Discontinued - I have a lot of things to deal with now a days feel free to take over the mod if you wish to all. Best wishes.
Changes done over time! V 1.31.00B3 - Rebalanced the custom scales placed on Alghouls, Ghouls, Drowners, Endriagas, Rotfiends, Wraiths, Wolves, Wild Hunt Dogs, and Wild Dogs. - Enemy Bonus is now Multiplicative with Damage. - Fixed a bug with newly added armor on enemies. - Added armor to Draconids. - Gravehags and Waterhags take triple damage at level 1 decreasing to normal damage at level 25.
V 1.31.00B2 - Endriagas were doing too much damage with the new scaling change so it was reduced by 50% for them. - Alghoul damage was reduced by up to 15% damage at level 100 but gained light armor. - Rotfiends gained light armor. - Wyverns gained armor.
Note: Armor changes are very slight, but shift power back to heavy attacks and/or armor reducing effects.
V 1.31.00B1 -Reworked armor values on many human enemies. This increased their effective HP considerably and will make armor reducing effects from Geralt more useful. Humans wearing no armor are unaffected by this change. -Reduced armor slightly on extremely armored targets at higher levels. (Endriagas received 10% mitigation due to this change) -Altered scaling for Ghouls, Drowners, Endriagas, Rotfiends, Wraiths, Wolves, Wild Hunt Dogs, and Wild Dogs. -Tighten code to better represent the player's scaling options. -Base Damage of Fistfight enemies reduced by 15%. Scaling strength was reduced by 27%. -Humans deal 5% less damage increasing up to 15% at level 100.
V 1.30.03 - Fixed a bug where Geralt wasn't gaining extra damage against high level/health fist fights
V 1.30.02 -Fixed a bug where reducing damage via in-game options would rather increase damage.
V 1.30.01 -Fixed a bug where Geralt could not hurt himself.
V 1.30.00 - Quick fix to game version 1.30
V 1.22.14 - Damage Normalization now takes into account Geralt's armor and the type of armor he is wearing. - Wild dogs are now scaled but have a custom scaling attached to them. - The in-game menu now offers higher values for Enemy Bonus. - Added Polish Localization and all other Localizations updates. - Reverted auto-translated languages. - Fixed warnings during script compelling. - Fixed an incorrect formula for enemies that do not scale properly.
V 1.22.13 Significant Update - All fist fights should now be scaled - Fist fight damage was buffed for Geralt at high levels. - Added a method to keep enemies from rescaling their level should they disappear for a moment (wraiths). - Added a method that allows all enemies to be scaled now. - Buffed the scaling damage of drowners, endriagas, ghouls, wild hunt dogs.
- The exp fix that was in the mod before I took over it has been revamped. It now has three options. 'Off' enemies give exp as if they weren't scaled. 'Hybrid' enemies give exp that is scaled based on the player level. 'On' enemies give full exp for the level they are scaled too. (This is compatible with Always full experience mod, as my mod only alters monster experience.)
- Add Damage Normalization. This feature causes damage to be reduced/altered depending on the amount received. This feature also drastically reduces the damage some creatures and enemies have when scaled. (Such as humans at high level). Long fights with this feature cause enemies to slowly deal more damage, but never more than the damage they would have caused before normalization. This feature drastically reduces the odds of being one shotted.
- Added Localizations for many languages, however, most are done using a translator. Only English and French were done by users. (Spanish added in an update file by withcheeseplz).
V 1.22.12 V2 - Fixed parry not working with enemies that were scaled to high levels - Removed a snip of code that was running twice. - Merged previous update files
V 1.22.12 - Attempt to remove occurrence of fist fights scaling - Smooth scaling now removes the skull over enemies and allows you to always see their level - Critter Animals such as rats, cats, deer, etc.. are no longer scaled - Added a category in enemy bonus for Humans and Animals - Added Always Randomize to Level Scaling (causes enemies to be granted a random level within the specified range if their respective options (Randomize level range for normal enemies or minibosses) is enabled) - Added Ignore Humans to Level Scaling - Added Ignore Animals to Level Scaling - Fixed a Negative level for low level enemies.
V 1.22.11 -Disabled scaling of some enemies due to them causing instant death to Geralt. -Added another version for those wanting to continue using 'all enemies scale' -Added color variation to smooth scaling levels.
V 1.22.10 -Major update -Added smooth scaling and enemy bonus -Smooth scaling --- If an enemy is 5 levels higher than Geralt and steel sword health per level and damage is at 5%, enemies will gain ~25% bonus health and damage for that 5 level difference. These bonuses cap at a 10 level difference so that this enemy would gain a max bonus of ~50%. --- Smooth Scaling the massive bonuses enemies gain for a 6+ level difference to Geralt. -Enemy Bonus --- Flat % bonuses to enemies, stacks additively with smooth scaling. Allows scaling of bosses.
V 1.22.00 -Updated the mod to patch 1.22 -Added strings to the mod removing the need of custom localization fix
Well it really seems that HoS and BaW are affected weirdly by the mod. I really enjoyed it throughout the entire main game, congrats for that. But now that I start BaW, they get scaled, except there is no logic. Human enemies have insanely too much health. I do believe that all the enemies in the DLC are managed by an other file. Is it possible that your mod hasn't changed that file? I think the name of that file is "monster_bob_base_abl"
Error [modenemyscale]game\gameplay\damage\damagemanagerprocessor.ws(585): Could not find function 'NPCModDamageMulti' Error [modenemyscale]game\gameplay\damage\damagemanagerprocessor.ws(600): Could not find function 'NPCModDamageMulti'
I've been getting this. Any assistance would be appreciated.
hi, can you add a exp choice which is between vanilla and hybird?
such as: scaled experience: off - "slight" - hybird - on
or just display the detailed multiplier instead?
currently, im about lv30 and using hybird, a dromner or a nekker provides 1 exp in vanilla and 8 exp in hybird. i feel a midium value which is between them is more reasonable.
Few pages back, someone posted about issue with HoS enemies, I just finished a game with Grand Balance Repair mod including Enemy Scaling. Everything was working fine, I'm in fond of quick and dynamic fights, so I increased enemy dmg and lowered their HP. However, once I met Fallen knights for the first time, they don't seem to be properly scaled, HP is too high and enemy bonus doesn't change that, exactly as someone explained previously. Was there any workaroung for that? It doesn's seem to be working as expected. Thank you!
HoS enemies are one of the few enemies that do no play well no matter how much I try to scale them with the mod. I have yet found a way to deal with them.
Great, thank you for the answer, at least I know I'm not doing anything wrong... And is it all enemies added in HoS, or just human enemies? Because spiders and boars looked somewhat fine to me and, this issue happens also with B&W, or just HoS? thanks again! If there is any way I can help, let me know
And one addition to my previous post: Enemy bonus for humans affects Fallen Knight's dmg, but doesn't seem to affect the amount of HP they have...
Luckily, B&W enemies scale very well with levels. This is probably because the developer assumed that these enemies would be very high levels.
As for the HP issue on Fallen Knights, that could be that they have a base health that isn't been factored by the addon. It has taken awhile to get a lot of HoS enemies to even work with the mod so worst case I can do another pass over to see if I can single out the knights with their own scale factor.
I see. With my settings of the mod from basic game, I was able to kill common bandits with 2 - 4 hits, depending on critical hit rate... Fallen Knights however, without having exact number, it took approx 10 times more. Now, I agree that a knight in full plate armour should last more that common half naked bandit, but that difference seemed too high. I got over levelled in the main game, I'm on level 52 ATM, due to Grand Balance repair and full XPs from quests regardless of level. This is still NG, so there probably isn't enemy high enough that would need downscaling (I am playing HoS and plan to play B&W for the first time), so, I disabled the mod for now and enabled vanilla up-scaling. I now understand your pain, because while the HP difference between common bandit and Fallen Knight isn't that drastic any more (Death march difficulty), it still seems a bit out of place. I kept the mod still installed, I will enable it once I hit B&W. Even on DM, the damage dealt is lower (on both sides) than to my liking, and I miss the variability your "smooth scaling" feature provides, as well as that I could do quests and visit areas as I pleased, not as IMO bad vanilla settings, where you meet ghouls on level 10, and few meters further you meet a Nilfgaard deserter camp on level 25. Thank you, and good luck
EDIT: Don't know if this is possible, but maybe having separate "Enemy bonus" sliders for HoS enemies might help?
This version is meant to alter armor values on enemies to incentivise the use of Heavy attacks with armor reducing effects and/or Igni's melt armor, etc. This also toughens up human enemies as many were exceptionally weak in the health department.
More armor changes most likely will come so this version will remain in Beta, but available for download.
I made some in-game testings with/without piercing armor weapons, and it seems that some armor-wearing humans don't actually have an armor (or they have a very low armor value). For example guards in Novigrad (i.e. Redanian soldiers). May you check this? (as you made some fixes concerning armor in your mod) I think that higher armor and lower health value for human opponents would be logical. PS. 19lvl Geralt.
470 comments
Changes done over time!
V 1.31.00B3
- Rebalanced the custom scales placed on Alghouls, Ghouls, Drowners, Endriagas, Rotfiends, Wraiths, Wolves, Wild Hunt Dogs, and Wild Dogs.
- Enemy Bonus is now Multiplicative with Damage.
- Fixed a bug with newly added armor on enemies.
- Added armor to Draconids.
- Gravehags and Waterhags take triple damage at level 1 decreasing to normal damage at level 25.
V 1.31.00B2
- Endriagas were doing too much damage with the new scaling change so it was reduced by 50% for them.
- Alghoul damage was reduced by up to 15% damage at level 100 but gained light armor.
- Rotfiends gained light armor.
- Wyverns gained armor.
Note: Armor changes are very slight, but shift power back to heavy attacks and/or armor reducing effects.
V 1.31.00B1
-Reworked armor values on many human enemies. This increased their effective HP considerably and will make armor reducing effects from Geralt more useful. Humans wearing no armor are unaffected by this change.
-Reduced armor slightly on extremely armored targets at higher levels. (Endriagas received 10% mitigation due to this change)
-Altered scaling for Ghouls, Drowners, Endriagas, Rotfiends, Wraiths, Wolves, Wild Hunt Dogs, and Wild Dogs.
-Tighten code to better represent the player's scaling options.
-Base Damage of Fistfight enemies reduced by 15%. Scaling strength was reduced by 27%.
-Humans deal 5% less damage increasing up to 15% at level 100.
V 1.30.03
- Fixed a bug where Geralt wasn't gaining extra damage against high level/health fist fights
V 1.30.02
-Fixed a bug where reducing damage via in-game options would rather increase damage.
V 1.30.01
-Fixed a bug where Geralt could not hurt himself.
V 1.30.00
- Quick fix to game version 1.30
V 1.22.14
- Damage Normalization now takes into account Geralt's armor and the type of armor he is wearing.
- Wild dogs are now scaled but have a custom scaling attached to them.
- The in-game menu now offers higher values for Enemy Bonus.
- Added Polish Localization and all other Localizations updates.
- Reverted auto-translated languages.
- Fixed warnings during script compelling.
- Fixed an incorrect formula for enemies that do not scale properly.
V 1.22.13
Significant Update
- All fist fights should now be scaled
- Fist fight damage was buffed for Geralt at high levels.
- Added a method to keep enemies from rescaling their level should they disappear for a moment (wraiths).
- Added a method that allows all enemies to be scaled now.
- Buffed the scaling damage of drowners, endriagas, ghouls, wild hunt dogs.
- The exp fix that was in the mod before I took over it has been revamped. It now has three options. 'Off' enemies give exp as if they weren't scaled. 'Hybrid' enemies give exp that is scaled based on the player level. 'On' enemies give full exp for the level they are scaled too. (This is compatible with Always full experience mod, as my mod only alters monster experience.)
- Add Damage Normalization. This feature causes damage to be reduced/altered depending on the amount received. This feature also drastically reduces the damage some creatures and enemies have when scaled. (Such as humans at high level). Long fights with this feature cause enemies to slowly deal more damage, but never more than the damage they would have caused before normalization. This feature drastically reduces the odds of being one shotted.
- Added Localizations for many languages, however, most are done using a translator. Only English and French were done by users. (Spanish added in an update file by withcheeseplz).
V 1.22.12 V2
- Fixed parry not working with enemies that were scaled to high levels
- Removed a snip of code that was running twice.
- Merged previous update files
V 1.22.12
- Attempt to remove occurrence of fist fights scaling
- Smooth scaling now removes the skull over enemies and allows you to always see their level
- Critter Animals such as rats, cats, deer, etc.. are no longer scaled
- Added a category in enemy bonus for Humans and Animals
- Added Always Randomize to Level Scaling (causes enemies to be granted a random level within the specified range if their respective options (Randomize level range for normal enemies or minibosses) is enabled)
- Added Ignore Humans to Level Scaling
- Added Ignore Animals to Level Scaling
- Fixed a Negative level for low level enemies.
V 1.22.11
-Disabled scaling of some enemies due to them causing instant death to Geralt.
-Added another version for those wanting to continue using 'all enemies scale'
-Added color variation to smooth scaling levels.
V 1.22.10
-Major update
-Added smooth scaling and enemy bonus
-Smooth scaling
--- If an enemy is 5 levels higher than Geralt and steel sword health per level and damage is at 5%, enemies will gain ~25% bonus health and damage for that 5 level difference. These bonuses cap at a 10 level difference so that this enemy would gain a max bonus of ~50%.
--- Smooth Scaling the massive bonuses enemies gain for a 6+ level difference to Geralt.
-Enemy Bonus
--- Flat % bonuses to enemies, stacks additively with smooth scaling. Allows scaling of bosses.
V 1.22.00
-Updated the mod to patch 1.22
-Added strings to the mod removing the need of custom localization fix
Error [modenemyscale]game\gameplay\damage\damagemanagerprocessor.ws(600): Could not find function 'NPCModDamageMulti'
I've been getting this. Any assistance would be appreciated.
http://www.nexusmods.com/witcher3/mods/1112/?
such as:
scaled experience: off - "slight" - hybird - on
or just display the detailed multiplier instead?
currently, im about lv30 and using hybird, a dromner or a nekker provides 1 exp in vanilla and 8 exp in hybird. i feel a midium value which is between them is more reasonable.
-force_resistance
-burning_resistance
-will_resistance
-shock_resistance
make enemy resistance grow with level by a percentage %
and, this issue happens also with B&W, or just HoS? thanks again! If there is any way I can help, let me know
And one addition to my previous post: Enemy bonus for humans affects Fallen Knight's dmg, but doesn't seem to affect the amount of HP they have...
As for the HP issue on Fallen Knights, that could be that they have a base health that isn't been factored by the addon. It has taken awhile to get a lot of HoS enemies to even work with the mod so worst case I can do another pass over to see if I can single out the knights with their own scale factor.
I got over levelled in the main game, I'm on level 52 ATM, due to Grand Balance repair and full XPs from quests regardless of level. This is still NG, so there probably isn't enemy high enough that would need downscaling (I am playing HoS and plan to play B&W for the first time), so, I disabled the mod for now and enabled vanilla up-scaling.
I now understand your pain, because while the HP difference between common bandit and Fallen Knight isn't that drastic any more (Death march difficulty), it still seems a bit out of place.
I kept the mod still installed, I will enable it once I hit B&W. Even on DM, the damage dealt is lower (on both sides) than to my liking, and I miss the variability your "smooth scaling" feature provides, as well as that I could do quests and visit areas as I pleased, not as IMO bad vanilla settings, where you meet ghouls on level 10, and few meters further you meet a Nilfgaard deserter camp on level 25.
Thank you, and good luck
EDIT: Don't know if this is possible, but maybe having separate "Enemy bonus" sliders for HoS enemies might help?
This version is meant to alter armor values on enemies to incentivise the use of Heavy attacks with armor reducing effects and/or Igni's melt armor, etc.
This also toughens up human enemies as many were exceptionally weak in the health department.
More armor changes most likely will come so this version will remain in Beta, but available for download.
Suggestions and Comments welcome below.
PS. 19lvl Geralt.