Minimum Enemy Level - Starfield Unity
Minimum Enemy Level

Minimum Enemy Level

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-- Little heads up -- I continue my work on the upscaling gameworld from now on in my "Dynamic Universe" mod here on Creations (300 credits). It includes and improves this and other mods of mine that make star systems and enemies stay interesting, regardless of character level and even after several hundred hours of playtime.

You can find an overview of my recent works (called the "so small collection") on my homepage: https://youngneil1.github.io/so-small-collection/

Here is also an overview video on youtube: https://www.youtube.com/watch?v=KKrZ3oP20aA

That said, this mod wil stay free as a legacy. A big thank you for all your support.

-- Legacy-- At the same time all enemies above 75% of player level remain untouched - you can eg still encounter a level 50 enemy with a level 10 character in a high level system. With Minimum Enemy Level (MEL) you don't have to worry about outleveling content anymore. This is relevant in the first universe already and even more so in all NG+ afterwards. Works very well in combination with my Dynamic System Levels mods as well their older siblings, the Minimum System Level series mods (75, 60, 50, 40, 30).

-- "No more encounters with LVL 2 Spacers while you are LVL 27." --

Enemies on foot (ie not Ships) below 75% of current player level are scaled upwards to reach 75% of current player level. They stay interesting that way, but still below the player's current power level (so you can feel your character growth). In numbers or on high difficulties they remain a factor to reckon with - encountered alone, on normal difficulty you can bounce them around properly :-).

-- "It's still not a good idea to explore a high level system as a noob." --

Enemies above 75% of the current player level remain untouched - there is especially no downscaling. So a level 20 player can eg encounter level 17, level 22 or level 98 enemies - just as rolled by the default spawn tables. Only when enemy levels drop below level 15 (for our level 20 player), MEL will kick in and scale them up to level 15.

This way MEL strongly differs from the great already existing enemy leveling mods, as far as I know at least ("pure scalers"): Instead of scaling all enemies - regardless of their own level - to player level multiplied with a factor, MEL only effects lower than player level enemies (75%). Additionally, pure scaler mods do inherently also downscale: When the spawn tables would roll a level 70 enemy for a level 20 player (in a high level system), a pure scaler mod with e.g. a factor of 1.5 for that enemy would make that enemy have level 30 (player level 20 * 1.5 scaling factor) instead of the intended level 70.

-- "No, no limits!" --

MEL allows the spawning of enemy levels above the maximum of vanilla Starfield (around level 120 at max for a select few enemy types). This way even in NG+16 with your level 200 character you will still find challenging level 150 enemies (75%) that you might have sorely missed in vanilla Starfield.  -- "Never will forget my first Terrormorph!" --

As a little added flavor Starborn and Terrormorphs as most iconic enemies even scale up to the full player level. These will never be cannon fodder.

-- Contact, bug reporting and feedback -- Find me under the username "yourfellowglitch" on the "nosodiumstarfield" reddit, where I have also threads for all of my Creations. Dont bother looking on the "official" Starfield reddit - it's just full of hate these days and not worth anybody's time imho.

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Mod Information

Published
Jun 11, 2024
Last Updated
Jun 11, 2024
Platforms
WINDOWS, XBOXONE, XBOXSERIESX

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