A Fallout 3 Mod Project
Download at http://www.fallout3nexus.com/downloads/file.php?id=15881
http://www.youtube.com/watch?v=VIkdTk6JNKo
Author: Zenshinzenrei
Version: 0.30 BETA
History and Changes:
0.30 - APP is now in BETA stage.
APP will now load properly with alternate start mods.
Reduced AP usage by one point for pistols, rifles (non automatic), and 2h melee weapons.
Implemented a scaling health and head damage effect for extreme fatigue strain. See Fatigue for details.
0.21 - Thanks to Belanos, the combat system has been improved, making AP drains even more precise. See Combat Actions in the Readme for updated AP costs.
Removed INT and PER penalties. They have been replaced with combat skill, attack damage, accuracy, and critical chance penalties. See Fatigue for details.
Removed the mild blur when current AP would reach 71%. As there were no penalties added at that point, it served no purpose other than being immersive. Now blur occurs only at 51% and below.
0.20.01 - Reduced damage penalties from fatigue. This prevents characters with lower base HP settings from other mods from dying too quickly when AP is very low.
Reduced visual blur intensity. Effects should be closer to the original, but with some slightly stronger blur.
0.20 - Revamped combat actions. New system fixes the issue where AP is not drained when using combat actions while the PC is being targeted by an enemy.
Sneaking AP drain is now determined by Endurance.
Removed collapse effect due to issues with new system. Extreme strain replaces collapse as a penalty to having very low AP.
Improved visual blur effects.
0.13 - Fixed the Run toggle issue that drains AP even when the PC is not moving. Sneaking in place also no longer drains AP. Movement actions now drain AP only when the PC is actually moving.
Raised the AP drain for Fire Weapons by 1 point.
A custom blur/double vision effect now occurs when the PC becomes fatigued. The intensity becomes greater with lower AP levels.
0.12 - Added a configuration menu to disable Encumbrance AP drain and Fatigue penalties (except collapsing).
0.11.03 - Fixed Range weapon fire not reducing AP. Tweaked Ranged weapon fire AP/sec rate to 1.10 as faster rates may double AP reduction for every shot.
0.11 - Alpha release.
Description:
Action Point Project is a Fallout 3 modification project that aims to make use of the game's Action Point (AP) system.
Action Points or AP have been used in previous Fallout games. In Fallout 1 and 2, AP was a strategic game mechanic used in combat scenarios. AP limited character actions in a given turn. However, in Fallout 3, AP was only used for the Vault-Tec Assisted Targeting System or V.A.T.S. and had no other usage in real-time gameplay.
With Action Point Project, AP will function as something similar to a Fatigue meter seen in The Elder Scrolls series. Some actions done in real-time, such as: moving and fighting, will cause AP to decrease, simulating fatigue.
Requirements:
Fallout 3 version 1.7 (Latest patch)
Action Point Project does NOT require FOSE.
Features:
Certain player actions will cause AP to decrease. AP decrease also occurs when the player is Encumbered.
Movement: Movement actions are independent of each other and their AP costs will stack.
Running: The player may no longer run constantly from place to place throughout the game without the risk of penalties from fatigue.
Endurance------------AP Cost per 0.70 Seconds
Low (1-3)-----------------------------------------7
Average (4-6)-----------------------------------6
High (7-9)----------------------------------------5
Excellent (10)----------------------------------4
Sneaking: Staying in a crouched position will cost a small amount of AP.
Endurance------------AP Cost per 0.85 Seconds
Low (1-3)-----------------------------------------6
Average (4-6)-----------------------------------5
High (7-9)----------------------------------------5
Excellent (10)----------------------------------4
Combat Actions: AP costs vary from the type of action taken while fighting. Since only one type of combat action may be taken, their AP costs do not stack.
Ranged Weapons: The amount of AP deducted depends on weapon type.
Small Guns and Energy Weapons:
1h Guns: 3 AP per shot.
2h Guns: 6 AP per shot.
Automatics: 2.5 AP per shot. Up to 35 AP for SMGs and up to 45 AP for rifles on full automatic.
Reload: Reloading deducts an additional 5 AP for every second it takes to reload the weapon. This occurs from either manual reload or automatic reload from an empty magazine.
Big Guns (including Energy variants):
Explosive Launchers: 15 AP per shot. Because these weapons use up one shot, reloads are automatic.
Miniguns: 2.5 AP for every half second of firing or wind-up.
Flamers: Similar to Miniguns, at 2.5 AP per half second of firing,
Melee/Hand to Hand Combat: Endurance determines the AP cost for every swing.
Unarmed Weapons:
Endurance------------------------AP Cost
Low-(1-3)-------------------------------6
Average-(4-6)---------------------------5
High-(7-9)------------------------------4
Excellent-(10)--------------------------3
Melee Weapons:
1-Handed Weapons:
Endurance------------------------AP Cost
Low-(1-3)-------------------------------7
Average-(4-6)---------------------------6
High-(7-9)------------------------------5
Excellent-(10)--------------------------4
*Ripper: Follows the same table as Unarmed, but AP is reduced for every second the weapon is active.
2-Handed Weapons:
Endurance------------------------AP Cost
Low-(1-3)-------------------------------8
Average-(4-6)-------------------------7
High-(7-9)------------------------------6
Excellent-(10)------------------------5
Blocking: Blocking cost is 4 AP for every second the block key is held.
Thrown/Planted Weapons: Throwing grenades or setting mines deduct AP only when the weapon leaves the PC's hand(s).
Grenades:
Endurance------------------------AP Cost
Low-(1-3)-------------------------------9
Average-(4-6)---------------------------8
High-(7-9)------------------------------7
Excellent-(10)--------------------------6
Mines:
Endurance------------------------AP Cost
Low-(1-3)-------------------------------8
Average-(4-6)---------------------------7
High-(7-9)------------------------------6
Excellent-(10)--------------------------5
Encumbrance: Players carrying heavy loads will experience an AP decrease penalty. The cost is determined by Inventory Weight / Carry Weight (Max carry weight) and falls on a certain range.
Encumbrance----------AP Penalty per Second
Mild (40-55%)------------------------------1
Moderate (56-71%)----------------------2
Severe (72-85%) --------------------------3
Extreme (85% and up)------------------4
Fatigue: Players will experience fatigue strain when AP reaches certain percentages from max AP.
AP Remaining (in percent)--------------------Strain Effects
100 - 51--------------------No Effect
50 - 36---------------------Moderate Fatigue Strain: -15 to Combat Skills, Gun Spread + 10%, Attack Damage and Critical Hit Chance -5%, Moderate visual blur
35 - 21----------------------Severe Fatigue Strain: -40 to Combat Skills, Gun Spread + 20%, Attack Damage and Critical Hit Chance -15%, Severe visual blur
Below 21-------------------------Extreme Fatigue Strain: -65 to Combat Skills, Scaling Damage to HP and Head, Gun Spread + 30%, Attack Damage and Critical Hit Chance -25%, Extreme visual blur
Scaling damage for HP: 5 points initial damage, +3 added every 6 seconds.
Scaling damage for Head: 3 points initial damage, +2 added every 6 seconds.
Combat Skills are: Big Guns, Energy Weapons, Explosives, Melee, Small Guns, and Unarmed. Penalties to Combat Skills mean reduced damage and accuracy. Gun sway will be more noticeable with lower skill levels. Only high levels of skill are enough to maintain
adequate combat capability even when heavily fatigued.
AP Costs and Recovery: AP costs for actions are offset by AP regeneration. AP regeneration is the default 4 AP per second. Encumbrance penalties offset regeneration, and may slow down or even cancel regeneration altogether.
Additional Pip-Boy Settings: Located in the Apparel tab of the player's inventory, this handy extension to the Pip-Boy allows the player to disable the AP drains from Encumbrance and Fatigue penalties. Equip the Additional Pip-Boy Settings item and a menu will appear. Three choices are available within the menu:
INVENTORY WEIGHT MANAGEMENT - Turning this ON will disable AP drains from Encumbrance.
FATIGUE PAIN-B-GONE - Turning this ON will disable Fatigue penalties (with the exception of extreme fatigue penalties). Visual blurs will still occur to indicate fatigue.
Log off Additional Settings Menu - Exits the Settings menu.
Installation:
NOTE: If you are using version 0.20.01 and older, you must uninstall APP first and make a clean save before installing APP version 0.21. Please see Uninstallation for details.
Extract all the contents of the .zip file into the Fallout 3\Data folder.
Enable ZZ_APP.esp through the Fallout 3 launcher or Fallout Mod Manager (FOMM).
* It is recommended to load ZZ_APP.esp after mods that alters the speed of AP restoration.
Uninstallation:
Disable ZZ_APP.esp through the Fallout 3 launcher or Fallout Mod Manager (FOMM).
Make a clean game save. It is recommended for the PC to have its AP full and no actions are being taken before making a clean save.
Incompatibilies/ Known Issues:
May cause conflicts with mods that change the fActionPointsRestoreRate game setting.
While the new combat actions system is much more precise than the older version, there are times when the AP drain amounts will be incorrect. Sometimes figures will be off by +/- 2 AP.
Jumping is an action. Why isn't it included? - Jumping is implemented but is currently disabled. The IsPlayerActionActive function was used to determine if the PC was jumping. Unfortunately the function does not work for that particular action. As it is a GECK issue (to my knowledge) only Bethesda can fix it. An alternate method of checking for jumping animations did not work either, as AP would decrease while making any type of movement other than jumping.
What about Walking and Swimming? - Walking is considered a free action so players would not have to be bothered with managing AP for the most basic of movements. In regards to Swimming, the IsSwimming function does not work properly for the player character.
Why not use FOSE? - APP was created without the use of FOSE as a scripting challenge for myself.
Credits:
Thanks to Bethesda Softworks for developing Fallout 3.
Thanks to Interplay/Black Isle for creating the Fallout series.
Thanks to the following for inspiration for this project:
Lork, and the Sprint Mod,
Arwen, and her Realism Tweak mod's Strain feature,
Belanos, for providing a more precise way to deduct AP in combat,
and The Elder Scrolls series, for the Fatigue meter game mechanic.
Legal/ Disclaimer:
Action Point Project may NOT be uploaded anywhere but Fallout3Nexus.com, and uploads to Fallout3Nexus.com.com may only be done by me (ZenshinZenrei) or anyone I have given written permission to do so.
Action Point Project may NOT be used in any mod compilation without my consent.
Action Point Project may only be updated and/or patched by me (ZenshinZenrei). However, Action Point Project may be edited or merged with other mods but ONLY for personal and private use. Personally edited versions of Action Point Project may not be distributed.
I,(ZenshinZenrei), am not responsible for any damage Action Point Project may do to your computer, operating system, or your game/mod setup. Action Point Project is distributed for free just like all of Fallout 3's community mods. I am also not responsible if you somehow paid for this mod and you demand your money back. Once again, Action Point Project is distributed for free and should only be available for download at Fallout3Nexus.com.
Contact:
If you have any issues and/or comments, please visit the Action Point Project forum thread or send a message at the Official Fallout 3 forums or at the TES Alliance forums.