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SoulsSin

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  1. There are 2 or 3 posts already that ask how to set NPC health and healthscaling, however all of them are left kinda unaswered. So the questions is rather simple, how does NPC health work. I know following. Each spawned npc has a template under Non-Player-Character. E.g. LvlRaider. Under LvlRaider you can find "Health" as a property. However this value isn't their actual health since there are a lot of negative numbers for diffrent npcs. (LvlRaider is -10). Aswell as some entrys not having any health property at all. I also know there is a Health per level and a lowlevelNPCBaseHealthMult, however I have turned this down to 0 (for npcs) respectivly 1 (for the mult). Yet the Health values of raiders seems to vary a LOT. So my question is where do they get that health from and how can I make sure that they don't get such insane amounts of health. (Set all the raiders entries health value to 5 and yet some still took multiple shots to kill).
  2. Can anyone explain to me what these values do? They seem to be similar for a lot of NPCs but I can't quite figure out where and how they get added to their respective value. Thanks for any explanation.
  3. Yeah, search for Alternative Health Scaling. Hmm, that only changes the health scaling of the player though. Not of npcs.It includes a file to disable NPC health scaling. Normally, NPCs gain +5 HP per level. Missed that one. Thanks a lot for pointing it out. Found an alternative (Fallout 4 rebalancer) that has a lot of options for health scaling now.
  4. I always solo. But really the problem I have with just upping damage is that its just a one shot party, imho not really fun. Anyway I found a mod that actually has options for health scaling coupled with damage options and TJs levelled list it kinda works. Thanks for the reply though. Still not a fan of only scaling enemies in a very limited range ^^ they should have at least made the levels adjust after certain main story quests or after certain levels. Could have even made some special events happen. Raider attacks alien attack or whatever explainingthe increased difficulty.
  5. So according to my experience and some research on google the level scaling works as follows (correct me if I am wrong): The world has cells. Each cell has a set level depending on its location (for example more south = higher level) ontop of that set level there is a "rubberbanding" system which basiclly tries to scale the enemies a bit to the player level. So if a zone has a set level of 10 it will span enemies between level 5-15 depending on player level (the higher the player the higher the enemies but always inside that range). While I like the idea that some areas are very difficult at early levels, I HATE the fact that a lot of the areas become really easy once you have a higher level. So what I am looking for is a mod that either just always scales the enemies level with the player level (say always inside a -5 +10 level range) or preferred a mod that keeps the rubberbanding but ups the level of low level areas to always keep areas challenging (so say concord has a level range of 6 +/- 5 [mmin level 1 max level 11], the mod would change it to be 6 +70/-5 [min level 1 max level 76] or just flat out have no maximum level for areas) I tried No Level Scaling by PiZZADOX which seems to be kind of broken as the enemies just seem to be really weak or really powerful Remove rubberbanding (Free Scaling World) by Evil0z seems kinda broken (mod author mentions that the leveling system of fallout 4 is really fking it up) and TJ's Levelled - Leveled List Tweaks by TJ which just makes the game kinda unplayable when the bugs that spawn in vault 111 at the very beginning are partially level 40+ and unkillable with the weapons given. Is there any other mod I missed or will I have to wait till better modding tools are available?
  6. Yeah, search for Alternative Health Scaling. Hmm, that only changes the health scaling of the player though. Not of npcs.
  7. Is there any mod that reduces the health scaling (of both player and npcs). And no a simple damage increase doesnt work as you will then one shot too many things later on.
  8. They ScyProc patcher of Perma tells me I need the Upatch for skyrim even if I am using USLEEP. However Upatch should be included in USLEEP and they are not compatible with eachother. Am I missing something or does PerMa not work with USLEEP ?
  9. I had to reinstall Skyrim on my pc (steam delete local files and then re-download and install it). However I did not disable any mods (NMM) before I uninstalled Skyrim. Do I have to re-install all the mods as well or should it work just fine?
  10. Is there a mod that allows you to chose which TYPE of ranged killcams are used? I have VioLens and that only allows you to set a higher chance for projectile / pc focused killcams. What I am looking for is what VioLens has for the melee killmoves, where you can select / de-select the options you like or dislike. Or is that not possible? Thanks for any answers.
  11. I've been looking on the forum for a good hunting mod that also makes it more profitable. The only one I found till now is "A hunters Life". However this one is imho a bit overkill. 200+ for a wolfpelt combined with increased spawns of some of my other games breaks the economy that I kinda fixed with my mods. So I was wondering if there is some sort of "light" version of this mod. All it needs to do is increase the value of Pelts, Tusks, Meat, etc. ofc added content for hunting is always welcome. HAS TO BE perma compatible though. Thanks for any answers.
  12. When using HDT Physicis + HDT Breast and Butt Physics, adding the latter prompts me to override a file of HDT physics (NMM) is it fine to override files like that or should I rather not use it?
  13. SoT wants to override skeleton.ini of xp32mse and another file of Scoped bows I don't remember.
  14. Wanted to add a new mod I really like for a new playthough, however they seem to conflict with some mods I already run and don't want to / am not willing to uninstall he mods in question are: - UDE: Sands of Time seems to conflict with xp32mse and scoped bows. Would it run fine if I just don't overwrite the files of xp32 and scoped bows? Or is that likely to cause crashes? Thanks for any answers
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