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[Mod Request] Balanced Encounters and Dungeons with multiple followers


OpenWorldAddict

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I love traveling around with multiple followers. I like each of the followers each to have particular role in the party (which is why is use Amazing Follower tweaks.) One is a heal that heals and buffs the party, another is a long range spell caster, another is melee tank built for absorbing damage, another is a duel wielding damage dealer, another is an archer, etc.

 

The only problem is that Skyrim is not made for group gameplay. So what ends up happening is that the more people there are in the group, the more overpowered the group becomes. Even with 3 followers, the battles are over very quickly, and with 5 or more my followers eliminate the enemy before I can even blink.

 

What ends up happening is that over the course of many encounters, I am rarely given the chance to improve my combat skills. That means the only encounters that are difficult are ones where enemies are at a much higher level, and in those encounters my character can barely survive.

 

In the D&D core rulebook (most modern day rpg's originated from games trying to mimick D&D)The Dungeon Master's Guide; there is a table that provides a scaling challenge rating based upon the number of player characters in the group, and their level. The higher the pcs are and the more players are in the group, the higher the challenge rating is supposed to be. This keeps all encounters challenging.

 

Well, in computer games, the computer is supposed to be the Dungeon or Game Master.

 

So I am requesting a mod that does exactly that. When you near a world encounter or a dungeon, the computer should not just check your level, but also how many followers you have along. The larger the group, the more challenges it should throw at you. This could mean: enemies at your level, just alot more of them, or a few enemies at a much higher level.

 

This not only keeps the encounters challenging, but it also gives your character a chance to improve his combat skills, and since leveling is only skill based (and not exp based) getting a chance to improve your skills is paramount.

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I have used ASIS before, but I don't think it takes how many followers you have with you into consideration. Too many opponents for a small group would be just as bad because you could quickly become overwhelmed.

 

Sands of Time adds new encounters, but also doesn't take your group composition into consideration.

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That what I meant, adding more mobs to be overwhelmed. There is no way to make Skyrim take followers into account, neither it was meant to be. So I gave you mods that will make having more followers needed to take out large groups.

Edited by Boombro
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Hmm not sure about multiple enemies but existing enemies can be leveled up according to number of followers in the cell. Ex : If you have 3 followers, enemy will be x3 times harder.

Really, which mod?

 

No mod yet. But this can be done.

 

 

There is also that, but I have not thought about. I was thinking mainly about the whole game, if not levels maybe numbers?

Whole game is difficult. Its impossible to keep track of the followers on global scale. On cell level, its possible. Numbers is possible but.. spawning numbers in front of the player means they will drop down in front of the players killing the immersion. Better to just level existing and make them harder.

Edited by techprince
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You know what would make this whole thing work better? Do this through MCM. Rely on the player to tell you how many party members they have and overall how much they want it scaled. Because let's face it, if the player's followers are four dogs, that's not much of a step up from just the player. They might need some lighter scaling than if their followers were Vilkus, J'Zargo, Talvas and Serana. And maybe the player has their followers set so they can die, so they don't want as much scaling as another player who has their followers set so they're immortal. (I'd say at least three levels of scaling is good, five is better.)

 

As for what to scale, I'd love to say scale enemy level to the size of their party as that *would* get the best results, but that would make illusion magic completely useless unless you scaled the magnitude of illusion spells cast by the player and their party along with it. If you do that, I'd say +100%, +200%, +300%, +400% or +500% for each grade of level scaling.

 

Now, I'm not much of a scripter and I haven't learned how to script in Skyrim at all, but I know the console commands I'd use if I wanted to do this manually. I'd first look at number of followers (presently four), how good they are (they're three children and an ancient vampire, all immortal, very strong) and then I'd look at the enemy. I'd take their current level as the game spawned them (say it's a petty bandit, level 1), set their level (to level 21), and resurrect them so it'd take effect.

 

So I'd guess the way to do this is to take the MCM options and process them into a single variable, basically "Set LevelMult to NumFollowers*ScaleMult", confirm that each NPC it goes to scale is not a teammate of the player or the player themselves so it won't change them, then set their level if they aren't, basically "SetLevel GetLevel*LevelMult", and then use a resurrect command on each altered NPC to finish the process. No idea how to adjust the player and the player's teammates' illusion spells to prevent them from being underpowered, but somebody else can tell you.

Edited by Seattleite
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