I don't use VATS so up until now Action Points were useless in my game. But recently I discovered that there was a Perk Entry Point that allowed for the calculation of a weapons' AP use out of VATS. In addition, I figured out how to make Actions Points a part of running, making you lose a certain amount each time you go jogging across the Wasteland. Since it's possible to go into negative values with Action Points, I was looking for way to provide penalties if you go below certain thresholds. It's then that I discovered that Fatigue, largely a left over from Oblivion, could be used in the game for more than just Hand to Hand combat. Now when you run, or you go into deficit values with Action Points, you start to lose Fatigue. This loss increases as you pass certain points and does so exponentially, until you reach a point where you just can't run anymore and you collapse in a heap on the ground, helpless until you recover some of your Fatigue. More from the Readme:
Fallout Fatigue v2
By Belanos
----------------------------------------------------------------
Requirements:
Fallout 3
----------------------------------------------------------------
About this mod:
This started out simply as an attempt to make Action Points useful in my game since I don't use VATS, but it gradually progressed into something much more. What it does now is add Fatigue into the game as a factor to consider, other than when you're engaging in Unarmed combat. It accomplishes this in a couple of ways. The main way is through Action Points, or lack there of. It's possible to have negative values for Action Points, you don't necessarily have to stop using them up as soon as you leave VATS. With this mod, once you've used up all your points and start going into the negative you start to take penalties, one of which is a progressive loss of Fatigue. There are 4 stages of Fatigue with this mod, the first one being just a warning that your Action Points are getting low. Once you've used them all up though you'll go through various stages, each one more severe in it's penalties, until you reach the final stage where you may crumple into a heap on the ground, unable to do anything until you've regenerated some of your Fatigue.
But how does this mod accomplish a negative Action Point value you may ask? Well partly by making running use them up. No more sprinting across the Wasteland, never stopping to take a breath. Now you'll have to pause every so often in order to replenish your energies. If you don't, you'll keep on suffering more severe penalties as you go along, until finally you're no longer able to even stand on your feet. Another way it accomplishs a negative value is by making weapons use up Action Points outside of VATS. Now when you fire off a few rounds, or hack away with your Combat knife when you're not in VATS, you'll see your Action Point meter start to drop. If the battle goes on for awhile, you might find that you've exhausted all your points and the battle becomes much harder because you're now suffering penalities. As for what those penalities are, here's a breakdown of the various stages:
Stage1:
This is just a warning stage to remind you that you're starting to get low on Action Points. You'll hear a panting noise as you move, like you're getting out of breath. This will occur when you're at 25% of your total Action Points. While you're going to be suffering a progressive loss to Fatigue if you're running during this stage, the loss will be very slight and will have no real effect on your ability to perform. By progressive, this means that every time the script runs you suffer a slight loss whenever it cycles through. Since the script runs every 1/10 of a second, these losses can start to add up quickly once you progress into the later stages. There is no direct correlation between using a weapon and Fatigue in this game, so in this stage you suffer no loss to your Fatigue while engaging in combat. All that's affected is a loss to your Action Points.
Stage 2:
This stage begins as soon as you run out of Action Points and exceed your Attribute Bonus value. This is where you will start to suffer Fatigue loss during combat since simply being in this stage will drain it, and the longer your Action Points remain negative the more you will lose of your total pool. You suffer the same rate of Fatigue loss as you do when running, so those two values will be added to each other during this stage, and the ones following. Your Critical Chance percentage is also being damaged, again in a progressive fashion. So by the end of this stage, you'll have no chance at all of scoring a Critical Hit. You'll also hear a change in your breathing, it will sound a bit heavier than the one in the warning stage.
Stage 3:
This kicks in once you reach minus 50% of your total Action Points. First you're given an effect called Fatigue, which lowers your Strength, Endurance and Agility by 1 point each. Your progressive Fatigue penalties are still continuing, though by now your Critical Chance percentage should already have a negative value. So that ability no longer continues to be damaged. Your Fatigue penalty values are also now doubled, so you're draining it even faster than before. In addition, you will start to get the blurred vision effect you experience when you suffer from a crippled head, so things are going to start getting hard to see clearly. Your breathing pattern will change once again, becoming more laboured. If you've already passed to Stage 4 and are recovering, the Exhaustion effect given there is removed and replaced by the Fatigue effect.
Stage 4:
This one starts to work at minus 100% of your Action Points. The Fatigue effect is removed and replaced by an Exhaustion effect, which damages the attributes affected by the Fatigue effect by an additional point, and also decreases all your other attributes by 1 point each. In addition, your Fatigue should be so badly damaged at this point that you will begin to stumble and fall. You may even reach the point where you collapse in a heap, unable to perform any action for a short while. Meanwhile, you still have blurred vision and your Fatigue penalties are doubled even further, and still decreasing. And yet again your breathing will change, you'll now be panting heavily like your sides are about to split open.
Recovery Stage:
As soon as you stop running or fighting you'll start to regain not only your Action Points, but you'll also regenerate your Fatigue and your ability to make a Critical hit. These will recover quite quickly, so that once your Action Points are back to 100% everything else should be too. So if you just suffered a total collapse, or you know that you still have more fighting to do up ahead, it might be wise to wait for awhile until your Action Points are back to 100% again. Also in the Recovery Stage, when your Action Points are no longer negative the Fatigue effect from Stage 3 is removed. So all your attributes will be back to normal again.
-------------------------------------------------------------
Other mechanisms in this mod:
Inventory Weight:
How much you're carrying now has an effect on your ability to perform. There are several thresholds which impose penalties that increase your Action Point usage and your Fatigue drain. These thresholds are 30, 70, 90 and 95% of your total Carry Weight, and the penalties increase exponentially. Meaning they double each time. So don't expect to run any long distance marathons if your Inventory Weight is at 95% or more of your total capacity. In fact, you'll probably be forced to walk after short intervals of running if you happen to pass through to Stage 4, since you'll have suffered a loss of 2 points to your Strength by then. Note that pressing your Run key while swimming is still considered running, so your Inventory Weight will be a factor when you're performing that activity as well. If you have the Strong Back perk, the penalties you suffer here are reduced by half. The modifiers for inventory weight are independant values, so they will be added to any other penalties you suffer, like firing a weapon, running or simply being in one of the various penalty stages.
Encumbrance:
Carry too much weight and you're going to suffer a loss in your Action Points and a drain on your Fatigue. The penalities you suffer continues from the previous Inventory Weight settings, so that at first you'll suffer the same loss of Action Points and Fatigue as you would with your load at 95%. This stage lasts for the first 10% over your Carry Weight limit. The penalties at this point aren't very severe so you'll see no real losses, since you'll be renegerating both Action Points and Fatigue faster than you lose them. You'll just be regenerating them more slowly. At 10% you'll also not see any losses, though your Action Points and Fatigue will be regenerating at a still slower rate. 20% over your Carry Weight limit is where you'll start to see your Action Point meter drop. It will be a fairly slow drop but if you don't lighten your load at some point, you will end up in Stage 1 and suffering from even more penalties. At 40% of your Carry Weight limit you'll be seeing a substantial loss of Action Points, and behind the scenes your Fatigue will be dropping quickly as well. So if you continue on at this level, it won't be long before you start passing through the various penalty stages and finally end up on the ground when your Fatigue runs out. Note that while you're on the ground, you are unable to do anything, including accessing your inventory to remove items. In order to prevent players from being permanently left lying on the ground, I've added a large boost to your Fatigue as soon as your reach -50. So you'll be able to get back up and lighten your load at that point. That would be a very good idea since it probably won't be long before you fall again.
Combat:
This mod adds a hidden perk that makes use of the "Calculate Weapon Attack AP Cost" Entry Point. This allows for the use of Action Points whenever you use a weapon out of VATS. Since it is primarily a Fatigue based system, I've added varying values for different weapon types based on how exhausting using those types of weapons would be. The lowest is Mines since it doesn't require very much energy to toss a Frag Mine on the ground. The next is throwing a Grenade. After that comes Pistols. Automatic Weapons, like an Assault Rifle, and Big Guns use up a bit more in the way of Action Points. Finally there's Melee and Unarmed combat, since those would be the most physically demanding forms of battle you can engage in. Single shot weapons like Rifles and Missile Launchers also have a high level of Action Point usage, since you will be regenerating some of your Action Points in between shots. Overall, when it comes to using any type of gun, you'll be able to go through about 3 reloads, including the first, before your Action Point level puts you into the first penalty stage.
Attribute Bonus:
Your Strength and Endurance points are added onto your pool of Action Points. In essence they function like bonus Action Points when not in VATS. They also play a direct role in how quickly you renegerate your Fatigue and the chance to make a Critical Hit. Your recovery rate is 20% of your Strength and Endurance scores combined, so stronger characters will be able to recover more quickly that weaker ones. In addition, your Strength and Endurance score add to your base pool of Fatigue. Each character starts with 200 points regardless of stats. But your Strength and Endurance scores x2 are added to that pool, so that a character with 5 in each attribute will have 10% more Fatigue points.
Swimming:
Since swimming is a fairly strenous activity, I've added a modifier that reduces your Action Points and drains your Fatigue. While these penalties aren't high enough to be an issue if you're just gently paddling around, if you press your Run key while swimming they will be added to your running penalties, since using that key while swimming is still considered running. This means that running while swimming will cost you 10% more in Action Point loss and Fatigue drain. Those penalties are reduced by half with the "Swims Like a Fish" perk.
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Perks:
This mod adds two new perks, both of which are available at level 1 with an Endurance level of 6:
Long Distant Runner: This gives you 10 more Action Points and doubles the value of your Attribute Bonus while running, which will reduce the penalities you suffer when engaging in that activity.
Swims Like a Fish: This allows you to hold your breath underwater for 10 seconds without suffering any loss of Oxygen and also doubles the value of your Attribute Bonus while swimming. And as noted, you suffer half of the additional penalties when running while swimming.
---------------------------------------------------------------
Notes:
While this mod was made primarily with a no VATS gameplay in mind, there's no reason why VATS users can't benefit from it either. Or should I say be penalized by it. If you happen to come out of VATS after using up all of your Action Points, and you still have a few enemies left to take care of, you mght find yourself at a bit of a disadvantage, since you'll be starting to take penalties fairly soon. So it might be a good idea to have a few points available in case you need to run like hell after leaving VATS.
On a couple of occasions I've noticed that my Action Point meter seems to be frozen, it won't regenerate and it won't reduce. If that happens the game is not broken, it's just a graphics glitch. If you save your game, quit, then restart things will be back to normal again.
---------------------------------------------------------------
Installation:
The typical routine, just put the .esp file and the Sound folder in your Data folder then activate using your usual methods.
----------------------------------------------------------------
Uninstallation:
Just delete the .esp file from your Data folder. In the Sound folder you'll find another one called Gasp. Just delete it.
----------------------------------------------------------------
Load Order:
I'm not exactly sure where it should go frankly. Though if you are using BOSS, putting it around where the Sprint mod is in the Master List should be a good place.
----------------------------------------------------------------
Compatibility:
This mod is not fully compatible with the Sprint mod as it is. While they'll run together just fine, the Sprint mod forces the player to walk if their Action Points get too low. Not only does that defeat the purpose of this mod, it may be an undesirable event if you're in the middle of a tough battle out of VATS. If you're inclined to make a small edit to the Sprint script however, both mods can be made to play nice with each other. Just look for this line:
if(player.getav actionpoints < apTick || SprintSettings.timeOut > 0)
and remove the part about Action Points, so it ends up looking like this:
if(SprintSettings.timeOut > 0)
Also, since both mods use different breath sounds, at some point it will probably sound pretty terrible having both of them going at once. So you'd probably want to disable the sound settings in Sprint. Other than that, I don't know of any other mod this one may have problems with at this time.
----------------------------------------------------------------
Version History:
Version 1 :
- Initial release
Version 2:
- Major tweaking of all the settings. As a result the mechanics are a bit more lenient. You should be able to travel farther and a total collapse is no longer guarenteed, you may just trip and fall, getting right back up again. That depends alot on your character's Strength and Endurance levels.
- Added weight modifiers to account for all the stuff you might be carrying. As a result, there's a better transition from being able to jog along and suddenly not being able to run at all. You'll reach a point first that's someplace inbetween.
- Added two new perks, Long Distance Runner and Swims Like a Fish, which provide bonuses while engaing in those types of acativities, and also provide an ability that's useful in other ways.
By Belanos
----------------------------------------------------------------
Requirements:
Fallout 3
----------------------------------------------------------------
About this mod:
This started out simply as an attempt to make Action Points useful in my game since I don't use VATS, but it gradually progressed into something much more. What it does now is add Fatigue into the game as a factor to consider, other than when you're engaging in Unarmed combat. It accomplishes this in a couple of ways. The main way is through Action Points, or lack there of. It's possible to have negative values for Action Points, you don't necessarily have to stop using them up as soon as you leave VATS. With this mod, once you've used up all your points and start going into the negative you start to take penalties, one of which is a progressive loss of Fatigue. There are 4 stages of Fatigue with this mod, the first one being just a warning that your Action Points are getting low. Once you've used them all up though you'll go through various stages, each one more severe in it's penalties, until you reach the final stage where you may crumple into a heap on the ground, unable to do anything until you've regenerated some of your Fatigue.
But how does this mod accomplish a negative Action Point value you may ask? Well partly by making running use them up. No more sprinting across the Wasteland, never stopping to take a breath. Now you'll have to pause every so often in order to replenish your energies. If you don't, you'll keep on suffering more severe penalties as you go along, until finally you're no longer able to even stand on your feet. Another way it accomplishs a negative value is by making weapons use up Action Points outside of VATS. Now when you fire off a few rounds, or hack away with your Combat knife when you're not in VATS, you'll see your Action Point meter start to drop. If the battle goes on for awhile, you might find that you've exhausted all your points and the battle becomes much harder because you're now suffering penalities. As for what those penalities are, here's a breakdown of the various stages:
Stage1:
This is just a warning stage to remind you that you're starting to get low on Action Points. You'll hear a panting noise as you move, like you're getting out of breath. This will occur when you're at 25% of your total Action Points. While you're going to be suffering a progressive loss to Fatigue if you're running during this stage, the loss will be very slight and will have no real effect on your ability to perform. By progressive, this means that every time the script runs you suffer a slight loss whenever it cycles through. Since the script runs every 1/10 of a second, these losses can start to add up quickly once you progress into the later stages. There is no direct correlation between using a weapon and Fatigue in this game, so in this stage you suffer no loss to your Fatigue while engaging in combat. All that's affected is a loss to your Action Points.
Stage 2:
This stage begins as soon as you run out of Action Points and exceed your Attribute Bonus value. This is where you will start to suffer Fatigue loss during combat since simply being in this stage will drain it, and the longer your Action Points remain negative the more you will lose of your total pool. You suffer the same rate of Fatigue loss as you do when running, so those two values will be added to each other during this stage, and the ones following. Your Critical Chance percentage is also being damaged, again in a progressive fashion. So by the end of this stage, you'll have no chance at all of scoring a Critical Hit. You'll also hear a change in your breathing, it will sound a bit heavier than the one in the warning stage.
Stage 3:
This kicks in once you reach minus 50% of your total Action Points. First you're given an effect called Fatigue, which lowers your Strength, Endurance and Agility by 1 point each. Your progressive Fatigue penalties are still continuing, though by now your Critical Chance percentage should already have a negative value. So that ability no longer continues to be damaged. Your Fatigue penalty values are also now doubled, so you're draining it even faster than before. In addition, you will start to get the blurred vision effect you experience when you suffer from a crippled head, so things are going to start getting hard to see clearly. Your breathing pattern will change once again, becoming more laboured. If you've already passed to Stage 4 and are recovering, the Exhaustion effect given there is removed and replaced by the Fatigue effect.
Stage 4:
This one starts to work at minus 100% of your Action Points. The Fatigue effect is removed and replaced by an Exhaustion effect, which damages the attributes affected by the Fatigue effect by an additional point, and also decreases all your other attributes by 1 point each. In addition, your Fatigue should be so badly damaged at this point that you will begin to stumble and fall. You may even reach the point where you collapse in a heap, unable to perform any action for a short while. Meanwhile, you still have blurred vision and your Fatigue penalties are doubled even further, and still decreasing. And yet again your breathing will change, you'll now be panting heavily like your sides are about to split open.
Recovery Stage:
As soon as you stop running or fighting you'll start to regain not only your Action Points, but you'll also regenerate your Fatigue and your ability to make a Critical hit. These will recover quite quickly, so that once your Action Points are back to 100% everything else should be too. So if you just suffered a total collapse, or you know that you still have more fighting to do up ahead, it might be wise to wait for awhile until your Action Points are back to 100% again. Also in the Recovery Stage, when your Action Points are no longer negative the Fatigue effect from Stage 3 is removed. So all your attributes will be back to normal again.
-------------------------------------------------------------
Other mechanisms in this mod:
Inventory Weight:
How much you're carrying now has an effect on your ability to perform. There are several thresholds which impose penalties that increase your Action Point usage and your Fatigue drain. These thresholds are 30, 70, 90 and 95% of your total Carry Weight, and the penalties increase exponentially. Meaning they double each time. So don't expect to run any long distance marathons if your Inventory Weight is at 95% or more of your total capacity. In fact, you'll probably be forced to walk after short intervals of running if you happen to pass through to Stage 4, since you'll have suffered a loss of 2 points to your Strength by then. Note that pressing your Run key while swimming is still considered running, so your Inventory Weight will be a factor when you're performing that activity as well. If you have the Strong Back perk, the penalties you suffer here are reduced by half. The modifiers for inventory weight are independant values, so they will be added to any other penalties you suffer, like firing a weapon, running or simply being in one of the various penalty stages.
Encumbrance:
Carry too much weight and you're going to suffer a loss in your Action Points and a drain on your Fatigue. The penalities you suffer continues from the previous Inventory Weight settings, so that at first you'll suffer the same loss of Action Points and Fatigue as you would with your load at 95%. This stage lasts for the first 10% over your Carry Weight limit. The penalties at this point aren't very severe so you'll see no real losses, since you'll be renegerating both Action Points and Fatigue faster than you lose them. You'll just be regenerating them more slowly. At 10% you'll also not see any losses, though your Action Points and Fatigue will be regenerating at a still slower rate. 20% over your Carry Weight limit is where you'll start to see your Action Point meter drop. It will be a fairly slow drop but if you don't lighten your load at some point, you will end up in Stage 1 and suffering from even more penalties. At 40% of your Carry Weight limit you'll be seeing a substantial loss of Action Points, and behind the scenes your Fatigue will be dropping quickly as well. So if you continue on at this level, it won't be long before you start passing through the various penalty stages and finally end up on the ground when your Fatigue runs out. Note that while you're on the ground, you are unable to do anything, including accessing your inventory to remove items. In order to prevent players from being permanently left lying on the ground, I've added a large boost to your Fatigue as soon as your reach -50. So you'll be able to get back up and lighten your load at that point. That would be a very good idea since it probably won't be long before you fall again.
Combat:
This mod adds a hidden perk that makes use of the "Calculate Weapon Attack AP Cost" Entry Point. This allows for the use of Action Points whenever you use a weapon out of VATS. Since it is primarily a Fatigue based system, I've added varying values for different weapon types based on how exhausting using those types of weapons would be. The lowest is Mines since it doesn't require very much energy to toss a Frag Mine on the ground. The next is throwing a Grenade. After that comes Pistols. Automatic Weapons, like an Assault Rifle, and Big Guns use up a bit more in the way of Action Points. Finally there's Melee and Unarmed combat, since those would be the most physically demanding forms of battle you can engage in. Single shot weapons like Rifles and Missile Launchers also have a high level of Action Point usage, since you will be regenerating some of your Action Points in between shots. Overall, when it comes to using any type of gun, you'll be able to go through about 3 reloads, including the first, before your Action Point level puts you into the first penalty stage.
Attribute Bonus:
Your Strength and Endurance points are added onto your pool of Action Points. In essence they function like bonus Action Points when not in VATS. They also play a direct role in how quickly you renegerate your Fatigue and the chance to make a Critical Hit. Your recovery rate is 20% of your Strength and Endurance scores combined, so stronger characters will be able to recover more quickly that weaker ones. In addition, your Strength and Endurance score add to your base pool of Fatigue. Each character starts with 200 points regardless of stats. But your Strength and Endurance scores x2 are added to that pool, so that a character with 5 in each attribute will have 10% more Fatigue points.
Swimming:
Since swimming is a fairly strenous activity, I've added a modifier that reduces your Action Points and drains your Fatigue. While these penalties aren't high enough to be an issue if you're just gently paddling around, if you press your Run key while swimming they will be added to your running penalties, since using that key while swimming is still considered running. This means that running while swimming will cost you 10% more in Action Point loss and Fatigue drain. Those penalties are reduced by half with the "Swims Like a Fish" perk.
---------------------------------------------------------------
Perks:
This mod adds two new perks, both of which are available at level 1 with an Endurance level of 6:
Long Distant Runner: This gives you 10 more Action Points and doubles the value of your Attribute Bonus while running, which will reduce the penalities you suffer when engaging in that activity.
Swims Like a Fish: This allows you to hold your breath underwater for 10 seconds without suffering any loss of Oxygen and also doubles the value of your Attribute Bonus while swimming. And as noted, you suffer half of the additional penalties when running while swimming.
---------------------------------------------------------------
Notes:
While this mod was made primarily with a no VATS gameplay in mind, there's no reason why VATS users can't benefit from it either. Or should I say be penalized by it. If you happen to come out of VATS after using up all of your Action Points, and you still have a few enemies left to take care of, you mght find yourself at a bit of a disadvantage, since you'll be starting to take penalties fairly soon. So it might be a good idea to have a few points available in case you need to run like hell after leaving VATS.
On a couple of occasions I've noticed that my Action Point meter seems to be frozen, it won't regenerate and it won't reduce. If that happens the game is not broken, it's just a graphics glitch. If you save your game, quit, then restart things will be back to normal again.
---------------------------------------------------------------
Installation:
The typical routine, just put the .esp file and the Sound folder in your Data folder then activate using your usual methods.
----------------------------------------------------------------
Uninstallation:
Just delete the .esp file from your Data folder. In the Sound folder you'll find another one called Gasp. Just delete it.
----------------------------------------------------------------
Load Order:
I'm not exactly sure where it should go frankly. Though if you are using BOSS, putting it around where the Sprint mod is in the Master List should be a good place.
----------------------------------------------------------------
Compatibility:
This mod is not fully compatible with the Sprint mod as it is. While they'll run together just fine, the Sprint mod forces the player to walk if their Action Points get too low. Not only does that defeat the purpose of this mod, it may be an undesirable event if you're in the middle of a tough battle out of VATS. If you're inclined to make a small edit to the Sprint script however, both mods can be made to play nice with each other. Just look for this line:
if(player.getav actionpoints < apTick || SprintSettings.timeOut > 0)
and remove the part about Action Points, so it ends up looking like this:
if(SprintSettings.timeOut > 0)
Also, since both mods use different breath sounds, at some point it will probably sound pretty terrible having both of them going at once. So you'd probably want to disable the sound settings in Sprint. Other than that, I don't know of any other mod this one may have problems with at this time.
----------------------------------------------------------------
Version History:
Version 1 :
- Initial release
Version 2:
- Major tweaking of all the settings. As a result the mechanics are a bit more lenient. You should be able to travel farther and a total collapse is no longer guarenteed, you may just trip and fall, getting right back up again. That depends alot on your character's Strength and Endurance levels.
- Added weight modifiers to account for all the stuff you might be carrying. As a result, there's a better transition from being able to jog along and suddenly not being able to run at all. You'll reach a point first that's someplace inbetween.
- Added two new perks, Long Distance Runner and Swims Like a Fish, which provide bonuses while engaing in those types of acativities, and also provide an ability that's useful in other ways.
You can find the file here:
http://www.fallout3nexus.com/downloads/file.php?id=15339