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ckl1628

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Everything posted by ckl1628

  1. Thank you. I think I'm on the right track for eliminating level-based HP gains for the player, but as for the NPCs...I was afraid of that. I'll have to go in and hand edit each actor if I want to make this work. I guess it'll be more of an overhaul than a rebalance. Oh well. Doesn't look...too bad, but balance will take some time. What is the difference between the "Leveled" race in the Actor tree and an actor with its level set to "PC Level Mult" rather than a fixed value? Cursory examination makes it look like the "Leveled" actors might be specific NPCs or quest-related spawns...
  2. So, I've been beating my head against a wall for a while now reading various wikis, watching youtube tutorials, etc., and finally realized I should just ask you guys. I am trying to create a rebalance mod that will remove Health gains on level from both the player and NPCs. I have found a few variables that I think will allow me to do this, but I don't know if there are other level-dependent gains that will need to be adjusted as well (like some kind of level-based damage buff, damage resist increases, etc.) I keep looking at the crazy enemy scaling and problems with difficulty falloff at high level and I think most of that is tied to the weird HP arms race. If health is based solely on END and perks (and race, for robots, deathclaws, etc.) for everyone and damage is based entirely off gear and perks, I think the difficulty curve would flatten out quite a bit and feel a lot better. Anyone out there got any advice on where I should start? I have found variables in the Gameplay -> settings menu that feel correct, but I can't find documentation that tells me what the formulas are for calculating HP. I'm looking at things like these: iNPCBasePerLevelHealthMultfPCBaseHealthMult ...among a few others. Am I at least in the right ballpark, or should I be looking at something else? Thanks
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