulty and loot to that end. Only thing that it could possibly do is remove lower level enemies from the pool even further, but at that point that is removing enemy variety. And if one reaches a high enough level then it is effectively unnoticeable when used with Ganymede.
If one insists upon having the hardest enemies all the time, then I can pretend to understand the appeal. But realistically — don't you think people would be of varying levels of combat prowess? This is a roleplaying game, after all. Nearly verging on sim. Believability should not be so readily dismissed.
Anyways, to answer your question: yes, Ganymede and DSL do indeed work together. With very high functional overlap between the two. Load 'em anywhere, it doesn't matter.
Thank you very much for the insightful answer. I totally understand now.
One more question if I may, does Ganymede (ir DSL) affect space encounter levels (the ship levels and the ship types). It seems that it does but I’m not sure if it’s just placebo.
Ganymede and DSL do indeed affect space encounters. If you’re level 75, you can expect to see level 75~ ships in Alpha Centauri, Sol, and so on. You won’t in vanilla.
For the 250 something who've already downloaded at the time of writing this comment, don't feel like you need to update. The only thing I changed was the file name. Just rebranding the mod. You should be able to safely replace SSLUILAM with Ganymede mid-game if you do decide to "update".
30 comments
The ship seems to be at fixed level (10), so all the guards inside are low level (they were lvl 8 when i made the quest, at lvl 56). It's not a big deal, but as the situation often degenerates in a fight through the ship, it's not very exciting to vaporize very low level enemies...
But I'm wondering about NG+ : since the NG+ mode increases the amount of damage, what about this mod ? Does the difficulty & damage curve fit with NG+ ?
Thx for the work anyway, and for sharing ;)
BAHAHAHAHAHA
That guy has some COJONES, I tell you what. For three bucks you can get… what. About 2/3 a gallon of gas where I live? A large order of fries from McDonald's, with change?
OR
You can get that overengineered, complex and scripted mod.
Pfft. I know what I'd rather have. Heh.
I'll update my mod sooner rather than later, don't worry.
But hey, I don't think it's fair to call him 'slimy'. If he wants to charge for his mods, that's his prerogative.
...
Won't ever see me do crap like that though.
(If I do, then I've fallen from grace.)
Charging for a mod like that doesn't even make sense from a business perspective anyways. Not only does that sow distrust amongst users (as you just demonstrated by calling him slimy), but small-time modders will never make as much money charging for their stuff than if they just put it out wholly free and had a Ko-fi.
RoI is better if you let generous patrons lavish you with the occasional big tip as opposed to nickel-and-diming people (also it's more dignified). No one is going to buy something when there is a free alternative of comparable quality. This is Introductory Microeconomics.
patrons > customers
EDIT: Turns out this doesn't even need to be updated for Shattered Space. It already follows the max system level of 255. It was good to go already.
So yes, that is just how it is. And yes, enemies will continue to scale to your level. Good question!
I have a quick question. So Ganymede and Dynamic System Levels are redundant together but if Ganymede is loaded after, does that mean the level threshold of each system would be between 75 and 255 for Alpha Centauri for example?
I have them like this and they work - all the systems show level 75 and it seems that Ganymede still works ok in generating higher enemy types.
My logic (possibly flawed) was that since Ganymede makes a system threshold between 1 and 255 (for Alpha Centauri for example), having DSL before Ganymede would make that threshold between 75 and 255, further pushing the level of encounters in both space and land.
I just want to know if it’s just a visual thing that the systems show 75 and it doesn’t really affect anything else like space encounters or it might have an effect on enemies and space encounters.
Thank you!
That being said, if you want a mod (mod x) to overwrite the functionality of another (mod y), you typically want to load mod x after mod y. So x goes below y in your load order.
And to break off into a tangent — I do not quite get DSL or MSL. It adjusts the minimum level of systems to match the player character's level, but... that process is already included in vanilla as is. If you're level 50, the game will scale to that appropriately to the point of the system's max level. Raising the minimum is needless since the game calculates encounter difficulty and loot to that end. Only thing that it could possibly do is remove lower level enemies from the pool even further, but at that point that is removing enemy variety. And if one reaches a high enough level then it is effectively unnoticeable when used with Ganymede.
If one insists upon having the hardest enemies all the time, then I can pretend to understand the appeal. But realistically — don't you think people would be of varying levels of combat prowess? This is a roleplaying game, after all. Nearly verging on sim. Believability should not be so readily dismissed.
Anyways, to answer your question: yes, Ganymede and DSL do indeed work together. With very high functional overlap between the two. Load 'em anywhere, it doesn't matter.
One more question if I may, does Ganymede (ir DSL) affect space encounter levels (the ship levels and the ship types). It seems that it does but I’m not sure if it’s just placebo.
Thanks again!