Q: What happened to Level Scaling? (The game used to have enemies that were lower and higher leveled than you. This mod originally added level scaling to bring enemies up to the player's level.) A: The game has level scaling since patch 2.0. All enemies are exactly your level all the time. No enemies are lower level. No enemies are higher level. Skulls above enemies' heads means they are tough enemies, not higher level.
Q: Do the level-based multipliers stack with the other multipliers? A: Yes. For example, if the NPC is level 25 and the multipliers for levels 20 and 30 are 1.0 and 0.5, first the calculated level multiplier is the halfway point between 1.0 and 0.5, or 0.75. Next, if the enemy were a boss and the Boss multiplier was 0.5, then the final multiplier would be 0.75 * 0.5 = 0.375.
Q: What about other mods? A: This mod will work with anything else. If another mod modifies damage, this one will be on top of that, not instead of.
It is almost impossible to pass the prologue for a nomad with increased damage. Wanted to play from the very first seconds of the game at 1.25 damage I do and 2.0 damage to me, with no-death run, but it's a dead end. Killed in the car during the chase every time.
To anyone else whos thinkin like this guy, hope you know you can change the scaling your self lmao. Idk why people just dont check mod options, its literally in the pictures too. If youre playing on very hard id suggest NOT RMK default settings, theyre the default settings from pre 2.0 when the game was brain dead easy. Id suggest for the first 20 levels to make it so its not more than 25% damage dealt. Id also recommend using Enemies of night city, it improves the AI a TON: https://www.nexusmods.com/cyberpunk2077/mods/8467
If you use enemies of night city Id suggest at max 5% damage reduction per level, maybe after level 30 you can do more. But that person mod makes I think more elites and such, and theyre a lot harder.
I know this comment was made a year ago, but for anyone else looking for an answer I recommend using the mod Flashback Fixer that reduces incoming damage during scripted sequences.
Hey! Do you have any pointers where you could even remove level scaling? I don't even know if there Is a curve or how the game manages scaling(I spend a considerable amount of time trying to find it)
This mod fixes every single instance of such misalignment in the game and disables automatic rarity scaling with player level and difficulty level - meaning that a sweatsuit hobo will remain WEAK forever, while corpo agent will forever be ELITE.
It's a great mod made by a guy who worked for CDPR and was a lead designer in Cyberpunk.
Could anyone share their settings? I'm not a pro player, I just want a balanced game. Damage to NPC I installed RMK Balanced. What other settings are better to set? I also increased the head damage by 2 for more realism. i am playing on very hard.
I just gradually tuned down incoming V damage from 100% to 85% for level 40 and above. It feels like melee damage scales down with the level multiplier, so I currently have that also at 85% but I'd have to test more It's only been an hour. I raised damage for V attacking NPC's from 100% (base1) to 110 for levels 10 - 40, and 130% when above level 40, with 150% for bosses because they are so tanky.
Thanks so much. While hard mode wasn't so bad, the melee aspect and some other small things were really driving me crazy. This fixes the ridiculous 3 hits melee kill I've been having. NPC's been chopping me up. And those braeler side gigs were ridiculous without sandevistan slow mo. But with just a few tiny tweeks, to keep the challenge, things feel way better. This mod works, thanks and good job.
Quick question: I see damage bracketed as lv [1,10,20,30,40,50,60] in the UI settings. Does this play nice with mods that raise the player level cap above 60?
Is your default settings good to use with that mod or will it require lots of tweaking. I just finished a playthrough using your Balanced setting and the game felt great!
Hi sorry im very new in moddings but i can use this mod for 1st boot after i use it, can set it and it worked properly, But after 1 play, then i open the game again, and i cant find the setting to change anything anymore while keeping the previous changes i made, is there anything i can do or i did wrong? tried removing the read-only on the mod, reinstalling the mod dependently or from collection that included this mod, ty in advance and sorry for dumb question
Yes, the same place i did after the 1st playthrough, i can set it (and i set it invincible with super high damage from V for lols) then it just gone, tried reinstalling, it shows up again, set it to classic damage, then after i re-open it, it just gone again, thank you for replying so fast btw i kinda believe it is a fault on my part, but idk what
Hello, I apologize in advance if this is a dumb question, but I'm wondering this: is it possible to add a field in this mods config that allows you to apply a visual multiplier to weapon tooltips? For instance, if I set a flat 2x damage multiplier to all enemy types, it'd be nice to be able to see that reflected in the weapon tooltips. I understand that with advanced damage scaling for enemy types this would be useless, but at least for level based scaling it could help out.
No plans to do that. It would be a lot of work to ensure that I get all the different places, adds risk of conflicts with other mods, and I don't think it adds very much. If all damage is multiplied by some value, why care what the tooltip says? The tooltips show you the relative damage of one weapon compared to another. The game doesn't directly show you the health value of enemies, so I don't see it as that useful to see modified damage numbers.
Just an additional clarification (I saw the description). If the Lifepath mod is installed, then changing the damage settings (but immunity and other settings will remain from Lifepath?) in this mod will they be applied over Lifepath?
They'll be on top off, for example if any other mod is changing damage somehow so it's 1.2x vanilla, and then this mod is making damage be 0.9x, then the final damage will be 1.08x vanilla.
1269 comments
F.A.Q.
Q: What happened to Level Scaling? (The game used to have enemies that were lower and higher leveled than you. This mod originally added level scaling to bring enemies up to the player's level.)
A: The game has level scaling since patch 2.0. All enemies are exactly your level all the time. No enemies are lower level. No enemies are higher level. Skulls above enemies' heads means they are tough enemies, not higher level.
Q: Do the level-based multipliers stack with the other multipliers?
A: Yes. For example, if the NPC is level 25 and the multipliers for levels 20 and 30 are 1.0 and 0.5, first the calculated level multiplier is the halfway point between 1.0 and 0.5, or 0.75. Next, if the enemy were a boss and the Boss multiplier was 0.5, then the final multiplier would be 0.75 * 0.5 = 0.375.
Q: What about other mods?
A: This mod will work with anything else. If another mod modifies damage, this one will be on top of that, not instead of.
If youre playing on very hard id suggest NOT RMK default settings, theyre the default settings from pre 2.0 when the game was brain dead easy.
Id suggest for the first 20 levels to make it so its not more than 25% damage dealt. Id also recommend using Enemies of night city, it improves the AI a TON:
https://www.nexusmods.com/cyberpunk2077/mods/8467
If you use enemies of night city Id suggest at max 5% damage reduction per level, maybe after level 30 you can do more. But that person mod makes I think more elites and such, and theyre a lot harder.
It's a great mod made by a guy who worked for CDPR and was a lead designer in Cyberpunk.
Damage to NPC I installed RMK Balanced. What other settings are better to set?
I also increased the head damage by 2 for more realism.
i am playing on very hard.
rmk1234 thanks for mod ))
I raised damage for V attacking NPC's from 100% (base1) to 110 for levels 10 - 40, and 130% when above level 40, with 150% for bosses because they are so tanky.
Thanks!
Guns, explosives, quickhacks, vehicle ramming, and even detonations of neutral explosives like gas tanks?
But after 1 play, then i open the game again, and i cant find the setting to change anything anymore while keeping the previous changes i made, is there anything i can do or i did wrong? tried removing the read-only on the mod, reinstalling the mod dependently or from collection that included this mod, ty in advance and sorry for dumb question
tried reinstalling, it shows up again, set it to classic damage, then after i re-open it, it just gone again, thank you for replying so fast btw
i kinda believe it is a fault on my part, but idk what
Just an additional clarification (I saw the description). If the Lifepath mod is installed, then changing the damage settings (but immunity and other settings will remain from Lifepath?) in this mod will they be applied over Lifepath?