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Zeanzil

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Nedned

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About this mod

Alter the max level scaling of npc

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Inspired by Remove Level Scaling for High End Npc wich I've already expanded to cover dlc.

This mod doesn't cap npc at their spawning level but instead allow them to keep leveling to a certain level before capping, in order to maintain coherence between certain npc.
With the previously mentionned mod, for example, the best super mutant (the warlords) spawned at level 68 while the best gunner spawned at level 94, so it made the gunner stronger than mutant. It's my attempt to prevent unlimited health gain of npc while balancing things a bit more.

[ BIG UPDATE ! In adition to the changes listed below, this mod now also makes it so any given ennemier tier will scale up to the level of the next tier -1level. So it means if tier 1 ennemy spawn at level 1, and tier 2 ennemy spawn at level 10, then tier 1 ennemy can level up to 9. In order to try not to make early game too hard, when these ennemies spawn below level 30, they level at 50% the player rate. Once they spawn after level 30 they level at 75% the player rate. One exception are hermit crab, deathclaw, sentry bot, mirelurk queen and fog crawler. No matter their tier or level, they always level up at 125% the level of the player rate (but still cap at the level of the next tier).
This update is meant to reduce the disparities between ennemies while you're leveling and to balance the mod a bit : while it nerfs the higher level ennemies it buff a bit the others.
If you don't like it, the older version is still available and only does the change to the higher tier ennemies listed below ]

New update : added the npc from wasteland workshop cage (it didn't use vanilla npc so the mod didn't cover them until now) and the mutant hound wich were forgotten in previous version

Changes are : 
-mythic deathclaw can level to 110
-ancient behemot to 110
-mirelurk queen and nuka queen to 110
-anihilator sentry bot and it's varient to 110
-fog crawler to 110
-courser to 100
-vertirbird to 100
-super mutant warlord to 94
-synth eradicator to 94
-brotherhood star paladin to 94
-raider to 50
-mole rat broodmother to 30
-glowing bloodworm to 60
-protectron guardian to 50 while higher tier dlc variant to 60
-colonel gutsy to 80
-higher tier minutemen and railroad agent to 80
-dusky yao guai to 94
-glowing mutant hound to 50
-sting wing chaser to 70
-glowing mirelurk king to 80 and nuka variantto 94
-deathskull radscorpion to 94
-albino mirelurk hunter to 70 and nuka variant to 80
-glowing mirelurk, nukalurk and bloodrage mirelurk each to 50, 55 and 60
-bloated glowing one and charred feral ghoul to 80 (last update reduce max level of charred feral to 70, so the glowing one are always the strongest ghouls)
-vampiric bloodbug to 50
-assaultron dominator and higher tier dlc variant to 94
-operator, disciple and pack butcher to 94 (might be a bit too much strength for them but I see them as the very final boss as I tend to do Open Season)
-venomous angler to 94
-gulper devorer to 80
-ruthless trapper to 60 (raider like faction but a bit stronger)
-gatorclaw to 94
-settlers to 50, but at half your rate, except for raider settlers (they level just like you up to 70) and far harbor settlers (up to 60 too but at 75% of your rate) : you'll have to protect them from the danger of the commonwealth but eventually they'll become true survivors by themselves.

I've also realeased a version for Lunar Fallout Overhaul wich does the following :
-integrate changes to npc where needed
-raider veteran change are removed and raider pillager (new higher tier of raider added) alongside with ruthless trapper can scale up to 70 since they're suppose to be "a ressource drain" in lunar fallout
-remove the 6th rank of dmg perk of lunar fallout (cause ennemies doesn't have infinite health anymore)
-about settlers : far harbor settlers can now reach level 70, vanilla regular settler can only reach level 40 and guard settler (called experienced settlers in lunar) can reach level 70 and level at 75% of the player level. These changes might not be in line with Lunar balance to settlement but I also use More attackers and Gatheres out there, and due to lunar making settler mortal with both these mods I needed better settlers.