Scourge (SCOURGE) - Updated
F4SE plugin that redesigns the way NPC statistics are calculated
About this mod Machine translation
F4SE plugin that redesigns the way NPC statistics are calculated
Original address:
Prefix:
Address Library for F4SE Plugins:
Fallout 4 Script Extender (F4SE):
Scaling Flag Remover:
Microsoft Visual C++ Redistributable for Visual Studio 2022
Updated on July 18th:
Version 1.0.5
Code optimization to reduce some running burden
Updated on June 4th:
Version 1.0.4
Fixed a bug in the code that thankfully didn't affect any patches
Due to some issues, NPC now only accepts FormID + Plugin. No patches will be affected by this and nothing needs to be updated. Therefore, the EditorID in the NPC section should now be used as a quick way to see the form name and is no longer read by the plugin. Edit IDs for races, factions, and keywords work as before
Updated on May 31st:
Version 1.0.3
Added bypass for Scaling Flag Remover message box to resolve a very rare bug. You can find it in the new .ini file next to the .dll
Version 1.0.2
Fixed a typo in the code that caused the DR exclusion keyword to map to the All exclusion keyword
Version 1.0.1
Added global NPC reset button that the original author forgot to include
The Chinese address is updated to:
The 163 version and the next-generation version (including the word NG) have been packaged and uploaded together. You can choose one of the two to install according to your needs.
Supports old generation 1.10.163 and the latest next generation 1.10.984.0 game version!
We can all agree that enemy balance in Fallout 4 is terrible. This is not surprising since all RPG games follow the usual system of increasing x points of health per level. This may seem fine at first, but as you play longer and higher in levels, you start to run into the bane of having a good time - bullet sponges. To say Bullet Sponges are scary is an understatement, the only difference between them and level 1 enemies is that Bullet Sponges drop less ammo than you use to kill it. Worst of all, it does the same damage as level 1 enemies, if not less, since only their defensive attributes are scaled. It's completely horrible, and can suck the fun out of the game after certain levels depending on how powerful your weapons are (I think it's just as uninteresting if you need to exclusively use the Gauss Rifle to not make combat a drag). Did you know that if you're high enough, triggermen have over 100 damage resistance before any of their armor is considered? In addition to this, their health will also be inflated as their levels will be higher when you see them during the game.
So, what's the solution?
Well, I released the original Papyrus version of SCOURGE in June 2022 as my first mod because no other mod fixed bullet sponges to my liking. The problem with other rebalancing mods is that if you don't like some of their changes, you have to deal with it. Experienced mod authors/users can fix it themselves via xEdit, but at this point you might as well make a personal mod. So I decided to make a mod that allows you, the user, to adjust everything on the fly. If the Deathclaws feel a little too powerful, all you have to do is open the MCM and lower their stats, then wait until you encounter a new one. This is a huge time saver as you don't need to go into xEdit and tweak the Deathclaw there. To me, it's also a good excuse not to update the mod's balance changes since users can make these changes themselves in seconds.
SCOURGE works by randomizing NPC statistics using a normal/gaussian distribution curve. Whenever a new NPC spawns, its statistics are randomized based on the values configured by the MCM. This results in all NPCs being different, just like everyone is different in real life. However, it's not completely random as the average will be between the minimum and maximum provided, with the low/high end being very rare. Even if you spawn 1,000 of the same NPCs, there's a chance that none of them will be at minimum or maximum on some attributes. The great thing about it is that all of these stats can be …
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.