[WIP/RELz] Action Point Project

Post » Sat Feb 19, 2011 5:16 am

ACTION POINT PROJECT
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.
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Facebook me
 
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Post » Sat Feb 19, 2011 4:20 am

Uploaded an updated version that fixes a few bugs. Also a demo video is now available. Check the OP for the video.
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Paula Rose
 
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Post » Fri Feb 18, 2011 9:06 pm

I really like the concept of this mod a lot, the one big thing I would like to see with it would be some sort of in game configurable menu system to allow you to tweak the settings in game (though, as I am not a mod maker myself, I have no idea if this would be possible without using FOSE as you are currently shooting for).

To be honest, it would be great to see it incorporated into FWE, in my humble opinion, and then config menus could just be handled through the FWE "Supported Mods" menu area - that would make this mod an ideal dream for me. Either way, I look forward to seeing where all you decide to take this project.

The only reason I really would like to see the config option is so that I can make sure I can balance this with the other AP mods I have in my build so all drop rates make sense compared to other drop rates, and I would like to see the Strain system able to be disabled (other than the collapsing at 0 AP, that is Kosher by me, but otherwise I'd rather just not be able to do the actions since I don't have the AP for them...walking to cover in a firefight with some of the difficulty mods like FWE and MMM is punishment enough for bad AP management).
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Antonio Gigliotta
 
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Post » Sat Feb 19, 2011 8:04 am

I dream of a kvatch that is not destroyed - some day.

Oh wait wrong thread. :teehee:
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Channing
 
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Post » Sat Feb 19, 2011 3:23 am

@Red Eye: An in-game menu should work with tweaking settings (theoretically) since APP doesn't modify any base game settings. The reason I didn't put any config menus is I aimed for this project to be as simplistic as possible so try to keep the default values as balanced as possible.

But since this version is an open Alpha build, I can always change my mind along the way. I need a lot more feedback so I can better improve APP.

Also, what other AP mods do you use? I'd like to see how they function with APP.


@Psymon: :laugh:

You'll see me back in the Oblivion forums soon enough after I get over my Oblivion modding burnout (and frustration after losing a chunk of work after reinstalling my OS).
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^_^
 
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Post » Sat Feb 19, 2011 7:31 am

I'm running FWE which adds both Bullet Time and the Sprint mod, so my main area I want to ensure balance on would be with the combat settings compared to the Bullet Time settings (and how they might mesh going at the same time) and that the regular running (which I now view as jogging since I have the Sprint mod) is balanced accordingly compared to that mods rates (though I could technically configure both around your settings to be honest).

Though, as I mentioned, the other big one for me is the penalty system as I view it as being a little much with the difficulty enhancing mods I am running (FWE, MMM, etc) as mentioned before, so I would rather see just not being able to conduct actions requiring the AP as the end result (but as I mentioned, collapsing at 0 AP is great to me in the end). I could also imagine those using ART would also like to possibly disable this aspect of the mod, or have it patched together with the Strain system already present there.

Of course, these are personal preferences/biases as they apply to my particular mod set, and thus my suggestion for the in-game configuration system being added in (so rates can be tweaked as desired, similar to many modern mods these days - preferable from the Apparel Menu with the surrounding < > to keep it in line with most menu systems I tend to see). I figure also, in the long run, allowing people to customize the aspects of the mod in-game as they desire will open more people up to using the mod in the long run as well, since they can (much like I am looking to do) alleviate any concerns of balance they may have regarding its use.
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Jessica Colville
 
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Post » Sat Feb 19, 2011 3:17 am

Uploaded a new version to Fallout3Nexus.

Version 0.12 ALPHA

*New Feature - 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 fatigue collapse). Visual blurs will still occur to indicate fatigue.
Log off Additional Settings Menu - Exits the Settings menu.
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Eliza Potter
 
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Post » Fri Feb 18, 2011 10:29 pm

Woot! Already downloaded, even though it is too late to toss it in and play now, but I look forward to this. As it stands now, my only suggestions would be to keep adding to the menu for options to disable any of the parts (I'm all over this as of now, cause all I really need off myself is penalties) as it will probably spur more people into it having more customizable options available.

I'll be back later on after I have played a bit with it to toss out any other suggestions I may have (if there are any), and to provide any bug reports (if there are any) to keep helping you out as best I can, but as it stands this is the final aspect I was looking for to add to my game so that it could be a proper follow-up to the original FO 1/2 games (in my own personal, and humble, opinion).

Thanks very much for your work already on this.
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Izzy Coleman
 
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Post » Sat Feb 19, 2011 9:18 am

Thanks for the input. :D You're pretty much the only one who's given feedback so I greatly appreciate that.

As for menu options, I'm afraid that is all I'm going to put in. My vision for this mod was to keep all its features intact without any need for too much customization. I am always willing to compromise, as I did with implementing the two features you asked for. But other than that, I wish to keep the core features intact.

Please do keep me updated on any bugs that you run across.
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Latisha Fry
 
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Post » Sat Feb 19, 2011 10:10 am

Glad to be of service - and will certainly continue to provide input as I can since this can really add a needed missing factor back to FO3 that was sorely overlooked from the past FO1/2 games

Took a quick peek at the menu system, my only suggestion would be for the inventory item, change it up to something like:

< APP Control Panel >

That will make it blend in with things a lot better for those running larger LO consisting of mods that have customization menus provided with them (though there are exceptions to this out there), and will be more immediately identifying to being the menu system for your mod (as technically your mod isn't really a Pip-Boy mod, the current name may be misleading).

Other than that, you probably don't need such detailed descriptions for the menu options (though I certainly won't complain if you keep it as is), and probably doesn't need so much flavor with it either in the text (since it really is just a settings menu, it doesn't need to provide immersion really for the player since they should only have to look at it once or twice per play to set it how they want). Simply explaining what the systems do quick in regards to the mods function, and advising of the normal default state for the setting should be enough to suffice.

Further regarding the menu system, that is certainly your call as the author how you would like to approach it - was merely a suggestion to try and incline more people into giving it a go since customization really is the spice of life. I could certainly see opting not to include such a feature discouraging people from using it (say someone liked every feature but the Sneak portion - they are currently simply out of luck, where as other like myself are being catered too). In the end, of course, it is your mod/vision, so take any advice/comments/criticisms as you will and do with them what you like. My only reason for providing any further support to the idea of menu customization is simply personal bias since I would like to see as many people use this mod as possible since it is simply great and makes use of a previously near pointless game mechanic.

As for other game testing:

1) Does not appear to conflict with FWE in any undesirable way (though, as you had mentioned, Sprinting will draw AP down faster than default FWE, but this can be adjusted to the users liking - I did forget to test out Bullet Time on this run through though, as I tend to forget to use this feature in general, so more on that aspect later).

2) Running AP Drain: If the player toggles the run state, then their AP will drop if they are moving or not. This may be something to look into, as it seems like it would be an undesirable effect (the AP should only drain through action being taken, not by standing there in a mode). This could cause potential conflict, as I imagine most folks leave the FWE Sprint feature tied to the Run Key, and simply toggle normal run on/off through the toggle option. If this can't be corrected then it could be worked around through using a different key for the Sprint Feature in FWE I suppose, to get all three options available (essentially having a Walking, Jogging, and Running option).

3) The blurring visual effect for the Fatigue seems to be quite a bit more intense than it really needs to be, making things on the screen unrecognizable when you hit 0 AP. This could probably be toned down a decent amount while still adding some nice effect. It also seems a little funny in comparison with the visual effect mod I have related to health, since the loss of AP is presently way more intense/intrusive than loss of HP (which seems a bit backwards, honestly). I would say a nice edge of the screen blurring effect with maybe a slight washout effect on color might have a nice effect for exhaustion, but that is my personal taste on the matter. Either way, I stand by the current blur is far to intense/intrusive.

4) I allowed my character to repeatedly run out of AP for a little bit back to back by having the Toggle Run option on so my AP would keep draining unending (as it does currently with that function, which I still attest is not desirable), and after a few subsequent collapses, the visual effects simply stopped working, and my character's AP was unable to ever fully recover again (it would stay down 5 points from max at all times). This is obviously an undesired effect, so hopefully something can be arranged to correct this.

Those would be some big ones to look into/consider. I'll bring in more results as I keep running through with it.

EDIT 1: Added input based off of in game testing.

EDIT 2: Added a few more things onto the listing after some further testing and made some small adjustments to allow the information to flow better.
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Louise
 
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Post » Sat Feb 19, 2011 12:36 am

Was just curious about how things were coming along with this, and if you've had any luck with the reports I dropped? Been busy with one of my own projects, so still haven't had a chance to test this with FWE Bullet Time yet, so I apologize about that.
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Lori Joe
 
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Post » Sat Feb 19, 2011 5:03 am

I am currently working on some of the issues you mentioned. I was working on another project myself last week so I just got around to it now.
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Jerry Jr. Ortiz
 
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Post » Sat Feb 19, 2011 6:21 am

I am currently working on some of the issues you mentioned. I was working on another project myself last week so I just got around to it now.

I saw that, actually, now you have me debating a few things in my LO cause of that new project too. Glad to hear this is still coming along :)
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Jaylene Brower
 
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Post » Sat Feb 19, 2011 12:19 pm

Updated version 0.13 ALPHA ready for download!

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.
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Gwen
 
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Post » Sat Feb 19, 2011 5:44 am

Updated version 0.13 ALPHA ready for download!

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.

I'll test it out and let ya know
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chirsty aggas
 
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Post » Sat Feb 19, 2011 11:06 am

Got to play around with this a little bit more (even though I forgot, again, to test with Bullet Time since I personally rarely use it, but I can't see why it wouldn't work, just might lose AP a little quicker), and I am loving the update so far. You have indeed corrected the issues so movement related AP drains happen only when you are in fact moving, the new visual effect for low AP seems far less intrusive than in the previous version and seems to compliment things pretty well.

Weapon fire AP drain didn't seem too bad either, though to be fair I only have a pistol right now with my character, so it is a little hard to test the drain rate on those since the pistol clip empties too quickly for the drain to be very substantial (which is in fact perfectly realistic).

Not sure what else can be done to improve upon this project at this point, unless you reconsider the menu suggestions I posed (I'll be renaming the menu item in my own personal copy anyways - and that was the least of the menu stuff anyways).

So, with that, kudos on an excellent mod. I think I may just start my game fresh again to have this in right from the get go, and have a real FO feel to my run this time through. I'd peek at the traits mod, but I basically have all those added from another mod I really like, with their negative effects as well, just as Perks. As a role-player, I don't mind taking Perks that also gimp me a bit, so I will probably stick with that since it has a few more options to boot beyond just adding back in the traits.

Good to see some nice old school FO mods coming out though, I'll be keeping an eye on your projects moving forward as I really like them a lot.
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Chrissie Pillinger
 
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Post » Sat Feb 19, 2011 11:14 am

So I started a new game after adding this mod. I can't even get out of vault 101...because I lose all energy and just fall over when I am surrounded by radroaches right around the time the guy behind the window says "It was all your father's fault...GUARDS!". Any ideas of what to do?

Edit...I am going to uncheck this mod until it gets more betaish.
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kasia
 
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Post » Fri Feb 18, 2011 9:16 pm

So I started a new game after adding this mod. I can't even get out of vault 101...because I lose all energy and just fall over when I am surrounded by radroaches right around the time the guy behind the window says "It was all your father's fault...GUARDS!". Any ideas of what to do?

Edit...I am going to uncheck this mod until it gets more betaish.

Not too sure how that would be happening, maybe the inventory management portion of it where your encumbrance plays a factor (I turn this off myself) but I'll let you know if I have similar problems since I tossed it into an active save with mine, but intend to start a fresh game to run with it from the start.
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Bee Baby
 
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Post » Sat Feb 19, 2011 2:01 am

So I started a new game after adding this mod. I can't even get out of vault 101...because I lose all energy and just fall over when I am surrounded by radroaches right around the time the guy behind the window says "It was all your father's fault...GUARDS!". Any ideas of what to do?

Edit...I am going to uncheck this mod until it gets more betaish.



Were you using the updated version (0.13)? The older versions had an issue where keeping Run mode toggled (or the Shift key held down) would drain AP even when you're not moving.

Does it only happen at that specific area?
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:)Colleenn
 
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Post » Fri Feb 18, 2011 11:58 pm

I was thinking, maybe have SPECIAL have more of an impact on the drain rates by adding a few more levels for things possibly (really get this tied up to the player stats), and possibly also account for Agility as well (as personal grace while conducting an action can certainly cause it to be less of an strenuous). Maybe something along these lines:

*Note: This is all based from your Running Calculations in the OP
Endurance + Agility---AP Cost per Second

Abysmal (2-4)-----------------------------------------10
Poor (5-7)---------------------------------------------8
Below Average (8-10)------------------------------------7
Average (11-13)----------------------------------------6
Above Average (14-16)----------------------------------5
Excellent (17-19)---------------------------------------4
Exceptional (20)----------------------------------------2


Something along these lines would allow for the system to be a bit more diverse, since as I mentioned I can't think of too much more that could really expand this personally, allowing the drain rates to vary from play to play a little bit more. It will also help in regards to the fact that SPECIAL was highly underused in FO3 really, so getting another system that has a bit a strong basis in that would be great. Could possibly consider adding Luck into the mix a little bit as well, but have it only give some kind of marginal effect of the drain rates for the player.

EDIT: Also, when is the Menu item supposed to be added to the Player inventory? I just started a new game here with this, and the item is not in my inventory at the Birthday Party scene. I was thinking of manually adding it via the console, but didn't want to if it is supposed to enable later on.
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Katie Pollard
 
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Post » Sat Feb 19, 2011 7:15 am

I was thinking, maybe have SPECIAL have more of an impact on the drain rates by adding a few more levels for things possibly (really get this tied up to the player stats), and possibly also account for Agility as well (as personal grace while conducting an action can certainly cause it to be less of an strenuous). Maybe something along these lines:


Something along these lines would allow for the system to be a bit more diverse, since as I mentioned I can't think of too much more that could really expand this personally, allowing the drain rates to vary from play to play a little bit more. It will also help in regards to the fact that SPECIAL was highly underused in FO3 really, so getting another system that has a bit a strong basis in that would be great. Could possibly consider adding Luck into the mix a little bit as well, but have it only give some kind of marginal effect of the drain rates for the player.

EDIT: Also, when is the Menu item supposed to be added to the Player inventory? I just started a new game here with this, and the item is not in my inventory at the Birthday Party scene. I was thinking of manually adding it via the console, but didn't want to if it is supposed to enable later on.



The Menu item will be added during the Future Imperfect quest, right after the conversation with James regarding the GOAT.

Also I'll consider using Agility for AP calculations. Actually, I did plan on using it when I first drafted the design for the mod. There is a reason I didn't include it, but I forgot what it was. :facepalm:
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Annika Marziniak
 
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Post » Fri Feb 18, 2011 10:22 pm

The Menu item will be added during the Future Imperfect quest, right after the conversation with James regarding the GOAT.

Ahh, I see, well, I got jumpy and added it in early (at the B-day party), as a note, doesn't seem to have any negative effect in any way.

Also, played all the way out of the Vault with no issues, and I run a considerably large LO, so the best I can figure is richard was using an older version with toggle run on, or was picking up any and all items they could and ended up getting hit by the Encumbrance Management system. Personally I still disable that aspect, as I don't feel it is altogether needed for the mod (Encumbrance already institutes its own repercussions, so I don't feel an AP hit is also needed).

Also I'll consider using Agility for AP calculations. Actually, I did plan on using it when I first drafted the design for the mod. There is a reason I didn't include it, but I forgot what it was. :facepalm:

Hey, no worries, maybe it was trying to keep things a little more simplistic, but I think the consideration will be worth it at least in the long run which ever way you go with it. Honestly, as it stands, this mod is great as is with no further modification needed. Anything else is just going to be potential icing on the cake moving forward.

EDIT: I have noticed that since the change over to the new system, it seems like the AP drain for movement takes a bit to actually kick in (doesn't start when I start running). Granted, maybe this is an issue from having added in the menu early, but I don't see why that would be the case. Either way, I would consider this to be more desirable in the end than to have it drain when not moving.
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Inol Wakhid
 
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Joined: Wed Jun 27, 2007 5:47 am

Post » Sat Feb 19, 2011 6:06 am


EDIT: I have noticed that since the change over to the new system, it seems like the AP drain for movement takes a bit to actually kick in (doesn't start when I start running). Granted, maybe this is an issue from having added in the menu early, but I don't see why that would be the case. Either way, I would consider this to be more desirable in the end than to have it drain when not moving.


Actually it has nothing to do with the menu. It's just the delay I set for running. I've tweaked it for the next version.

Speaking of next version, I'm working on a fix for combat actions. Apparently they don't seem to work when the PC is in actual combat. I'm making fixes to the combat AP drain system to make it work and also make it function in a more precise manner.
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Ernesto Salinas
 
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Joined: Sat Nov 03, 2007 2:19 pm

Post » Sat Feb 19, 2011 4:58 am

I left a post for you over at the Nexus. It seems we had the same idea in mind, I did something similar called Fallout Fatigue. Yours looks more developed however, I don't have any sort of configuration menu, but if you want to have a look at what I've done you're welcome to apply anything in that mod to yours. I left the url address in my comment. One comment I received is a request for fatigue to apply to NPCs, which I wouldn't have a clue how to do and don't really feel like attempting. Someone managed it for Oblivion, so maybe you could figure something out for Fallout.
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Quick Draw III
 
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Joined: Sat Oct 20, 2007 6:27 am

Post » Sat Feb 19, 2011 11:05 am

Actually it has nothing to do with the menu. It's just the delay I set for running. I've tweaked it for the next version.

Speaking of next version, I'm working on a fix for combat actions. Apparently they don't seem to work when the PC is in actual combat. I'm making fixes to the combat AP drain system to make it work and also make it function in a more precise manner.

Ha, that would explain it - okay, so then you have noted some issues I had not yet (or at least not entirely, but I had my suspicions). I look forward to the update, as I had noted it seemed like the ranged weapons certainly were not detecting the best in the world, but I thought that may have been my current weapon choice not being able to show the effect so well (sadly I haven't had much time to play here recently due to work and general life stuff), and it certainly seemed like the melee options were working much smoother in comparison (which with my current LO is a much more viable option for me here fresh out of the Vault).

Looking at Belanos's mod, it seems that there may be some long standing pitfalls from things as well, if the approach was pretty similar, though from the comments I saw it seemed as though it may have been related to the encumbrance side of things with the scripts, which if that is actually the case, I would assume your menu will already provide some protection to that possibility.
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brandon frier
 
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