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moiianxiv

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moiianxiv

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About this mod

Dynamic scaling enemy attributes. Reduce level attribute difference. Create a souls-like upgrade experience.
动态缩放属性,减少等级压制,创建类魂体验。

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Intro
Do you want this kind of battle:
Every enemy has an appropriate difficulty level. No enemies you can kill with a single slash. Nor will there be enemies that kill you with a single slash.

Are you upset about this situation:
Sometimes you want to create an experience that takes 4-5 slashes to kill an enemy, but then suddenly a high level enemy pops up and kills you in one hit? Or an enemy looks strong but you kill it in one hit just because it's too low level.

This mod is built around the idea of dynamically balancing enemy stats, to simulate the combat experience of Elden Ring or Dark Souls:

Low level enemies will be strengthened, and high level enemies will be weakened.

The mod doesn't affect your experience against enemies of the same level. 


Of course your leveling up won't be meaningless, this mod still manages to retain proper leveling differences. The scaling is entirely based on the values you choose. 

The scaling should cover the vast majority of NPCs that are hostile to you, be they bandits, crabs, wolves, ghouls, skeletons or guards.

Everything that changes is dynamic, there is no change to the actual level list, and when you are out of combat, the data should revert back to what it was. So it should be compatible with other mods.



Installation
1. Not need to download but pls endorse Mokeines' Dynamic Enhance Enemy Attributes.
2. Then download mine.
3. In game wait for the Dynamic Scaling Level mcm and set as you want.

Setting

High Level Enemy Weaken: This slider weakens enemies with a level higher than yours.
Low Level Enemy Enhance: This slider enhances enemies below your level.

You have two sliders each targeting high and low level enemies, and you can choose to only strengthen low level enemies, or only weaken high level enemies, or both.

The sliders range from 0-10, when the value of the slider is 0, the enemy's attributes remain vanilla.When the value of the slider is 10, the enemy's attributes will be close to yours, regardless of their level.

For example.
Enemy A: Level 10 with 100 HP / 100 Stamina / 100 Magicka
Player  B: Level 30 with 300 HP/ 300 Stamina/ 300 Magicka
Enemy C: Level 50 with 500 HP/ 500 Stamina/ 500 Magicka
When the slider value is 10, enemy A and C's attributes will become the same as player B: 300HP/300 Stamina/300 Magicka.

Of course, we don't usually need to such extreme value, and the right value, such as 4-6, can scale the enemy's attributes to a range where you can have a good fight and retain their differences, such as level/race/weight/skill and etc would sitll affect their attributes.

For different builds, you should set an appropriate value yourself. For example, if you are a high HP, low magicka warrior, then you should probably use a smaller value for scaling enemy's magicka.

Boss Multiplier: This slider decreases the degree of weakening of high level elite enemies or increases the degree of strengthening of low level elite enemies to differentiate them from normal enemies. Although setting it to 1 means no differentiation, don't forget that skyrim vanilla bosses themselves have higher attributes than normal enemies.

AttackDamge / SpellMagnitude
I didn't mention attack damge and spell magnitude when I gave the example above.
Enemy damage is not tied to your character's damage, only to your level. 
Because skyrim's damage itself comes from a variety of sources and has a variety of bonuses, it's hard to have a standard value. So I only did rough calculations when scaling, but I gave a large scaling range, while at the same time meeting the guideline that the lower level enemies get more reinforcement and the higher level enemies get more weakening. You'll need to choose an appropriate value yourself.


Compatibility
Do Not touch any existing records, Almost compatible with everything
I am using it with SkyValor. Because SkyValor says that
SkyValor increase base attributes of characters and base damage for all weapons. But the damage bonus and scaling for smithing and skills has been reduced, to keep the damage in line for weapons, that don't have been modified or haven't been skilled by the player.
This allows you to pick up weapons, even without perks and skills, to make use of them. Taking perks or upgrading your weapon, will still have a significant impact.
Skyrim's skill bonuses are based on an rpg system with higher values, SkyValor changed that. And my mod reduces the difference in attributes at each level. This is probably closer to the combat value system of the Souls-like game.

Possible Problems
-The MCM menu does not appear:
If you wait one minute and the MCM menu still doesn't appear, you can save the current save now and reload it.

-Scaling not taking effect:
If you are facing an ally type NPC, you need to make sure they are hostile to you, try attacking first.

If you are facing an enemy type NPC, this may be due to repeatedly switching the mod on and off, or you may not have turned off the mod the last time before uninstalling my mod or Dynamic Enhance Enemy Attributes, and some of the enemy spell effects in your save were not cleared. In order to prevent duplicate Enhancement effects from being granted, the mod skips those enemies. So you need a clean save, try the ReSaver mod to clean the save.

There's also the possibility that certain unique npc are influenced by other mods that make its attributes exceed certain values anyway. For example, follower, OBIS bandits? But you shouldn't be affected too much, since most of the NPCs in these mods are close to your level.

-Want to specify that NPCs do not take effect:
You can edit EnhanceEnemyAttributes_DISTR.ini, this is SPID documentation, you can refer to this article SPID: The Complete Reference.


Credits
Thanks to Mokeine for creating the great module, Dynamic Enhance Enemy Attributes, and allowing me to modify his module. All credit goes to Mokeine, if you like it, please give him credit for his module.