This mod will scale up NPCs and enemies to your current level (it does NOT scale down).
The scaling is triggered by the perception event, so, if an enemy does not perceive you, it might not scale up.
(perception in terms of mechanics happens before the stealth check, so even stealthed you can still be perceived).
Warning: If you have the level 160 cap increase mod installed, it is required you update it to version 1.7 or later, if you haven't already, otherwise enemies might not scale up beyond level 40 or 80.
INSTALLATION: extract the contents of the zip file in your My Documents/Neverwinter Nights 2/Override/ folder.
Forum Thread: https://forum.neverwintervault.org/t/level-scaling-challenge/2736
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Interesting. There are a number of older mods that would benefit from correctly scaled enemies. Will try to look at this next week.
Seems to work as advertised. I tried it with the intro module "uninvited guests" and the community module "Hammerfest". In both cases, the stock encounters, both placed and spawned, leveled up to give the Level 8 PC a much more serious fight than the original work did as designed. Have only encounted basic enemies so far, no spell casters.
Continued testing later this week.
Okay, did about two hours of testing using the random dungeon, "Endless Depths". The level scaling scripts worked with enemy spell casters as well as the usual cannon fodder. It also plussed up the friendly NPCs so they were actually useful in a few battles.
By the time I got to level 5, the fights were actually starting to get tough for the PC I'd grabbed out of the files.
Edited to increase rating. This is now a 'must have'.
Since I didn't find any bugs, it looks like you can replay the entire library of NWN2 Community Content with more challenging combat and the PC of your choice. Outstanding work by Clangeddin!
Firstly, thank you for this mod - it is very cool, and I really like it!!! There are, however, a couple things that I noticed with it.
1.) Laggy - ever since I put it in my override folder, the game is real choppy.
2.) Every creature that spawns is always "Challenging" - the yellow name color. I thought it was not supposed to scale down. I tested a level 1 character up against a level 20 balor & the balor was still "Challenging". This is stricktly for the overhead name color, the challenge rating in the description is still colored.
Thank you for your time on this. Keep the good stuff coming!
The color reflects the game difficulty in your options, not the difference in levels between you and the enemies, and yeah it does not scale down. If you want to see that Balor colored in red you will have to up difficulty to Very Difficult.
As for the lag and choppiness, I tried to keep it as efficient as possible, and on my machine I do not experience any lag, are you also using other mods by any chance? Does this happen with the original campaign or with other player made modules?
Oops, my bad! The lag is from my mechine I think. I tested it on the first part of the OC & forgot that it is usually fairly laggy for me. Now that you've explained it to me a littlle more, I feel that this mod is fine as it is. Very cool addition, and thanks again for making it available!
My vote. This has a lot of potential.
This script is great!
The game has become more challenging.
Can't remember that it was ever that hard.
But does it work together with the "Razare's Creature Spawn System" script?
Does anyone know about it?
I have the feeling that the two cannot work together because there are no extra spwans.
But I'm just a simple user.
Hi. Nice work. I just tried it out for a boss fight. One thing is it seems to change the names of NPCs (ie the boss) to just their race.
Should definetely try! The lack of challenge is the only reason i dropped otherwise brilliant "Legacy of the White Plume Mountain" campaign.
YAY! That lil' script ist just marvelous! A must have for an expirienced adventurer! Thanks a lot!
Have run several modules and campaigns with it. Cool stuff. Encounters with spellcasters are now especially painful without spell mantles/resistance (like some filthy goblin shaman throwing IGMS on you on the first round or some rotten lich instakilling you with Vampiric Feast on a failed save).
P.S. For those who want to use this with TonyK's AI: just delete nw_c2_default2.ncs from Tony's subfolder in your override directory. Now these two are compatitable.
P.P.S. Is there any way to make NPCs retain there original names? This script reduces most names to just the base model ones (e.g. Human/Half-Orc/Elanee/Skeleton/Amon Jerro etc) which makes some quests more difficult to find or finish. Not much of a big nuisance, but still.
If you don't get a reply here, ask on the forum in the NWN2 section. He drops by periodically.
Works as advertised! Good job Clangeddin!
hey, what file should edit to increase the lvl mobs are scaled? i have edited the ncss file to 4 but the monsters always scale at my lvl.
Keep in mind that after you edit the ncss files you must also recompile them via the Toolset, otherwise the changes will not be applied.
Specifically, to change the lvl at which mobs are scaled you must modify the following line in "level_scale.nss" file (and then compile it, which will affect the .ncs file).
const int LEVELSCALE_ADJU = 0;
The instructions are also commented to the right of this value.
doing it this way will apply it to every monster out there, but there is also a way to target specific monster with different scaling, to do that you must set a local variable on those creatures "LEVELSCALE_ADJU" with a number different than zero.
Does anyone know if there is a version of this for NWN: EE? Love it for NWN2 but I think NWN: EE would absolutely benefit from this as well.
It does not appear so.