[REL] Fallout 3 Tactics Plugin

Post » Tue Feb 15, 2011 10:10 pm

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THE PRESENTATION
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Name: Fallout 3 Tactics Plugin
Version: 2D1
Author: Shubniggurath
Size: 550 Megabyte (.bsa archive file) / 1,34 Gigabyte (unpacked)
Requirements: Base Fallout 1.7.

http://www.fallout3nexus.com/downloads/file.php?id=8834

Welcome and have an interesting time.
Some of you may know this already, but i thought i present my plugin here too. Maybe there are people hwo doesn't have heard about it yet.

This plugin is a wide range additional, that adds new game mechanics, npcs with new dialouges, firearms, animals, monsters and locations, quests, new parts for the old quests, new dialouge to many Npcs, new encounters and (oh my god - that was a bunch of work), the feature to modifiy the most things this plugin contain. This plugin grows on hours, days and months of work, so please keep up your manners in your commentars.

The plugin is splitted in a master esm file and several plugin files to let you choose what parts of the contents you want to use. This makes it highly compatible with many other plugins that may otherwise be incompatible. Too, you can switch on and off every gameplay change, may it be the health, the carried weight, the weapon damage or whatever.

You won't have any trouble with the archive invalidation, because all textures and meshes are stored in one .bsa archive, that just needs to be copied into the data folder.


0.
THE CONFIGURATION TERMINALS-----------------------------------------------


With the ingame configuration terminal you can turn nearly every feature of this plugin upside down and it can give you a portable documentation of every feature this plugin brings to Fallout 3. So you don't need to keep the readme in mind. This gives you the possibility to play this fallout 3 plugin the way you like it and change the balance everytime you want. It can, speaking in religious terms, make the game worse than hell, great like heaven or simply fun like earth.

You can define:

- The amount of health for the player
- The damage your weapons inflicts
- How much lbs your character can carry
- If you want healing items to heal only temporary or steady or steady and limbs
- If you want to play with or without the new radiation stats and perks
- If you want to play with or without the realtime Action - Bonuses And Maluses systems (A-BAM)
- If you want to play with or without effects for wounded limbs
- If you want to play with or without a weight penalty or advantage
- If actors should have the new resistances and attack abilitys or not
- The prices of items you buy from a vendor
- The spread of your weapons
- If you must have a specified skill value to open rusted containers or not.
- If a tool you used to open a broken container should be removed from your inventory or not.
- If you want to play with or without the new melee damage effects
- If you want to play with or without the new critical hit effects
- If the creatures and NPCs have an A-BAM or not.
- Reset every setting to default with one buttonclick,
- How many Creatures or NPCs spawn at a spawn point.
- If the weather influences your skills or not.
- If the Daytime influences your skills or not.
- Wich config preset you want to play (Easy going, Challenging, Specialist, Blackmetal ist Krieg, Fo3T Standard).




1.
A-B.A.M. (Action Bonuses and Maluses)-------------------------------------


The A-B.A.M.is a script that constantly checks for your type of movement, action and physical condition. Based on specified criteria it will give you a skill and stat malus or bonus list for each. The values of these lists will change under circumstances like character level, encumberance and other things. Wich values are allocated to wich condition can be seen at the ingame documentation at the configuration terminal.

There are malus and bonus lists for:

- Running
- Sneaking
- Standing
- Walking
- Being knocked down
- How many actors are in your party
- How many actors target you in combat
- Burning
- Swimming
- Being targeted by a hostile actor
- Aiming
- Reloading
- Carried weight
- In wich movement mode you fire wich weapon
- How strong your radiation disease is
- How hard your limbs are damaged
- Weather
- Wind speed
- Daytime (Sunrise, Day, Sunset, Night)

Apart from the movement modes nearly all bonus and malus lists can accumulate. You can take a look at your pipboys EFF age if you want to see your actual malus and bonus lists. The outcomes of the list accumulations can be seen on your S.P.E.C.I.A.L. and Skill page, of course.

This system does work on creatures and NPCs too. Their bonus and malus lists are a little different, depending on the nature of the creature. For example, a Mirelurk will never benefit from the AIMING list. So he doesn't have one. And a Yao Guai won't have the Swimming Bonus. The values the other actors get, are the same like the players, but of course they deppend on the actors level and / or condition. You can switch the creature A-BAM for your followers / all npcs / creatures in particular to on or off.




2.
FOOD, NEW FOOD, HEALING AND RADIATION HEALING----------------------------------


You now have three different ways to configure the way the food, healing and chemicals work.

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Healing method 1:
If you decide to play with the temporary healing feature, every item that heals works like the buffout. That means, you realy have to watch your health and think before you act hostile to something, decide to attack a creature or walk into a zone where enemys await you. So for example, if you have multiple molerat meat pieces, you can eat only benefit from its healing bonus one time. To let another piece of that meat kind take effect, you have to wait until the previous one's bonus disappears.
I suggest you to eat mixed meals, to get a higher healing buff.
But be cautious with this kind of healing: It can sometimes happen, that all your health is given by items, that heal you only for a certain time and then let your health drop to zero.
The same counts for stimpacks. But stimpacks will give you a little additional damage resistance too.
To have a real healing, search a doctor or heal your character at your Infirmary. If you play with temporary healing, the sleep is a very dangerous method to heal your character, because the sleep-healing may work too slow to bring your health to positive values, before the health buff of your food runs out. You have to calculate your sleeping time and your buff time to know if sleeping kills you or not.
To see wich kind of food heals for how long, please refer to the ingame documentation. It can be found in the DOCUMENTATION subdirectory of the configuration terminal.

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Healing method 2:
Method 2 works like the standard healing, but all things you eat do heal your limbs a very little bit. So if you eat 500 pieces of Cram, that will heal all hitpoints AND your limbs. Though you can not apply food items on limbs.

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Healing Method 3:
Standard. Food gives hitpoints, stimpack heals limbs too.

Another feature is, that you can choose to play with or without radiating food, chems and alcohol. If you play with it, all acoholica, stimpacks, psychos and so on will radiate you like food does - AND all eatable items radiate you much more. Lucky hwo owns a food sanitizer.

And that brings us to the next point: The food sanitizer.
Previously this was a quest item. I changed it into a buyable item. The Sanitizer will now work for 40 eaten items, then it brakes and you have to buy a new one. 500 caps per sanitizer.

Regardless of if you decide to play with or without this feature, there still are the water sources like sinks, toilets and hydrants. They only give you a health bonus once per activation and must be repaired before you drink from them. If you lack the skill you can search for a wrench or a hammer. With both tools you can repair all water sources. But as soon as you repaired the water source, the tool will brake ond be gone. Keep smiling, you can still drink from the Potomac river.




3.
RADIATION DISEASES AND PERKS--------------------------------------------


Oh, oh, oh.
Yet another feature to bring challenge. If you decide to switch the new radiation stats and radiation illness perks on, you have to avoid every form of radiation if you can. Now the radiation diseases will massively effect nearly every stat of your character and will raise their penaltys with every new stage of the radiation amount you accumulated:

- The health
- The gun spread
- The hit chance
- The critical chance
- The experience points you get
- All skills
- Massively the weapon skills
- Your damage resistance
- Your radiation resistance (yes)
- Your S.P.E.C.I.A.L. points
- Your Action points cost
- The damage your limbs take
- The enemys chance to cause critical hits on you
- Your addiction chance.

So you better avoid a radiation if you switch this to on. :-)




5.
WEAPONS----------------------------------------------------


Yes, this plugin adds some. Round about 91 new ones with different firemodes for each. You can, regardless of wich skill you prefer, use every weapon efficient if you act with caution and don't use the VATS mode, wich can result in not hitting the wall in front of you.

Every weapon does have it's advantages and disadvantages and are of very different use in different situations. Using a pistol against a raider will work fine, but if you want to be it effective against a Talon mercenary, your character should realy know how to handle the gun. The same counts for the enemys, because they use the same instruments like you.

Every weapon can be repaired with appropriate clutter parts. From the good old scrap metal, over the hammers and wrenches, to pilot lights and fission batterys. All vendors have a chance to have some of these parts or sale. But to fully repair a weapon, you need larger amounts of repair items than before. Scavenge them and save them for later, or if you get a good weapon, repair it, before you use it.

Revolvers won't jam after reload. Magazine weapons will. But both weapons can jam while firing, if they are under 50% condition. So keep their condition up.

If you lack the skill of a weapon you would like to use, you can try to switch the firemode. You can do this by double clicking your weapon in the inventory. Changing the firemode will change the way you have to use the weapon and can make it usefull even for an unskilled character. All enemys can spawn with a gun switched to a firemode, based on their nature. Raiders and Supermutants will not often use the AIM firemode, but the OVERDRIVE or OVERLOAD or AUTO mode, more skilled enemys will more often use the AIM firemode and so on.

No weapon can be used on hotkeys. Well, practically it still works, but on re-equipping the weapon the script adds the "firemode" version of the weapon to your inventory and removes the hotkey.

There are different firemodes for different types of weapons:

SAW:
Chainsaws use this firemode. Looks ridiculus in 3rd person, but somehow it's absolutely cool. Instead of swinging the chainsaw, you use it for what it was meant to do with: Sawing something.

REVERSE:
Only on short knife weapons. The blade points to the ground while holding the knife. Less critical hit chance, higher critical damage. Faster attack speed, higher damage to the knife.

AIM:
All weapons can be switched to this firemode. The AIM firemode doubles your hit chance, critical chance, spread and critical damage, but decreases your rate of fire. It increases the damage your weapon takes from using it. Uses 50% more Action points. The AIM firemode is the only one that allows the use of a weapons scope.

AUTO:
Only a few weapons do have this firemode. The AUTO firemode well... it makes your weapon fire automatically, as long as you keep the trigger pulled. But it cuts the weapons hit hchance, critical hit chance and critical damage in half, doubles the weapons spread and damages the weapon like hell. The advantage is, that it will make a hell of damage if it hits too. Good for desperate situations or larger amounts of hostile actors. Needs 100% more action points.

SINGLE:
One shot per pulling the trigger. Greatly increases your hit chance, critical hit chance and critical damage. Used by normally automatic rifles and guns. Reduces your spread. With this firemode you can use assault rifles for longer distances. Greatly reduces the amount of used action points in VATS.

STRONG:
Used only by melee weapons. Doubles the damage, lowers the hit chance, costs 100% more Action points, damages the weapon.

OVERDRIVE:
The most fun firemode in my opinion. Used by all Chainguns. It doubles your rate of fire, eats a lot of ammo, doubles the spread, reduces your hit chance, makes heavy damage to the weapon. But it mows the foes like tin cans. Supermutants like to use this firemode. Very extensive.

OVERLOAD:
Used with all energy weapons. A powerfull firemode. Works like the OVERLOAD firemode, despite the fact that it doesn't increase your rate of fire but the damage the weapon deals. You can see if the enemy uses the OVERLOAD mode, if you look at the energy beams, they will be thicker in this firemode.

Every kind of weapon does have their own fixed 5% chance to cause a critical hit effect. Energy weappons can lower the energy resistance for a short while, or cause energy burnings. Projectile weapons can cause open wounds and knockdowns, right like melee weapons. No energy weapon, neither from a robot nor a npc will burn the hit enemy to an ashpile anymore, though an "ashpiled" actor can't respawn. Instead you will see a spectacular hit shader if your weapon does a critical hit.

Since all moveble items have destruction data, you can destroy every weapon that is lying around. Some weapons can even cause an explosion. Arclight weapons can set your enemys on fire if they explode, flamers too. Grenades and mines will explode too. Even chainguns do a little damage and the fatman causes a full rocket explosion if it gets destroyed. This is usefull and can make a lot of fun. But be carefull to not destroy a weapon you would like to use later.

Weapons can, apart from the normal critical damage, cause different critical hit effects, depending on the weapon type you are using. The chance that such an effect occurs is always very low. Every critical hit does have 3 independant 5% chances to cause an effect.

Bullet Projectile weapons:
- 3 health damage for 5 seconds
- Knockdown
- Reducement of 15 damage resistance for 120 minutes

Arclight energy weapons:
- 5 damage for 5 seconds
- Mass incineration (Setting everything around the hit enemy on fire)

Laser weapons:
- 3 health damage for 5 seconds
- Paralysis for 5 seconds

Ion and Pulse weapons:
- Energy resistance reduction 15 points for 3 seconds
- 50% reducement of the condition of the hit targets weapon

Plasma weapons:
- 5 damage to all SPECIAL points for 5 seconds
- All limb conditions -50%

Melee Weapons:
- Knockdown
- 150 damage to a random limb

Like the armors all weapons do have big damage differences. Don't think you can defeat a Power Armor wearing Enclave Soldier with a simple assault rifle or a minigun in bad condition in no time. It's not called Power armor for nothing, you know?




6.
MELEE FIGHT-----------------------------------------------------


Melee combat have changed a lot. Blunt and Sharp weapons do have different effects on the opposing combatant. Too, different conditions can change the effects a strike with a melee weapon can have. All weapons with an edge are sharp weapons, all others are blunt weapons. Axes do count as sharp weapons.

I also changed the blocked damage to 90%. So if you get hit and block the hit, you will only get 10% of the damage you would recieve otherwise. If you block with your hand, the blocked percentage is 80%. That means you recieve only 20% of the damage. So if you encounter larger groups of melee fighters or melee fighters hwo deal a lot of damage, you are better adviced to use a melee weapon too, instead of a firearm.

Sharp weapons:

- Stab wounds
Sharp weapons can cause stab wounds, hwo will damage the hit enemy if they start to run. If you have a stab wound, just walk away and wait until the effect ends. The effect will disappear after a minute.

- Blindness.
The hit combatant is blinded for 5 seconds. A hit actors combat skills will be decreased 100 points for 7 seconds. If you, as the player, get a Blindig hit, you will additionally suffer from a 7 second lasting visual blindness effect. You can suppress the value effect by blocking with your melee weapon. Aiming with a gun won't help it.

- Bodypart damage.
The Dice rolls and damages either the head or an arm, that gets a damage of 1 for the next 60 seconds. You can suppress this damage if you stay in walking mode as long as the effect lasts.

Blunt weapons:

- S.P.E.C.I.A.L. Damage
One of the seven values is decreased 10 points for the next 10 seconds. If you move. So if you stay put and neither run, sneak nor walk as long as the effect lasts, the decreasing won't happen.

- Combat disability
For the next 3 seconds you can't fight. Neither shooting, nor hitting or aiming or blocking is possible. And there's nothing you can do about it. Ouch!

- Bodypart damage
The mighty dice says, that either the Torso, or the head looses 50 points of health.




7.
ARMORS------------------------------------------------------


There have been added a lot of armors, headgears and variations. All of them have their enchantments and all default enchantment values have been changed to fit the plugin values. But there are more changes. Nearly all armors have been restyled with parts from other armors, so there are a few variations for each armor. These variations have different stats too. Simple clothes won't protect you much. And the most armors you can get your hands on, are simple clothes. The next best thing are the combat armors, then, with a high damage resistance, come the power armors.

Power armors will deactivate weight reducements, the LIMB A-BAM and the Carried Weight Feature as long as you wear the power armor. This feature is only available for power armors that are aded to this mod and the standard power armors.

All armors but combat armors and power armors can be repaired with scissors, wonderglue and scalpels. Every vendor have a chance to have these items for sale.

All power armor helmets have toggleable night vision. Just double click them to switch the nightvision mode on or off.

Like all weapons, all armors now need more items to be repaired than before.

All hightech helmets come with two nightvision modes: Normal Nightvision and Infrared. Infrared inverts all shadows to lights and vice versa. The normal nightvision simply amplifies all light sources and tints the screen in the color of the helmet eyeglass color or the faction color. All nightvision modes are turned off as long as you are in menu mode. That is to prevent the colorchanges to make the menus unnavigatable.
To change the nightvision mode, you simply have to re-equip the helmet. If you don't want to play with NV modes, simply go to the config console and shut that feature off.

New light amplifier feature:
Hightech-helmets and all power armor helmets have nightvision modes in three intensitys of brightness. You can activate and toggle them by equipping the helmet and activating your pipboy light. The first time you activate it, the pipboy light occurs, the next times the Lightning amplifiers.

New backpack feature: Buy or find one. If you activate a dropped backpack you can decide if you want to open or take it. If you open it, the backpack works as a container you can stuff your items in. If you actually use a backpack as a container, and pick another one up, all items will return to your inventory.
But that's not all. The dropped backpack also works as a fast travel marker, so if you are in a deserted area without any markers, you can simply drop your backpack and travel away. if you want to return, just search your backpack marker on the pipboy map screen. But if you meanwhile picked up or bought another backpack, the marker will vanish.




8.
NPCs AND THE WASTELAND--------------------------------------------


There are many new or changed spots in the wasteland. You can find clutter parts to repair your equipment in nearly every town ruin. But you should scavenge them in the daylight, because at night the smalltown ruins are roamed by Feral Ghouls.

At everyone of the four military checkpoints you can meet Military Ghoul Remnants, hwo will ask you for a valid ID paper, may it be a metro ticket, a passcard or a military id. If you have shown your ID paper, they won't ask you in the next three days. If you have no paper, or fail the speech challenge, to convince them to let you pass, you have to fight them. But once you have shown your id or win the speech challenge, you can barter with their staff seargent for ammunition.

You can find Milk vendors with nearly every Brahmin cattle group and at some populated places, like the Canterbury commons. Once per day you can make a speech challenge to get a bottle of milk for free. If your charisma is high enough. Brahmin milk heals health, limbs and radiation. There are 5 different qualitys of milk, hwo are all different in price and healing value.

All Containers, weapons, armors, water sources, healing items and other moveable statics have destruction data. That means, that you can destroy nearly enything that is moveable or a container. Doing so can bring you an advantage or disadvantage.
Shooting an ammunition box or container can cause that thing to explode after a while. Of what kind the explosion is, depends on what kind of ammo was stuffed in the container. A grenade container will explode with a grenade explosion, a plasma mine container with a plasma explosion and so on. But you can also drop an unactivated mine from your inventory and shoot at it to let it explode. The same works with all weapons. Destroying a flamer will set any nearby actors on fire, a rocket launcher will explode in a rocket explosion and a laser Gatling in a laser explosion. But destroying a weapon only works, if that weapon lies on the ground. If it is held by an enemy, it won't explode but simply break.

But that's not all about containers. The most of them are lying around since over 200 years. The most are rusted or simply broken and must be repaired before you can open and loot them. To do so, you either have to have the right repair skill value, a hammer or a wrench. If you use a tool to open a container, that tool will break after opening the container with it.

Cars and busses now explode with a bigger explosion radius and will radiate their environment much more and longer. Such an atomic explosion will always knock every actor down, that is within the blast radius zone. The good thing for you is, that a car or buswreck needs much longer to explode than before, so shooting three bullets won't even scratch the hull. You have to seriously damage it with a few more rounds or grenades to set it on fire. Beware, that explosions of all types can cause burning effects, radiation, blindness or other disgusting things. Robot Limb explosions can cause shrapnel wounds, all larger explosions can set every actor nearby on fire and so on. Let the wasteland surprise you.

The Bodypart data of all creatures have been reworked, to let them benefit from it or give them weakspots. Deatclaws and Supermutants will have high chances to be hit at the torso, Ghouls can nearly only be hit at the head limb. Classical. All smaller creatures, like bloatflys or roaches have realy poor hit chances on nearly all bodyparts.

With the additional Texture replacers for the wasteland, there comes a subtle green to your eye, if you want to use the textures. All trees are not grey like dust anymore, but slightly brown and the grass and some ground textures are finally green again. After all plants do well with radiation.

I Added a mercenary system. You can now hire Mercenarys as bodyguards. You have the choice to hire them from 1 day up to a full week. They take 100 caps for 1 day. After this time is over, they will ask you for if you want to make a new contract. You can not fiddle their inventory or exchange items with them. They are not invulnerable but highly resistant to the most things. If they survive a combat, they automatically heal themselve. You can only make one contract at a time. If you want to make another contract, you have to cancel the current one or wait until it runs out.




9.
ENCOUNTERS AND QUESTS------------------------------------------------


Quests:
Every mainquest part does have several new NPCs you have to talk, argue, travel, fight, barter or speech challenge with. You will get the chance to get new rewards and to use your science, speech and medicine skill.

There will be few completely new quests too. Nothing long or complicated. But definetively more than just a hunt for notes or items. You mostly won't get a reward but the fact that you survived the quest. Every Quest gives you a little action and a short story.

The first two quests are already up and running:
1.: No Happy End - start at the abandoned shack in front of the Arefu ramp.
2.: Silent Soles - search for Doctor Lomax in Scrap City. (Fo3T Citys plugin required)

Encounters:
The amount of encounters that are possible is nearly doubled. You will see a lot of different ones if you play long enough. There are Settlers, hwo search a new home and wait for somebody to tell them where to go, groups of creatures and different combinations of npcs.

From time to time you will encounter wasteland desperados, that will demand satisfaction. For whatever. The point is, that you can only escape the duell with a speech challenge. If you fail it, your pipboy will be removed, so you can't enter it. The world speed will slow down 55% and you will magically be equipped with a revolver, that uses no ammo. The slowmotion will stop, as soon as your challenger is dead. Then you will get back your pipboy too and the world speed changes to normal. Well. It's high noon. Finally. Oh and you will have shootouts with a few mainquest npcs too. Because it's so damn cool. Now draw, stranger!




10.
Perks----------------------------------------


There are a few new perks.

LVL 1:
Name: Light Armor
Requirement: Endurance <= 5
Description: With each of the three Light Armor perk ranks, you gain +5% damage resistance.

LVL 3:
Name: Hunter
Requirement: /
Description: With the Hunter perk, you get +8% to all environmental influences (Radiation, Poison, Fire).

LVL 5:
Name: No Sweat
Requirement: Perception > 7
Description: The No Sweat perk grants you +50% hit chance, if you use a scoped weapon in V.A.T.S. on a target that is more than 2048 units away.

LVL 7:
Name: Close Quarter Combat
Requirement: Agility, Endurance, Perception >= 6
Description: Whenever you're in a building, a cave or another interior, your Perception, Endurance and Agility increase 1 point and you get +10% hit chance.

LVL 9:
Name: Super Mutant Killer
Requirement: /
Description: You HATE super mutants! And because of that you cause +25% damage to everything that even sounds like a super mutant.

LVL 11:
Name: Set Phasers To Kill
Requirement: Science & Energy Weapons >= 40
Description: With the Set Phasers To Kill perk you make 15% more damage with all energy rifles and pistols.

LVL 13:
Name: Spec Ops
Requirement: Intelligence, Perception, Agility >= 7
Description: The Special Operations perk educates you in Silent movement and the use of silenced weapons and knifes. With this perk you get +15 Sneak and +35% hit chance if you are equipped with a silenced or knife-like weapon.




11.
Weather----------------------------------------


I know, the most people use Fellout and they do it for a good reason, but making weather is simply fun. This weather section does have already 6 additional weather types. I will add more weathers over time of course.

Besides from the changed weather in all wasteland areas, there is now a Weather and Daytime A-BAM (switchable @ the terminal). Both work without the weather esp too and can be used with other weather mods. The question is, what weather mod has marked wich weather as what kind. If the weather mod you use has marked a visually cloudy weather as pleasant, the boni might look weird.

The daytime A-BAMs will automatically disappear if you have active nightvision. The weather A-BAM is not influenced by any nightvision mode.

The windspeed also counts as weather and can hardly influence your weapon skills with all projectile weapons. Beam emitting weapons won't be affected.

Creatures and NPCs will also have the daytime and / or weather A-BAMs. However, some creatures have a naturally good nighttime perception and are able to see you in the dark. All creatures and NPCs are influenced in aggression, confidence, and energy by the different daytimes and weathers. At night a day-active creature may be less agressive. On a cloudy day a creature might be less confident. Observe and learn their behaviours.

Weather A-BAM:
Cloudy:
- 2 Perception
- 3 Charisma.
+ 5 Sneak

Pleasant:
- 2 Agility
- 1 Intelligence
+ 1 Endurance

Raining:
+ 2 Critical chance
+ 10 Sneak
- 2 Luck
- 3 Perception

Snowing:
+ 15 Sneak skill
- 15 Action points
- 2 Agility

Wind speed:
In the GECK The wind speed can be set from 0.0 to 1.0
With every number from 0.1 to 1 your firearms skills decrease 2 points down to maximally -20 on the wind speed of 1.0

None:
Neither a boni nor a malus.

Daytime A-BAM:

Sunrise & Sunset:
- 2 perception
- 5 to all firearm related skills
+ 1 critical hit chance

Day:
Neither a boni nor a malus.

Night:
- 10 to all firearm related skills
- 5 perception
+ 2 critical hit chance




12.
Citys--------------------------------------


I enhanced some of the villages and added a few new interiors.

Enhanced Andale:
All Andale ruins have been replaced with houses you can enter. If you use the NPC plugin, they are even populated. The new Andale NPCs act in congruency with the Andale freeform quest. Everyone of the new NPCs can tell you a little story of their lives. And everyone gives you a little something to eat, if you share the Andale secret.

Scrap City:
A complete new City with a lot of NPCs that came from everywhere. They have some shops, a bar, a Mayor, a real Mayor, a lot of pets and robots and everybody have his or her own story you can listen to, if you're interested. And the most NPCs in this town can repair your weapons. You can too find a mercenary for hire in there. Scrapyard City is also under a regular attack of groups of Raiders, hwo try to loot the city. Help to defend the entrances, if you can. To find it, just visit the scrapyard. The city also have two little quests for you.




13.
WHAT DO THE ADDITIONAL ESP FILES CONTAIN ?--------------------------------------


- Fallout3Tactics Main.esm
Stores every basic edition to the game and is needed by all other Fo3T plugin esp files. Contains all A-BAMs, the config terminal, all weapon and armor editions and additions, the new creatures and so on.

- Fallout3Tactics Weapons.esp
Adds all new weapons to the leveled lists. This is an extra esp, so you can use any weapon mod with this plugin.

- Fallout3Tactics Creatures.esp
Adds the new creatures, adds the wandering creature groups, adds the chance that outdoor creatures spawn in packs, adds the Feral Ghouls hwo stray the 22 smalltown ruins. Adds the creature A-BAMs and the new creature food.

- Fallout3Tactics Npcs.esp
Adds the new NPCs and their weapon and armor lists, Brahmin farmers and Military Remnant Ghouls. Gives new items and weapons to nearly all NPCs. Adds the NPC A-BAMs. Contains the Mercenary For Hire Npcs.

- Fallout3Tactics Wasteland.esp
Adds a lot of containers to the wasteland to be looted. Replaces many containers with rusted and aged versions, hwo must be repaired before you can loot them. All wasteland graves have lootable burial mounds. All explodable vehicles have more health. Makes all clutter and many other things destroyable. All radiating explosions will radiate the environment for much longer. Adds tons of clutter items to the smalltown ruins. Edits many little spots of the wasteland.

- Fallout3Tactics Quests.esp
Adds new quest parts to the main. Adds many new encounters. Adds the first of 6 new quests.

- Fallout3Tactics Food.esp
Adds the edited food. The new creature foods aren't influenced by this file. It mainly exists to grant compatibility with diverse plugins that use or edit food for things like hunger and thirst.

- Fallout3Tactics Weather.esp
Stores the weather editions.

- Fallout3Tactics Citys.esp
Contains all city related changes, the new citys, thier NPCs and their quests.




________________________

THE INSTALLATION
________________________



To play this plugin you must begin with a new character.

Load Order:

--------------------------------------------------------------------------------------------------------

(Fallout 3 esm file & all expansion pack esm files)

[X] Fallout3Tactics.esm
[X] Fallout3Tactics Creatures.esm

(All other files if you want to give the Fallout 3 Tactics mod the priority)

[X] Fallout3Tactics NPCs.esp
[X] Fallout3Tactics Food.esp
[X] Fallout3Tactics Wasteland.esp
[X] Fallout3Tactics Quests.esp
[X] Fallout3Tactics Weapons.esp
[X] Fallout3Tactics Weather.esp
[X] Fallout3Tactics Citys.esp


(All other files if you want to give other mods priority over Fallout 3 Tactics)

--------------------------------------------------------------------------------------------------------

Simply put...

1.: ... the .bsa files, the .esm files and the .esp files to your Fallout3/Data folder,

2.: ...check all the esps hwo's changes you want to be active.

3.: ...start your prefered fallout 3 launcher

4.: ...and check the flag at "Fallout 3 Tactics.esm and the other * Tactics.esp files."

5.: ...correct the load order per drag and drop, as instructed above.

Start the game, configure the mod at the ingame consoles at the Vault 101 entry and have fun.

You do not need to make an archive invalidation.




________________________

HOW TO UPDATE
________________________


1.: Put all the items from your inventory into a container.
2.: search an empty cell (for example the megaton rest rooms)
3.: Save.
4.: Update the files.
5.: Load your saved game.
6.: Save.
7.: Done.




________________________

WORDS ON COMPATIBILITY
________________________


- Fo3T is compatible with MMM, FWE and Fook2. With "compatible" i mean, that you won't have crashes with combining the plugins. But the balances will mess. I downloaded FWE, Fook 2 and MMM and will make some compa-patches regarding the damage and health balances.

- Project beauty. The NPC-plugin is incompatible with it. Project Beauty is a great mod, that alternates the faces of all NPC.

- You neither need CALIBR or FOSE.

- Marts monster mod. Fo3T brings a bunch of own edited monsters. But not as many as MMM. But you can try to play without the Fo3TCreature.esp and load MMM AFTER all Fo3t files, to override the Fo3T creature edits.

- MMM Increased spawns. Fo3T brings its own increased spawn system. For the sake of perfomance - don't use a second one. Or do, if your computer can handle it.

- Essential Followers. The default followers can be set to essential state (immortal) at the Fo3T configuration terminal or the portable terminal.

- Plugins hwo change Sydney can mess up her new apparel and her new hire option, if you use that plugin together with the NPC Plugin.

- Weather mods. Fo3T got a new weather plugin, that changes image spaces, water types, image space modifiers and so on. gregor_y said, that Fellout & my weatherplugin do work very fine together. I tried it and i must say, he's right. So i recommend you to go and download Fellout, if you don't use it already.




________________________

THE BUGS / SCARY THINGS
________________________


- Sometimes the weapons an actor pics up still disappear.
- Crashes to desktop with slower CPUs in Scrap City.
To prevent a crash, travel in by foot or from a near map marker.
- Some of the new weapons have no firemodes.
- If you hired a mercenary and that mercenary died, the next mercenary you meet will ask you for making a new contract.



________________________

THE CREDITS
________________________


2a:
---- Lautasantenni ---- For the permission to use his Experimental Advanced Power Armor model. Great to scare the children :)
---- Hengebob ---- For the search for tutorials about how to edit the .dds format properly, the Chinese weapon modder resource, and the Uber Grunt Armor.
---- KrimeMinister---- For the nice Nifskope Tutorials. Couldn't have done it without.
---- Bingles ---- For the extraordinary cool chainsaw plugin and the permission to use it. Hail to the King, baby!
---- HeroinZero ---- For the XM586, the Sturnmgewehr 44 and the Maschinengewehr 3.
---- Neunan ---- For the fireaxes and hatchets. Almost feel like Jack Nicholson in "The Shining"
---- DaiShi ---- For all of the weapons he made and the freely given permission for anyone to use them.
---- Alex378 ---- For the Tactical Assault Rifle modder resource.
---- Listenerr ---- For the Colt 6520. Almost feel like John Wayne.
---- SedPl ---- For the wonderfull backpacks. Built to resist.
---- Lord_Nighthawk ---- For the ever ammo hungry Belt Feed Miniguns. Eat it, baby.
---- Odin_ml ---- For the cool Avenger Minigun and the new chaingun sound. Mrs. Peel is very amused.
---- Antistar ---- For the weapons mod kit and the free permission to use the models.
---- atlanticmongrel ---- For the great Binoculars and the demounted sniper scope.
---- Honnou ---- For the Realistic Gunshots sound resource.
---- Meclizine (AKA WW2dude) ---- For the Home Brewed Sound pack.
2b:
---- Lexx ---- For the classic spear, the classic city killer combat shotgun and the classic laser pistol sound.
---- TheDamned ---- For the Fallout 3 Gunsounds.
---- RegentEagle ---- For the Various Stuff Resource and the Saloon resource.
---- Chai ---- For the Plasma Rifle Redesign plugin.
---- ClothesMinded ---- For the Army of two Facemask.
---- Polycrates ---- For the Pickelhaube Plugin.
---- Sinblood ---- For the Gas Mask Modder Resource.
---- Interfer0 ---- For the Teddybear backpack plugin.
---- Camon ---- For the Double Barreled shotguns, the STG44 and the MG42. RATATATATATATA
---- Farbentier ---- For the awesome sunglasses.
---- toxa01 ---- For the great F.E.A.R. Armor conversions.
---- The FEAR Developement team ---- For the great armors.
---- Martyr777 ---- For the absolute wonderfull Saw gun, the grenade launcher and the Laser Sniper rifles.
---- Masaharu ---- For the Vaultgirl Highscool uniform. *Cheer*
---- Foggier ---- For the Guan Dao.
---- PirataF3 ---- For the Skeleton Helmet.
---- Toloc ---- For the Brahmin Skull Mask. MUUUUUUHHHHH.
---- zaty1 ---- For te Kabar Knife.
---- mondwow ---- For the Machete - what is a wasteland without it?
---- Andersh ---- For the Diving Helmet, the Diving Suit, the Harpoon Cannon and the Football Gear.
---- Otto Destruct ---- For the Sweet Tooth mask.
---- Captain-Ultima ---- For the Monocle.
---- Inkhoshi ---- For the cool hightech Halberd.
---- Arashi1532 ---- For the Canister Rifle.
2c:
---- Conifer ---- For the M14 EBR Rifles, the cool Booney Hats and the Knitcaps. That stuff rocks!
---- TRENT1542 ---- For the Deringer and the M 1903 Sniper Rifle. Fits well into the game!
2D:
---- jimbobsquarepants ---- For his valuable comment about the .bsa files. Because of that i succesfully retried to pack the whole data files into .bsa archives. Be praised, jimbobsquarepants!
---- Martigen ---- For the tip with the MarkForDelete function and the permission to use the Wannamingos and Floaters.
---- Zenl ---- For the Floaters and the Wannamingos.
---- Skycappa ---- For the years of work he put into the mods he left back as modder resources. Thank you, thank you, thank you!




________________________

THE "LEGAL"
________________________


I hereby declare, that i not used a work or idea from another modder without asking permission, recieving it and giving proper credit. And i hope you did so too. I did not ask for permission when a modder already gave it in the readme.

If you want to use a part of this mod, please send me a short message with the mod idea or mod page you would like to use it for. Then you have automatically my permission to use what you want, EXCEPT:

If you see and want to use a part of this mod that was not done by me, please contact the original author instead. See the credit section, to know hwo you must ask for wich permission.
User avatar
Jonny
 
Posts: 3508
Joined: Wed Jul 18, 2007 9:04 am

Post » Wed Feb 16, 2011 4:06 am

Wow.

I was seriously considering turning off FWE and giving this a shot until I read the compatibility section - now I think I'll just run around in circles until it's done! This sounds brilliant.
User avatar
Vivien
 
Posts: 3530
Joined: Fri Apr 13, 2007 2:47 pm

Post » Wed Feb 16, 2011 12:07 am

Wow.

I was seriously considering turning off FWE and giving this a shot until I read the compatibility section - now I think I'll just run around in circles until it's done! This sounds brilliant.


Thanks.
The FWE compatibility list says Fo3T is incompatible, and i say so too. Nonetheless both plugins won't cause crashes, when you run both, but there are balance incompatibilitys with the weapon damage and the creature health and whatnot else. I'm working on that point.
A big advantage when running in circles is, by the way, that you never can run against a wall :D

Greetings,
Shubniggurath.
User avatar
Nichola Haynes
 
Posts: 3457
Joined: Tue Aug 01, 2006 4:54 pm


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