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Unleveling the DLC


vasiD

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So I was playing through OWB recently and was really unsatisfied to find out that the weapons given to you for the DLC are underpowered on the enemies in the DLC just 5 levels above the recommended level. Now I understand why they did that as not everyone is going to throw aside their trusty weapons to try new toys out, but still I feel like the way the DLC levels with the player is a bit annoying and something I'd like the option to remove. It's really odd to be such a destructive force in the unleveled Mojave only to enter a DLC and be facing bullet sponges. Specifically I was thinking about making a mod that locks the level of all the characters and creatures in the DLCs to the suggested starting level of each one (maybe leaving HH alone since it offers no starting level).

 

TL;DR I was wondering how hard it would be to lock down these levels. I was looking at the DLC in FNVEdit and I was checking each creature and seeing a "Calc Min" "Calc Max" field that maybe I could just set to one number for each and every creature, but I'm very new to modding so I'm not even sure if I should be trying something like this in FNVEdit or if I should figure out how to script it. Any ideas on how to start would be helpful.

Edited by vasiD
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Okay, so after looking at a mod that did something similar for Fallout 3 I think I understand how to do this. Still, I'd love some feedback from any experienced mod author if I'm heading in the right direction. What I'm doing is just going into FNVEdit and under Leveled Creatures removing everything except the level of monster that I want, and then replacing it's level with 1 if needed. I suppose I'll also do the same to NPCs and probably max out Loot. Anyway if I don't get any replies I'll just continue ahead and test it myself to see if what I'm doing is going to work or not.

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Okay, so far this is working out as I had hoped. I just restarted OWB with my esp on and with the exact same character and the weapons given by the Think Tank now feel more than adequate for the area. I can tell the difference between the spawns, and it seems they're all working fine. I'll keep testing, but expect me to post this mod sometime soon.

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