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Changelogs
Version 2.0.24
Trying a different way to tone down the loot explosions. The loots lists will only ever return exactly 1 item then the script side ill inject 1-4 items depending on NPC type (MK1-5).
Also fixed papyrus error about a missing property in the loot handler
Version 2.0.23
A repackage to readd fixed ESM that has the enable/disable for the new feature properly working.
Version 2.0.22
New feature flag to disable custom loot injection, find in the config terminal
Using a custom look list for the 3 combat faction classes Pirate (Spacer/CrimsonFleet/Pirate), Generic (Ecliptic), Va'ruun so you should get way less injected loot. I have no control over what Legendary Recycler is doing. If people aren't happy with the new drop rate I'll probably have to over ride the real NPC loot lists and make a bun fo patches for the conflicts.
Where I was using Utility.Random() I'm not using the quests die calculation it has a lot of guard in it to ensure a fairly random number is generated.
Version 2.0.21
Fix for the low level NPC menu not launching
Version 2.0.20
Added feature flags for the NPC resize easter egg and NPC Stat Scaling. Control via the Configuration Terminal.
Stat scaling is highly alpha and the current iteration only works on Va'ruun and only in papyrus logs. It calculates but doesn't apply yet. I'm still trying to track down all the key stats like reflect, critical change, damage modifiers. The ones in AV vars skyrim used are 0 in starfield so I don't think that is the real values cause I crit a lot. :)
Version 2.0.19
Injecting MK5 Boss Loot using cloak spell it is the only sucky but viable way around the encounter system. Minor bosses (have ++ in their name) will have a legendary. All pirate factions will have random contraband on them bosses will have a lot more.
Put in for debugging the initial feasibility of this system for true dynamic scale, all combat factions with -- or ++ in their name will randomly scale up (++) or down (--)
Init Quest will add the Configuration Terminal into your inventory if you don't already have one
Removed the Syndicate and Creature factions for now while I fully implement dynamic scaling. Also they never worked right and some of them had a lot of extra whitespace and a newline in their names (Thank you Excel)
Version 2.0.18
Experimenter's min level set to 100 and they have all the increased aggression settings I could find.
Currently the NPC level pool for a rank name has 4 normal then the 1 boosted ++ variant. These now rotate available combat styles.
Version 2.0.17
Fixed the missing keyword/flag on the low level configuration menu that stopped it from loading
Added remaining default/baseline configuration screens to the configuration terminal
All menus have descriptions and titles now to help out
Version 2.0.16
Created a configuration tables (Dynamic Scaling Configuration Table uses 1 lead) craft at the work bench can configure and of the global variables in game. Might have a nasty way to deal with the bracket
data too but will be longer term.
Current version of the menu only supports the enable/disable of scaling XP, Health, and Damage. Please let me know if you have any problems with the values not applying or saving between game sessions. Thanks and enjoy. I should have the menu for the baseline/default values up tomorrow, I have a sucky idea that should work for the bracket data but that will take longer. As we only have menu buttons no other UI elements are exposed currently.
Version 2.0.15
Reimplemented Crimson Fleet/Pirate Faction from level 1 to 500 every 5 levels, have structure for going to 990. Enabled PC Level Multiplier and Auto Calc Stats.
Reimplemented Spacer Faction from level 1 to 500 every 5 levels, have structure for going to 990. Enabled PC Level Multiplier and Auto Calc Stats.
Reimplemented Ecliptic Faction from level 1 to 500 every 5 levels, have structure for going to 990. Enabled PC Level Multiplier and Auto Calc Stats.
Removed combat music from Crimson Fleet to match other factions. Added combat music to all bosses(++) to make them more standout.
Basically I think true dynamic scaling to player will have to wait for the starfield creation kit. For now the PC Level Multiplier and Auto Calc stats seems to be the only way around the weird stat recalculation that happens on a new NGP session. Testing 4 NGPs sessions with Pirates I got consistent combat in all 4 sessions. That stat recalculation is universe wide.
Version 2.0.14
Reverted to v2.0.10
Reimplemented Crimson Fleet/Pirate from level 1 to 500 every 10 levels, have structure for going to 990 but need better testing first.
NOTE: Need feed back on Ecliptic using every 5 levels vs Pirates using every 10 levels. My gut says Ecliptic is better without being able to use any of the PC level mult/Auto-Calc stuff which appears broken on the Engine side.
NOTE: I still need to tune the scale factors for the new high level NPCs.
Factions remaining to convert: Varuun, Starborn, Terrormorphs, Elder Terrormorphs, The First
Version 2.0.13
Having to scale damage resists too now. I think I see why BS disabled the auto scaler it doesn't seem to be reliable. I will also need to explore how to scale damage via scripting that isn't stored in Actor Values. If this doesn't work I'll probably need to go back to static leveled lists with npc defined every 10 levels up to level 990.
NOTE: I still need to tune the scale factors for the new high level NPCs.
Factions remaining to convert: Terrormorphs, Elder Terrormorphs
Version 2.0.12
Turned out leaving the Pirates/Crimson Fleet on the old system as a backup was a mistake it stopped scaling for that faction
Version 2.0.11
Adding The First, Starborn, and Va'ruun factions to dynamic backend scaling system but this time reusing the base leveled chars instead of making my own.
Converted the Spacers, Crimson Fleet/Pirates, and Ecliptic to dynamic backend again reusing and extending the base encounter chars.
Made the Experimenter harder will eventually be bosses like the Legend/Serpent Caller/Commanders. Experimenting with hidden perk buffs.
NOTE: I still need to tune the scale factors for the new high level NPCs.
Factions remaining to convert: Terrormorphs, Elder Terrormorphs
Version 2.0.10
Restoring script to reset game settings to default
Version 2.0.9
Turns out finding rando Syndicate spawns is hard so now all factions have an Experimenter testing truly dynamic spawning
Initial version of fully dynamic scaling applied to all the Experimenters and the Pirate faction. It uses fLowLevelNPCBaseHealthMult to handle health scaling. Please give me feedback.
NOTE: I still need to tune the scale factors for the new high level NPCs.
Factions remaining to convert: Varuun, Starborn, Terrormorphs, Elder Terrormorphs, The First
Version 2.0.8
Added Creatures (Doesn't apply to Terrormorphs)
Special Exception Tough Creatures and Syndicate - I only did every 10 levels and then lean heavily on the autoscaling +/- 5 levels should still preform decently with the middle of level range stats. If this works I'll probably expand the level range out to 500. Looking for feedback like they are still easy to kill vs the other combat factions that get stat boosts every 5 levels.
Added a couple of easter egg rando npcs that will drop boss loot but will spawn outside of normal curve. They have 1k DMG resist, 5k health, and the predator dmg add perk
You will may a Syndicate Experimenter its my dynamic scaling test case so its probably going to be a push over or a nightmare depending on my luck and current experiments. Sorry no real way to disable them when I'm not testing.
NOTE: I still need to tune the scale factors for the new high level NPCs.
Factions remaining to convert: Varuun, Starborn, Terrormorphs, Elder Terrormorphs, The First
Version 2.0.7
Added Pirate/Crimson Fleet Combat Faction (Does not apply to the crimson fleet quest zones)
Added a new global variables to disable Damage, Health, and XP (Coming Soon) scaling it does not apply to iCalcLevelAdjustUp/iCalcLevelAdjustDown or Low Level NPC they are required for NPC level scaling.
NOTE: I still need to tune the scale factors for the new high level NPCs.
Factions remaining to convert: Varuun, Starborn, Syndicate, Creatures, Tough Creatures, Terrormorphs, Elder Terrormorphs, The First
Version 2.0.6
Dropped the recruit/apprentice tags they were just for testing. Keeping the Master tag as that starts a boost to health/resists
Added ecliptic faction
The infinite scaling NPCs (last in tree) have unique names for example spaces is Spacer Legend and Ecliptic is Ecliptic Commander
The syndicate faction will be VERY VERY experimental I'm going to use it to try to fix the level scaling backend BGS disabled
Fixed a typo in the math formula that adjusts damage for armor resistance making it 3 times stronger then it should have been
NOTE: I still need to tune the scale factors for the new high level NPCs.
Factions remaining to convert: Pirate, Varuun, Starborn, Syndicate, Creatures, Tough Creatures, Terrormorphs, Elder Terrormorphs, The First
Version 2.0.5
MAJOR CHANGE this is now a ESM mod that extends the player object. You will probably have to reinstall you scaling configuration. Please see the new configuration scripts and the updated command/global variables articles for help.
Spacers have new NPC actors and leveled npc list entries from level 1 to 300 and will attempt to use BGS broken level scaling backend for level 300+. It was probably disabled as it only changes the level number not health or resistance of the NPC. I'm still looking if I can fix it but the encounter zones and that code seems to be hidden still with xedit.
iCalcLevelAdjustUp will not automatically be handled by the scaling engine so the adjusted npc should end up very near your level +/-. Yes there will still be some low levels as I couldn't override the stock entries in the leveled lists.
Overview This adjust damage, health, NPC Levels, and XP dynamically as you level. It is triggered when you load a saved game change locations, or kill a NPC. (Currently there is no player on level type event)
Future Plans
Option for more aggressive NPCs via configuration
Full Dynamic Scaling using new Cloak magic effect
Spawn random groups of mobs in addition to the game defined ones (2 NPCs 40% to 4 NPCs 10%)
Workaround for the creature creation engine not using extended level lists
Merge XP Scaling Mod back in probably minus the disable xp stuff as it can't fully disable XP reliably without CK probably
Import some of the races from FO4 like ghouls.
Experimenters have perks that do different bonuses and damage types (Testing)
Melee based NPCs in leveled lists (Need Creation Kit, too many unknown/undocumented fields in combat style)
Implement Player Suggestions :) So please suggest stuff and I will make it happen.
Installation Via Vortex/MO2 Install as normally would any mod mod.
Here is a good video for how to install plugins for gamepass/steam using MO2. Sorry I haven't found any good ones for Vortex
Installation Manually Really please use a mod manage it is a complicated mod :)
Download the current zip file. Please everything in the Data folder in the zip to the same place under <Game Install Dir aka where starfield.exe is>\Data. Then follow the instructions in the Usage to load the mod or a custom config.
Handling the plugins.txt file These are instructions from the author of the mod:
Usage The 2.0 version now automatically installs and configures itself to your player. If you wish to load one of the special configs download and intall them and then run "bat vpi-ds-config-balanced" to load the balanced configuration or bat "vpi-ds-config-hard" to load the hard configuration. If at any time you wish to reset your setting you can use "bat vpi-ds-reset-defaults" to go back to the mod's safe settings or "bat vpi-ds-reset-vanilla" to go back to the game's default safe settings.
Base/Default Values Please see the Global Variables article in the Articles tab for how to configure the base settings the mod uses pre-scaling. These are configurable in game using the Dynamic Scaling Configuration Terminal that you can craft at the industrial work bench. Also you apparently need to craft it again after starting an new NGP instance. After 2.0.20 this is automatically injected into your inventory by an init quest. You can still craft it if needed cause you lost/sold it somehow.
Commands Please see the Commands article in the Articles tab.
Notes There are only 10 level scaling brackets.
Bracket 1 is level 1-25
Bracket 2 is level 26-50
Bracket 3 is level 51-75
Bracket 4 is level 76-100
Bracket 5 is level 101-125
Bracket 6 is level 126-150
Bracket 7 is level 151-200
Bracket 8 is level 201-250
Bracket 9 is level 251-300
Bracket 10 is level 301-999.
Uninstallation Run the game option the console and run "bat vpi-ds-reset-vanilla" wait for it to finish and save the game.
If you installed via a mod manager just remove it.
If you manually installed it you will need to remove the esm from <Game Dir>\Data\DynamicScaling.esm, the scripts from <Game Dir>\Data\Scripts\VPI*.pex, the source from <Game Dir>\Data\Scripts\Source\VPI*.psc, and finally the batch file from <Game Dir>\Data\BatchFiles\VPI*.txt.
Recommended Mods to use with this Using these mods will help the default scaling settings make sense and match my designed intention of each kill taking 8-15 hits (both you and them) to kill.