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:As you can see, modders have approached this issue but in very different ways.tells us that:The Zone Level is a value calculated the first time the player loads any of the Encounter Zone's cells. It is stored permanently on the Encounter Zone and is never recalculated. If the player returns to the zone after gaining several levels, the zone's level remains the same as when he first visited.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. I noticed that you have:Encounter Zones:.
Fallout 4 Molecular Level Mod
Reworked all encounter zones to have a larger level range (Minimum levels unchanged, maximum levels increased)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!. I noticed that you have:Encounter Zones:.
Reworked all encounter zones to have a larger level range (Minimum levels unchanged, maximum levels increased)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!My mod only uses encounter zones as a cap on NPC min/max levelsAs you play, the NPCs will scale to your levelFor instance, if you level up while fighting a group of raiders, those very raiders will automatically scale to your level then and thereThe only factor encounter zones have in this is that they prevent all NPCs from being below level X and above level Y. I'm having trouble understanding these two concepts when they're put together. You say:For instance, if you level up while fighting a group of raiders, those very raiders will automatically scale to your level then and therebut you also say:The only factor encounter zones have in this is that they prevent all NPCs from being below level X and above level YMy 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?. I'm having trouble understanding these two concepts when they're put together.
You say:For instance, if you level up while fighting a group of raiders, those very raiders will automatically scale to your level then and therebut you also say:The only factor encounter zones have in this is that they prevent all NPCs from being below level X and above level YMy 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?It was probably a poor choice of words to say 'all NPCs', let me expain it to the fullestIf the raider is set to scale to your level, it will ignore X and Y, which are set by the encounter zoneThe minimum and maximum level will then depend on the values set for that specific NPC, the minimum levels depend on the 'tier' the NPC is (e.g. It was probably a poor choice of words to say 'all NPCs', let me expain it to the fullestIf the raider is set to scale to your level, it will ignore X and Y, which are set by the encounter zoneThe minimum and maximum level will then depend on the values set for that specific NPC, the minimum levels depend on the 'tier' the NPC is (e.g.
It was probably a poor choice of words to say 'all NPCs', let me expain it to the fullestIf the raider is set to scale to your level, it will ignore X and Y, which are set by the encounter zoneThe minimum and maximum level will then depend on the values set for that specific NPC, the minimum levels depend on the 'tier' the NPC is (e.g.
La pantera rosa. Today we are talking to Dan Taylor, a professional level designer who has in the past worked for Eidos, Square Enix, Ubisoft, Rockstar (among others) on games such as Medal of Honor Heroes 2, Hitman: Sniper, or Shadow of the Tomb Raider. Dan - who started out as a modder for Morrowind, Skyrim, and Fallout New Vegas - has close to two decades of experience in the video game industry under his belt and his talk on Ten Principles for Good Level Design at the Game Developer's Conference 2013 is cu.
Description: TL;DR, what it does is it makes NPC levels scale to the player's level, whenever, wherever. As well as changing some of the NPCs' attributes for a better NPC stat curve. Resulting in more varying combat gameplay and more challenging fights, as well as a much better late game.WHAT THIS MOD DOES DO:It makes NPC stats scale to level, this means e.g. Mod Configuration Menu: this mod uses the Mod Configuration Menu to control certain variables, such as outgoing and incoming player damage- Enemies scale to player levels, with a minimum level depending on the 'tier' of enemy (e.g.
Compatibility:- Basically not compatible with any mod that changes the same NPCs (Called Actors in the Creation Kit). Shouldnt be a problem unless its the encounter NPCs being edited (These have IDs starting with Enc in the Creation Kit, e.g. EncVertibird01 or EncDeathclaw01)- Since this seems to be misunderstood quite often, it IS compatible with War of The Commonwealth (The encounter zone conflicts are insignificant)- It IS compatible with Sim Settlements- May or may not conflict with mods that edit companions and settlers, such conflicts will not be gamebreaking, but will degrade the experience of this mod. Q: Do I need to wait for cell reset for this mod to work?A: No, this mod only makes changes to base actors, no changes are made to references, so changes made should be immediateQ: Will this mod make all areas the same difficulty?A: No, enemies are tiered (Deathclaw - Alpha Deathclaw - Glowing Deathclaw - Deathclaw Matriarch - etc.), the farther away from V111 you are (in a radial pattern), the higher the tier of enemies you encounter.
So regardless of all enemies scaling to your level, you will still encounter higher tier enemies the farther away from V111 you areQ: If I change the player incoming/outgoing damage multiplier with MCM, will it affect NPC's not edited by this mod?A: Yes, it most certainly willQ: How do encounter zones work?A: Encounter zones specify a minimum level A and a maximum level B for area X, upon entering area X, it will match the zone to your level for the duration of one cell reset, if you are below minimum level A specified by the encounter zone, it will use level A instead. This calculated level will be used to determine the outcome of leveled lists, this means if an area has a minimum level A of 50, but you are level 10, it will spawn loot and enemies as if you were level 50. When the cell of that encounter zone resets but you are now level 80, it will spawn loot and enemies for level 80. When the cell of that encounter zone resets again but you are now level 110, while the maximum level B of that encounter zone is 90, it will spawn loot and enemies as if you were level 90Q: Is this compatible with mod?A: Open mod and NPCScaling in and look through the records of NPCScaling, red means conflict. If there is a conflict, the mod that is loaded last will get priorityQ: Will you request or have you thought of suggestion?A: Feel free to share your ideas, I may take inspiration from them, but do not expect anything.
I do not work on demand nor does it matter to me in any way what you think of this mod, I make mods purely for the entertainment of making them and I upload them because I have made them anyway and it would be a waste not to shareQ: I keep dying, plz nerfA: If this mod draws the utmost effort out of you and pushes you to attempt new strategies and methods, then you know it is working correctly. If you stampede through the game ignoring the vast majority of its content, you are really missing out. At times this mod may force you to dig into this untapped potential and find alternatives to your habitual playstyleQ: Will this mod be available on xbox one?A: Yes.
I do not intend to, but I am not a fortune teller, who knows what the future may hold. Its not that I have a reason not to, its purely that I only frequent the Nexus and can keep track of mods I uploaded while Im here anyway, whereas if my only reason to visit Bethesda.net would be to keep track of a mod I uploaded, it would be a poor reason and I would stop showing up eventuallyQ: LOL at the screenshot. Has anyone really been far even as decided to use even go want to do look more like?A: 42Credits:- For removing dirty edits in NPC's- For enabling variable mod settings.