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LebowskiGrande

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  1. You're a scholar and a gentleman. I will provide feedback as I can. Thank you!
  2. Genamine, I think you've done it. I believe this is the behavior that I'm looking for. Do you think it's possible to pull this behavior out of your full game overhaul as a stand alone mod? Principally: Scale NPC levels to the player levelFix unbalanced vanilla NPC difficulty curveThis would be a very, very popular game re-balance mod on it's own. If you wanted to go a step further you can also add: Reworked all non-unique encounter NPCsReworked a large variety of unique NPCs Added experience-based damage boost to player, every 10K experience is +1% damageWhich is basically all of the level/difficulty type of issues without touching any weapons or loot or any other aspect of vanilla.
  3. I'm having trouble understanding these two concepts when they're put together. You say: but you also say: My question is: What if I'm already "above level Y" when I encounter those raiders? Won't they be unable to scale up to me? More specifically, (and I'm sure you are answering this question and I just don't know it) does your mod totally remove the zone level mechanic that I referenced above so that a player entering a zone does not permanently lock the level values? If so, what do you mean by "My mod only uses encounter zones as a cap on NPC min/max levels"? If the NPCs are automatically scaling to your level, what is the cap even for?
  4. Thanks. I noticed that you have: This gives me hope that what I'm looking for can be done. Your rework is different than what I had in mind. For instance, you start in Zone 1 therefore that zone will be locked at the 1-10 level permanently. The mod that I'm looking for will readjust this based on your level each and every time you return to zone 1. So if I return to Zone 1 when I'm level 50, then all the enemies in Zone 1 will now be Lvl 45-55. Your mod is a far more extensive overhaul than what I'm looking for right now. Looks great though!
  5. I've searched high and low and have found several mods that alter the levels of spawns but all of them do so in convoluted ways. To show that I've done some research, here are the mods that I have found that attempt to address level scaling: http://www.nexusmods.com/fallout4/mods/6957/? http://www.nexusmods.com/fallout4/mods/261/? http://www.nexusmods.com/fallout4/mods/7580/? As you can see, modders have approached this issue but in very different ways. The G.E.C.K tells us that: Is is this exact mechanic that I'd like to see defeated. In vanilla, since you start in the upper left of the map (Sanctuary) that area and others around it are permanently pegged as being low level. To make matters worse, if you are a sneaky explorer type that wanted to roam further south and east while still low leveled, you are unintentionally permanently setting the levels of those areas at a very low level and that would impact your enjoyment of those areas later on. Ideally, every time you enter an Encounter Zone cell it would check your level and readjust all the leveled lists to within -5/+5 of your level. This would not affect the min/max levels of the zones (as many of the other mods do) and it would only change levels based upon the player's level. This would create a tremendous amount of replayability in the earlier zones since high level characters returning to, Concord for instance, would be faced with equally powered enemies and not level 10-20 enemies. Thanks for reading. Caveat: I'm not a modder and have no idea how to do any of these things.
  6. Yes, well I guess that could be the answer to every post in this forum. Hopefully there is someone who already knows how to do it that is interested in doing it.
  7. I've had good results with Spring Cleaning: http://www.nexusmods.com/fallout4/mods/4640/? It will let you remove almost everything. You can certainly get rid of those hedges in Sanctuary.
  8. I apologize if this has been covered before. A google search and forum search turned up nothing. I would like to see a mod that returns more (if not all) of the components when scrapping a player crafted item. For instance, if I make a wooded staircase I would use 7 wood and 2 steel. If I scrap that staircase I would only get back 3 wood and 1 steel. I don't think that it would be too game-breaking to have this percentage set much higher. It may not make much difference in the example above but when you consider scrapping a set of small generators because you are upgrading your grid you are taking a huge loss. Small generator: 2 x gear 4 x steel 2 x rubber 2 x copper 1 x ceramic When scrapped it will return: 2 x steel 1 x rubberAll of the rare and valuable resources are gone. From what I've read, the Scrapper perk will allow you to get the rarer components when breaking down weapon and armor mods but as far as I can tell it doesn't affect other categories. I would ideally like to see it applied to the Scrapper perk in the same fashion. It would make it more attractive as a perk and seem less like a "cheat." Thanks for reading!
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