Brilliant!! With so much discussion on how Requiem and deleveled world makes the game harder this changes everything! This concept provides a fresh approach to gameplay. Also gives a sense of urgency to improve or get outclassed by dragons and other challenging enemies.
"Advantages: Have hard time finding any." To borrow from your strategy game example, if you research all technologies in a strategy game, then you will have no technological advantage over your adversary, generally what you chose to invest in revolves around the strategy you seek to employ later on, and traditional RPG level scaling accomplishes this pretty well. Also speed leveling is just incredibly boring, the vanilla systems lets you play at your own pace and rewards strategy over repetition.
I didn't quite get what exactly the first advantage is. About the speed leveling... Well, with my mod you can choose the speed you want. For example, if I play the fast-paced Skyrim, I can set the enemy leveling to 1-3 days, If I play normal Skyrim, I can set it to 7-10 days. If someone wants it, they can set to 300 days or something like that. So, you can have any progression speed you want. My mod just allows you to have different speed settings (untied) for your leveling and your enemies' leveling. So, again, I fail to see, what exactly is the advantage you're talking about. Advantage of the vanilla system over the other systems.
The advantages of the vanilla system is simple It made the higher levels not a complete cakewalk, while making the lower levels not a complete slog.
Yeah sure its not that good but most people playing this game love to progress on their own pace. As we know that unleveled system made the game too difficult at the lower levels but too easy on higher levels, so Betehsda made the vanilla leveling to 'flatten' the difficulty curve.
I mean this game is not for "hardcore gamerz" after all, but even """hardcore""" games like S.T.A.L.K.E.R or Dark Souls series doesn't have a time gated progression system for a reason. One of the reason is the snowball effect, that if the player progression is stalled or the players are distracted in any way, the stat bloat will be out of control and made the game insanely time consuming. Even vanilla Skyrim has this stat bloat problem as you should already know.
Vanilla Skyrim uses this system for a reason and it's incredibly pretentious not considering what Bethesda had in mind when they chose this kind of system.
LOL GyrinthosFinitum, any veteran skyrim player (over 3000 hrs personally between LE and SE) will tell you vanilla system makes late-game a breeze. There's a reason there are so many Combat and difficulty mods - the vanilla game gets boring late-game as the player gets completely OP. You haave no idea how many difficulty / harder enemies mods I had to install to make the game at least somewhat challenging.
Now I dunno about a time-based leveling system, I can kinda see how that might also be a bad idea - depending on your playstyle. But that's the beauty of mods isn't it? You install the ones you like.
Don't be such a Bethesda fanboy - as I promise you current-day Bethesda is not the same Betheda that brought us Skyrim. Look no further than the trainwreck that is starfield for proof.
Also, if you dislike this mod idea so much, make a better one yourself or simply don't use it. .
ConsoleUtilSSE and Console Util NG both cause Skyrim Anniversary edition to CTD... Yet they're required for so many other mods including Time Based Enemy Scaling and Nether's Follower Framework.
Are there any alternatives to Console Util out there?
The NG version was supposed to be an alternative. And I personally have played with console Util on every Skyrim version for many years. LE, SE, AE, always playing on the latest version available at the time. Never had any problems with those mods.
Baffles me how people think that if the enemies scale as you level, that it makes the game useless? In oblivion somehwhat, but in this game? Nah, you still outscale them, it just makes it so youre not stupid op in 10 levels lmao.
BUT this is a good idea. I always like alt scaling options.
Well, it all depends on the individual game/mod setup. In some games, for example, with a new level, your hypothetical enemy gets +10 to all stats, better spells/weapons/armor and combat skills, while you only get +10 Stamina and improved lockpicking :)
If, on the other hand, scaling is not impactful, and your enemies only get +3 Health, for example. In that case it's a spend-time-to-win situation. You can easily outgrow your enemies by just spending more time, doing something semi-beneficial, and have an easy but boring late game.
Why in the early game I killed a bandit in three hits with a dagger. And at the end of the game I kill a bandit in four hits with an ebony axe? Why did some dagger become stronger even after I upgraded my two-handed weapon? Don't you think that this is at least strange? And at most it is too strange and demotivates the player to develop?
"Why in the early game I..." Why? The answer is simple: because of your mod/game setup.
"Don't you think that this is at least strange?" I have no idea what you consider a strange behavior in your game. I set up my game and mods with enough consistency, when it comes to enemies.
"it is too strange and demotivates the player to develop" It's Skyrim. If something in your game demotivates you from doing something you'd like to do in your game - find a way to change it ;)
Secondly: if you look right at the description for Console Util it says at the very bottom that the mod author for the required mod is aware that it's out of date, but he has no intention of updating or patching it. There's your problem!
This is why some people can't get Time Based Enemy Scaling to work. The problem lies with the dependency mod you're using, it's out of date, and we need a replacement.
ConsoleUtilSSE NG is not the required mod. Console Util SSE is (the original mod, not NG). I've never had any problems with it.
"Firstly, slava Ukraini!" Thanks for your support! Although I'm not a fan of glorifying any country, including my own, but I appreciate the sympathy :)
My apologies for the mix up: I thought you were the guy who made ConsoleUtil NG.
Now I see what I did:
Console Util SSE NG is a hard requirement for Dragonborn Voice Over.... I didn't realize Console Util and Console Util NG are 2 SEPERATE mods... When I searched for your mod I was glad to see Console Util and thought I already had it installed.
Am i going to have problems if i have both versions of ConsoleUtil installed? Because I like the idea of time based enemy scaling, but i also want the Dragonborn protagonist to actually TALK in-game.
Console Util NG is a hard requirement for Dragonborn Voice Over.
I've tried playing with just Console Util and couldn't run DBVO with it. I know that's not related to your mod, but I would like a "voiced Dark Souls Witcher experience" in my Skyrim. Dark Souls doesn't really have leveled enemies, so your skill and reaction time as a player maters much more. That's what I like about your mod concept, but I seem to have a problem where the world NEVER levels up, or my game eventually gets huge lag spikes while it's installed.
I'm doing further testing to try and determine the cause. I would really like your mod to work because its a big game changer!
''The case, when the NG ("next gen") mod becomes outdated and the original mod is up-to-date... LOL''
'', but the bigger issue might be the fact that NG's outdated... Are you sure it works fine?''
But that's not the case. The latest patch for ConsoleUtil was uploaded in 2022 October 14, while for ConsoleUtilNG it's 2023 December 31. Furthermore ConsoleUtil claims to be for 1.6.640 and (keyword here) probably further version, NG specifically says that it works for AE 1.6.629+
Guys, I can't keep up with which of those two mods get updated first... My mod works with both of them equally well. You'll have to track which of them works with your game version. With the current version (1.6.1170) it's the NG version. I recommend having both of these mods in your modlist, and disable the one that doesn't temporarily work.
My mod works with both of them equally well. You'll just have to track which of those two mods work with the current Skyrim version. Sometimes it's one, sometimes it's another. I can't predict it. With the current 1.6.1170 version the NG works.
I'm not sure if it's a bug or it's just supposed to be that way. At the beginning I had the leveling of enemies set every 24 hours after sleep, but then I changed it to 5 days after sleep and now I have it set to every 7 days after sleep. My problem is presented in the attached screenshot. Is this how it should be or is it a bug and the enemies level up twice?
There is a minor bug with the notifications. It doesn't affect the actual level-ups. I'll try to fix it in the next update. But for now don't worry, it's absolutely harmless. It happens because you get 2 notification types triggered during sleep: 1. A notification is triggered at a particular in-game time, independently of whether you sleep or not. 2. A notif. is triggered when you wake up.
If the first event happens during sleep, you'll get both notifications when you wake up.
Which MCM setting should we be using if we want to see "fast" results to see if the mod is actually working properly?
0 days? 1 day? more than 2 days?
Sleep based? Or turn that off?
Because no matter what I do the game is too easy! I'm playing on Legendary difficulty, and with Wildcat: Combat of Skyrim. And with Time Based Enemy Scaling all the enemies I encounter are level 1! And I'm level 16 already!
So what's going on here??
(I'm also playing with True HUD, and it's telling me that all the enemies I'm fighting are level 1, or level 25, or level 55... No enemies in between level 1 and 25, or 25, and 50 something... Something's not right here!)
Also, I'm not getting ANY notifications.... WHat's going on??
1 day is the fastest, because picking 0 days disables the time-based level-ups.
Also turn on the sleep based mode. Now whenever you wake up the game thinks that the new day has started. This way you can simulate many days in one day.
And if you want to test the level-up event itself, you can use the level-up spell to trigger it manually (you get a spell book in your inventory when you start using the mod or start a new game). Every time you cast that spell - the "player level" value should increase.
If you want to make your game harder from the beginning, you can use that spell to manually rise the starting world level to the value you want. For example, you can start with lvl 20...
The inconsistencies of enemy levels you encounter... that's how the vanilla scaling system works. All enemies have their own leveling settings. Some NPCs don't level at all, but their "leveling" is done through the leveled list system of spawn points. Other NPCs depend on player level, but in different ways. When you create an NPC you can set how much it can depend on "player level" by setting a multiplier value and also you can set the minimum and maximum levels. So, with leveled lists and individual scaling options it's a pretty complex system that doesn't simply make every enemy have the same level, but it's much more "smart" about it.
You can also find some mod that would make cells reset faster in order for the world to be more "responsive" to your level changes. But that's another big topic.
And since my own "Level" is just a reflection of the "World Level" will I see my level number gradually increase over time?
I'm also using Dynamic Timescale and I've set it so that 1 real life minute is equal to 12 "in-game minutes." I'm also using Skyrim Souls UPDATED so that i can't pause the game and 2 real life hours is equal to 24 in-game hours. So I'm hoping that the game will get gradually, and consistently get harder every 2 hours.
Yes, all NPCs, including followers level up if they are initially set up with leveling in mind.
"will I see my level number gradually increase over time?" Yes.
It doesn't matter what time scale you're using. The mod only responds to in-game hours. So there shouldn't be any problems.
I'm also using Skyrim Souls UPDATED, although I'd recommend setting it up so that at least in some menus the game would be paused. For example, in the Esc (journal) menu, especially with frequent MCM-menu usage.
182 comments
Thanks so much for creating this!
Kudos man!
To borrow from your strategy game example, if you research all technologies in a strategy game, then you will have no technological advantage over your adversary, generally what you chose to invest in revolves around the strategy you seek to employ later on, and traditional RPG level scaling accomplishes this pretty well.
Also speed leveling is just incredibly boring, the vanilla systems lets you play at your own pace and rewards strategy over repetition.
About the speed leveling... Well, with my mod you can choose the speed you want. For example, if I play the fast-paced Skyrim, I can set the enemy leveling to 1-3 days, If I play normal Skyrim, I can set it to 7-10 days. If someone wants it, they can set to 300 days or something like that. So, you can have any progression speed you want. My mod just allows you to have different speed settings (untied) for your leveling and your enemies' leveling.
So, again, I fail to see, what exactly is the advantage you're talking about. Advantage of the vanilla system over the other systems.
It made the higher levels not a complete cakewalk, while making the lower levels not a complete slog.
Yeah sure its not that good but most people playing this game love to progress on their own pace.
As we know that unleveled system made the game too difficult at the lower levels but too easy on higher levels, so Betehsda made the vanilla leveling to 'flatten' the difficulty curve.
I mean this game is not for "hardcore gamerz" after all, but even """hardcore""" games like S.T.A.L.K.E.R or Dark Souls series doesn't have a time gated progression system for a reason.
One of the reason is the snowball effect, that if the player progression is stalled or the players are distracted in any way, the stat bloat will be out of control and made the game insanely time consuming. Even vanilla Skyrim has this stat bloat problem as you should already know.
Vanilla Skyrim uses this system for a reason and it's incredibly pretentious not considering what Bethesda had in mind when they chose this kind of system.
Now I dunno about a time-based leveling system, I can kinda see how that might also be a bad idea - depending on your playstyle. But that's the beauty of mods isn't it? You install the ones you like.
Don't be such a Bethesda fanboy - as I promise you current-day Bethesda is not the same Betheda that brought us Skyrim. Look no further than the trainwreck that is starfield for proof.
Also, if you dislike this mod idea so much, make a better one yourself or simply don't use it. .
Are there any alternatives to Console Util out there?
BUT this is a good idea. I always like alt scaling options.
In some games, for example, with a new level, your hypothetical enemy gets +10 to all stats, better spells/weapons/armor and combat skills, while you only get +10 Stamina and improved lockpicking :)
If, on the other hand, scaling is not impactful, and your enemies only get +3 Health, for example. In that case it's a spend-time-to-win situation. You can easily outgrow your enemies by just spending more time, doing something semi-beneficial, and have an easy but boring late game.
Why? The answer is simple: because of your mod/game setup.
"Don't you think that this is at least strange?"
I have no idea what you consider a strange behavior in your game. I set up my game and mods with enough consistency, when it comes to enemies.
"it is too strange and demotivates the player to develop"
It's Skyrim. If something in your game demotivates you from doing something you'd like to do in your game - find a way to change it ;)
Secondly: if you look right at the description for Console Util it says at the very bottom that the mod author for the required mod is aware that it's out of date, but he has no intention of updating or patching it. There's your problem!
This is why some people can't get Time Based Enemy Scaling to work. The problem lies with the dependency mod you're using, it's out of date, and we need a replacement.
"Firstly, slava Ukraini!"
Thanks for your support! Although I'm not a fan of glorifying any country, including my own, but I appreciate the sympathy :)
Now I see what I did:
Console Util SSE NG is a hard requirement for Dragonborn Voice Over.... I didn't realize Console Util and Console Util NG are 2 SEPERATE mods... When I searched for your mod I was glad to see Console Util and thought I already had it installed.
Am i going to have problems if i have both versions of ConsoleUtil installed? Because I like the idea of time based enemy scaling, but i also want the Dragonborn protagonist to actually TALK in-game.
I've tried playing with just Console Util and couldn't run DBVO with it. I know that's not related to your mod, but I would like a "voiced Dark Souls Witcher experience" in my Skyrim. Dark Souls doesn't really have leveled enemies, so your skill and reaction time as a player maters much more. That's what I like about your mod concept, but I seem to have a problem where the world NEVER levels up, or my game eventually gets huge lag spikes while it's installed.
I'm doing further testing to try and determine the cause. I would really like your mod to work because its a big game changer!
'', but the bigger issue might be the fact that NG's outdated... Are you sure it works fine?''
But that's not the case. The latest patch for ConsoleUtil was uploaded in 2022 October 14, while for ConsoleUtilNG it's 2023 December 31.
Furthermore ConsoleUtil claims to be for 1.6.640 and (keyword here) probably further version, NG specifically says that it works for AE 1.6.629+
My mod works with both of them equally well. You'll have to track which of them works with your game version. With the current version (1.6.1170) it's the NG version.
I recommend having both of these mods in your modlist, and disable the one that doesn't temporarily work.
And I wrote my comment on 26 November 2023
Back then it was the case ;)
I'm not sure if it's a bug or it's just supposed to be that way. At the beginning I had the leveling of enemies set every 24 hours after sleep, but then I changed it to 5 days after sleep and now I have it set to every 7 days after sleep. My problem is presented in the attached screenshot. Is this how it should be or is it a bug and the enemies level up twice?
It happens because you get 2 notification types triggered during sleep:
1. A notification is triggered at a particular in-game time, independently of whether you sleep or not.
2. A notif. is triggered when you wake up.
If the first event happens during sleep, you'll get both notifications when you wake up.
0 days? 1 day? more than 2 days?
Sleep based? Or turn that off?
Because no matter what I do the game is too easy! I'm playing on Legendary difficulty, and with Wildcat: Combat of Skyrim.
And with Time Based Enemy Scaling all the enemies I encounter are level 1! And I'm level 16 already!
So what's going on here??
(I'm also playing with True HUD, and it's telling me that all the enemies I'm fighting are level 1, or level 25, or level 55... No enemies in between level 1 and 25, or 25, and 50 something... Something's not right here!)
Also, I'm not getting ANY notifications.... WHat's going on??
Also turn on the sleep based mode. Now whenever you wake up the game thinks that the new day has started. This way you can simulate many days in one day.
And if you want to test the level-up event itself, you can use the level-up spell to trigger it manually (you get a spell book in your inventory when you start using the mod or start a new game). Every time you cast that spell - the "player level" value should increase.
If you want to make your game harder from the beginning, you can use that spell to manually rise the starting world level to the value you want. For example, you can start with lvl 20...
The inconsistencies of enemy levels you encounter... that's how the vanilla scaling system works. All enemies have their own leveling settings. Some NPCs don't level at all, but their "leveling" is done through the leveled list system of spawn points. Other NPCs depend on player level, but in different ways. When you create an NPC you can set how much it can depend on "player level" by setting a multiplier value and also you can set the minimum and maximum levels.
So, with leveled lists and individual scaling options it's a pretty complex system that doesn't simply make every enemy have the same level, but it's much more "smart" about it.
You can also find some mod that would make cells reset faster in order for the world to be more "responsive" to your level changes. But that's another big topic.
Will the game world automatically update and level up once every in-game 24 hours?
And since my own "Level" is just a reflection of the "World Level" will I see my level number gradually increase over time?
I'm also using Dynamic Timescale and I've set it so that 1 real life minute is equal to 12 "in-game minutes."
I'm also using Skyrim Souls UPDATED so that i can't pause the game and 2 real life hours is equal to 24 in-game hours.
So I'm hoping that the game will get gradually, and consistently get harder every 2 hours.
"will I see my level number gradually increase over time?"
Yes.
It doesn't matter what time scale you're using. The mod only responds to in-game hours. So there shouldn't be any problems.
I'm also using Skyrim Souls UPDATED, although I'd recommend setting it up so that at least in some menus the game would be paused. For example, in the Esc (journal) menu, especially with frequent MCM-menu usage.