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Changelogs
Version 4.2.0
Adds sliders for melee damage to the player and NPCs
Version 4.1.0
Moved the boss damage multiplier into a section with multipliers for each enemy tier (trash, weak, normal, officer, elite, boss, maxtac). These types aren't generally visible to the player, but Elite is the kind with skulls above their heads.
Version 4.0.0
- Added some new damage to NPC multipliers: headshot, quickhack, and grenade damage, plus damage to mechanical enemies. - Also added stamina use scaling. - Moved the mod menu into its own tab. - New dependency on redscript.
Version 3.5.1
Minor change to fix red text error in CET console in patch 2.1.
Version 3.5.0
- Damage Scaling updated for patch 2.0 (level scaling is no longer needed). - I had to remove the enemy healing scaling option (which was mostly to deal with Sasquatch getting too tough when scaling damage down) because 2.0 broke the way I did it. - I will probably relaunch this mod later with a few more balance tuning options under a new name, since level scaling is now incorporated in the game.
Version 3.4.0
Added a Boss multiplier in the "Damage to NPCs" section of Damage Scaling. Allows you to make bosses harder or easier to kill. Bosses include cyberpsychos and boxing opponents.
Version 3.3.0
- Replaced "NPC Damage Reduction" with "Damage Scaling", which lets you increase OR decrease damage to NPCs AND player! - You can use it to make everyone die in one hit, make the player invincible, etc.
Version 3.2.0
NPC Damage Reduction: Enemy self-inflicted damage from suicide hack is no longer reduced by this mod.
Version 3.1.0
- NPC Damage Reduction updated for patch 1.5. - No updates needed for level scaling mods.
Version 3.0.1
Fix bug in NPC Damage Reduction - it wasn't working in all cases.
Version 3.0.0
- Big update! Moved the Higher Health NPCs, Scale Status Effect Damage, and XP Rebalance modules to "Old Files". Removed Breach timer module (now its own mod) - Added new NPC Damage Reduction, which achieves the same thing as Higher Health NPCs, but with fewer side effects, which is why Status Effect Damage and XP Rebalance modules are gone. - The new module depends on CET and Native Settings UI instead of redscript, allowing configuration right in the game at any time with immediate effect!
Version 2.3.0
- Added 3 new NPC health multipliers of 15x, 20x, and 50x, because some people ask for these very high numbers! - Modified ALL of the NPC health multiplier files to work for Easy, Normal, Hard, and Very Hard (previously was Very Hard only).
Version 2.2.0
Added new alternate level scaling mod (see optional files) that sets all enemies to 6 levels above you, for always Very High threat level.
Version 2.1.1
Updated two of the alternate level scaling versions (no minimums and +3) to fix some cases I missed. Big fix for "no minimum levels" version, where many gigs were not scaling down to your level previously. Some gigs that normally would be close to your level with +3 version should now properly scale up to +3.
Version 2.1.0
Updated Shorter Breach Timer and Scale Status Effect mods to use new Redscript features to improve future compatibility. All parts of this mod are patch 1.3 compatible. These two redscript components need an updated Redscript version for 1.3, though, which isn't officially released yet.
Version 2.0.0
- Removed the armor_works_against_melee file, which is now replaced by the "Armor Fix for All Weapons" mod (on a different mod page). See description for link. - Updated version of XP Rebalance -reduced weapon XP gain back to normal (seemed too much - amount needed for levels is already lowered) and reduced Street Cred gain slightly based on user feedback.
Version 1.9.4
Fixed issue with optional "Level Scaling Plus 3" mod where at levels 38+ in Downtown enemies would not be scaled correctly.
Version 1.9.3
New versions of "Shorter Breach Timer" and "Scale Status Effect Damage" mods. The newest pre-release version of redscript decompiles some of the CDPR code better (had mistakes before) so I fixed a few small math errors in these mods. For running the mods, redscript v0.11.1 is still fine until there's a new release version.
Version 1.9.2
Bug fix for "Status Effect Damage Scaling" - it was applying to status effects on the player as well (oops!). I guess they happen so infrequently that no one noticed.
Version 1.9.1
Fixed bug in "Level Scaling with Higher Minimum Levels" where some encounters in eastern badlands were level 30 but appeared to be your level (if lower) on the map (i.e. moderate threat)
Version 1.9.0
Patch 1.2 compatibility (no changes, just file locations): Updated folder structure in zips for the archive files to new location (Cyberpunk 2077/archive/pc/mod), and removed "basegame_" from filenames as it's no longer needed.
Version 1.8.1
Tweaked XP Rebalance to slow down Street Cred gain a bit more.
Version 1.8.0
Added Status Effect Damage Scaling mod - corrects for the increase in NPC health from the Higher Health NPCs mod.
Version 1.7.1
Fixed issue with "Level Scaling Plus 3" where some enemies would display as normal (yellow instead of orange over their heads)
Version 1.7.0
- Added an XP balance component which rebalances Level XP, Street Cred, and Skill Proficiency XP - Added "Level Scaling with No Minimum Levels" to optional files - all enemies are always your level.
Version 1.6.0
Added two new level scaling options: - "Level Scaling with Higher Minimum Levels" rebalances the map so that most zones (e.g. The Glen, Corpo Plaza, etc.) are higher level, with the highest difficulty zone at 43 instead of 32. See the map in the images section for details. - "Level Scaling Plus 3" makes enemies always stay 3 levels above you (or more if you haven't reached their minimum level minus 3), resulting in "High" threat level or higher all the time.
Version 1.5.0
- Level scaling now applies to all main/side quests (previously only applied to open world side jobs/gigs; main/side quest enemies used to stay 5 levels below) - All quests in the Journal/log now show accurately scaled threat level (so moderate or higher)
Version 1.4.0
- Added a script that makes armor reduce melee damage, just like ranged weapons! (Note: only for damage against player, as NPCs don't have armor) - Moved the level scaling and NPC health files into different zips with the right folder structure, so you can use them with Vortex.
Version 1.3.0
Added a script that makes the breach minigame timer start immediately and scales down the timer by any factor you want
Version 1.2.0
- Added 1.5x NPC health option. - All NPC health files now also boost turret health.
Version 1.1.0
Added 2x, 5x, 10x options for NPC health.
Version 1.0.0
Initial upload. Level scaling and higher NPC health.
I find the game to be way too easy even on Very Hard mode and this mod aims to address that in the simplest way that preserves the existing game design.
The mod is controlled in the mod menu accessed from "MODS" -> "Dmg. Scaling" from the main menu.
Damage to NPC/Player Multiplier by Level
Use these components to basically make your own customized difficulty level. You can make it easier or harder to kill enemies, or to make it easier or harder to kill V. All multipliers are set on a curve with points at level 1, 10, 20, 30 ,40, 50, and 60, so you can customize a difficulty progression.
There are multiple presets, and the ability to remember your last custom settings. The numbers you are setting are damage multipliers at a given level of NPC or player. Levels in between the ones you set get a multiplier based on where they fall on the "curve". I included an "RMK Balanced" preset for NPCs, which has no change at level 1-10, going down from there. There is also RMK Balanced Classic with numbers I chose pre-2.0.
There is one option each for NPCs and Players to control whether the damage multiplier apply in certain cases. For NPCs you can choose to apply the multiplier to damage from other NPCs (and any other source that's not the player). For the player you can choose to apply the multiplier to damage from the player's own grenades, explosions that you set off, etc. It won't affect dying from being in a car that explodes.
Other Damage to NPC Multipliers
You can also scale damage to NPCs, on top of level-based multipliers, for bosses, headshots, quickhack damage, mechanical types, and grenade damage.
Stamina Cost
You can also tweak player stamina cost.
Installation:
IMPORTANT: Download and install all requirements first.
To install this mod, extract the zip file into the Cyberpunk 2077 installation folder.
Old Components of This Mod
The following modules are still available in the "Old Files" section but are for older versions of the game:
Level Scaling - Various files to add level scaling in pre-2.0 versions of the game.
Credits:
Thanks to the maintainers of, and all contributors to, Wolvenkit