NPC level scaling
NPC等级缩放
Screenshots 2 screenshots
About this mod Machine translation
describe:
TL;DR, its function is to allow the NPC level to expand to the player's level anytime and anywhere. As well as changing some NPC attributes to get better NPC stat curves. Leading to more varied combat gameplay and more challenging battles, as well as better late game.
What this MOD does:
It levels NPC stats, meaning a level 60 gunner should feel less easy compared to level 30, for example.
What this MOD does:
It doesn't make all NPCs stronger, raiders are still weak, and enemies can still die in one go
What does that mean? :
This means that at level 1, you shouldn't feel that much different from vanilla, but at level 100, you should* feel like the game isn't as much of a joke as it was on vanilla (it's still challenging, hooray!)
(*) Subject to balancing, some things about this mod may need to be adjusted
In the vanilla game, NPC levels are only calculated once per area when you first enter the area, and they will remain at that level until the cell resets.
This mod will change that, so you can always enjoy enemies equal to your power.
It also ensures that enemies don't turn into bullet sponges as they reach higher levels (getting extra damage based on your level to compensate for the growing NPC health pool); (damage increases start at level 100 and increase exponentially, capped at 3x)
Most NPCs have increased damage and armor penetration based on their level
You will see this in FO4Edit/Creation Kit as crDamageBoostLeveled01 and crDamageBoostLeveled02
The reason NPCs use different charts than players is because
A - NPCs seem to have no experience attributes, only levels, unfortunately no AVIF levels, only experience - changed from V1.2.0 because of the Creation Kit
B - NPCs don't really do a lot of damage in the beginning, so their multipliers need to be higher than the player's
C - 2 different levels of damage boost for NPCs allowing to differentiate between "stronger" and "weaker" enemies (e.g. Raiders using crDamageBoostLeveled02 (smaller) and Gunners using crDamageBoostLeveled01 (larger))
Known issues:
- Gunslingers may feel too powerful, didn't have this issue at my end, may or may not be related to other installed mods
- Beefy Bosses are an unbalanced and/or choppy experience - this is an experiment so don't expect too much at this stage
compatibility:
- Basically incompatible with any mod that changes the same NPCs (called Actors in the Creation Kit). Shouldn't be a problem unless it encounters an NPC being edited (these IDs start with Enc in the Creation Kit, e.g. EncVertibird01 or EncDeathclaw01)
- As this seems to be often misunderstood, it is compatible with Commonwealth wars (encounter zone conflicts are irrelevant)
- It is compatible with Sim Settlements
- Conflict or not conflict with mods that modify companions and settlers, such conflicts will not break the game, but will reduce the experience of this mod
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.