[Relz] Fallout Fatigue

Post » Sat Feb 19, 2011 11:06 am

Version 2 is available. I've updated the readme so you can see how the mod works now.

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

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Requirements:

Fallout 3

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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.

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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.

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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.

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Installation:

The typical routine, just put the .esp file and the Sound folder in your Data folder then activate using your usual methods.

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Uninstallation:

Just delete the .esp file from your Data folder. In the Sound folder you'll find another one called Gasp. Just delete it.

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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.

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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.

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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
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Ashley Tamen
 
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Post » Sat Feb 19, 2011 1:30 am

Coming up for version 2:

Action Point penalties for carrying too much weight

A couple of perks:

Long Distance Runner - You gain 10 Action Points and your Endurance bonus modifier is doubled, so you lose less APs while running
Expert Swimmer - You can hold your breath for 30 secs before suffering from Oxygen loss. Your Endurance bonus modifier is doubled so you lose less Action Points while swimming

I still have to work out the mechanics of how swimming works for that last part. I haven't really been near any water since I started working on this mod.
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Josephine Gowing
 
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Post » Fri Feb 18, 2011 11:00 pm

So at this point the mod mostly is about realism and penalties - not much in the area of bonuses.

The classic fatigue mod for Oblivion is Realistic Fatigue and with its normal settings it did up the ability to carry more weight with the penalty of having less fatigue to do things like run or power attacks.

If that were added then I'd be using this ASAP. Currently I use FWE and Imps needs, so I have a lot of realism going on in my load order.

I don't use VATS either but with FWE (and on its own and I think FOOK too) comes bullet time and sprinting which both do eat up a lot of action points if you lean on them often enough.
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Nauty
 
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Post » Sat Feb 19, 2011 9:23 am

So at this point the mod mostly is about realism and penalties - not much in the area of bonuses.


Pretty much yes. After playing Oblivion with SM Encumbrance & Fatigue, I thought it was odd that I could go jogging right across the map without ever having to rest. So this mod addresses that. It also adds an element to combat since in a protracted battle, you might find yourself running out of Action Points and starting to suffer some combat penalties. Or, if you use VATS, you may use up all your Action Points in that mode and find yourself at a disadvantage if you still happen to have a few enemies around. This will make you think a bit more about how to go about things, instead of just rushing in with guns blazing. If you don't manage your Action Points well, you could find yourself in a heap on the floor and be easy pickings for your enemies.

The classic fatigue mod for Oblivion is Realistic Fatigue and with its normal settings it did up the ability to carry more weight with the penalty of having less fatigue to do things like run or power attacks.


But what Realistic Fatigue did there is already covered in this game. You can still move in Fallout if you're encumbered, whereas you were glued to the spot in Oblivion. So there's no possibility of adding any sort of bonus in that regard. It would be nothing more than a cheat if I simply allowed the player to carry more stuff. I'm just trying to make these sorts of things more realistic. If you trot off across the Wasteland, you're going to get tired at some point and need to rest. Same with carrying a bunch of stuff. I'm just factoring in some weight factors to my script now to make it more realistic. Even Fallout has room for improvement there since nothing really happens until you pass the threshold of encumbrance. You can move just as fast and as far at 99% of your CarryWeight as you can at 10%, but at 101%, you're suddenly forced to walk everywhere. There's plenty of room for some sort of transition there.

I don't use VATS either but with FWE (and on its own and I think FOOK too) comes bullet time and sprinting which both do eat up a lot of action points if you lean on them often enough.


But those don't let you go into negative Action Points. Once you reach 0 that's it, you can't use those abilities anymore. This mod lets you keep going the way you normally can into negative values. But if you do, you'll have to suffer some consequences.

The game is already easy enough, there's no real need for more bonuses. If I wanted to make things easier for myself, I'd just turn down the difficulty slider. I'm looking for ways to make the game a bit more of a challenge as well as have more tactical situations to consider. If I know that rushing that Raider up ahead is going to eat up the rest of my Action Points and leave me suffering penalties, then I will stop and think about whether there might be a better way to go about things. If I'm trotting off across the Wasteland and burn up my Action Points just traveling around, then that next Rad Scorpion that comes out of nowhere might end up being my swan song. I'll have to use my head alot more if I have to think about conserving my energy, rather than go rushing off everywhere like I can in the default game.
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Kit Marsden
 
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Post » Fri Feb 18, 2011 8:41 pm

I use Sm encumbrance and Fatigue with Nehrim right now so I'm familiar with it too.

Both SM and RF offer ini settings that allow you to carry slightly more with the idea that you will lose fatigue points faster (not hold as much) when more heavily encumbered. As I recall Sm also has settings you can use where you move slower depending upon how encumbered you are. Just walking not being as much a penalty a crawling in some instances. All in the SM readme/ini.

And yeah with the right ini settings either of those mods are cheats, but that is the glory of adding ini settings and such - options. To be honest on a new game with FWE in F3 or RF in Oblivion I do give myself greater bonus (not cheat, but more) then as the character grows take away higher limits.

FWE also has encumbrance limits that are settable via scripts. I may still try this, but was hoping for more dynamic range in adjusting AP available to encumbrance limits. As it is even with FWE settings there is always a hard limit to how much you can carry but if having a dynamic relation then you can carry more but have no ability to do fancy moves at all. To imitate practicably dragging the loot.

Of course with negative AP available I guess that could be a cheat.

Anyway - just feedback and impressions.

thanks
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carley moss
 
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Post » Fri Feb 18, 2011 11:57 pm

I look forward to giving this a good playthrough in various situations, it is the type of thing I look for in a mod. Have you looked at being able to recover faster if Sitting, Crouched or have better than average SPECIAL?
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Markie Mark
 
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Post » Fri Feb 18, 2011 11:57 pm


Both SM and RF offer ini settings that allow you to carry slightly more with the idea that you will lose fatigue points faster (not hold as much) when more heavily encumbered.


You're missing the whole point of those mods. They allow you to carry weight past your encumbrance level period. With vanilla Oblivion, one ounce past your encumbrance level and you don't move at all. Not one inch, in any direction. But Fallout already allows for that, you can still move while encumbered, but you're restricted to walking and no fast traveling. So how could I possibly add in a comparable bonus with this mod without it becoming a cheat? And since the Game also doesn't even have Fatigue as a game mechanic, other than in Hand to Hand combat, it's pointless to even compare this to those Oblivion mods.

As I recall Sm also has settings you can use where you move slower depending upon how encumbered you are. Just walking not being as much a penalty a crawling in some instances. All in the SM readme/ini.


No, it just added in the same walk when encumbered mechanism that Fallout has.

And yeah with the right ini settings either of those mods are cheats, but that is the glory of adding ini settings and such - options.


Well I'm sorry but my scripting abilities are limited. I just don't have the ability to do something like that. In fact I'm not even sure if it's possible with Fallout. I'm pretty sure that ini files in Oblivion are only possible because of some OBSE function that FOSE doesn't have. Maybe in time I can add in a menu function for having some player options, but since this is my first real script I'm rather restricted in what I can actually do. I'm actually surprised and amazed that I've made it as far as I have, I think overall this mod is evolving nicely.

That's a key word there BTW, evolving. You're expecting the complexity of something like Realistic Fatigue, but even that mod didn't start out being as complex as it is now. ABO gradually added more and more to it as time went on, it didn't spring fully developed in one single moment. So maybe you should just cut me some slack on this and see what I can come up with instead of mentioning how much it's lacking compared to more fully developed mods that have been worked on for many years.

I may still try this, but was hoping for more dynamic range in adjusting AP available to encumbrance limits.


Well actually if you're using FWE, or at least the Sprint mod, then there's no point in even trying this one. The Sprint mod forces you to walk if your action points get too low, which completely defeats the purpose of this mod. I'm not sure if Sprint is optional or not with FWE, but it doesn't work well along with this mod. I really wish he had chosen a method of adding a limit to the ability without imposing a game mechanic on any other mod that might do something different with Action Points.

As it is even with FWE settings there is always a hard limit to how much you can carry but if having a dynamic relation then you can carry more but have no ability to do fancy moves at all.


What is with this obsession of being able to carry more? Why should every new game mechanic mean having some sort of bonus? Why not simply try and make things a bit more realistic and perhaps tactical? The game is too easy by default, that's why FWE was created in the first place. This mod just uses another approach to make things more challenging for the player. I'm not interested in bonuses and making the game easier. As I mentioned, if that's what I was after, then I'd simply just lower the difficulty setting a little. I want something in the game that makes me use my head a bit more, to make me think a bit more tactically. This mod does that by making sure that I can't simply rush into a battle, and take on an army of Super Mutants without some sort of consequence. I have to make sure now that I don't run out of steam half way through the battle, and end up in a heap on the ground. Which means taking the time to think about how I might be able conserve, or at least replenish, my energies in the middle of it all.
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Mizz.Jayy
 
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Post » Sat Feb 19, 2011 2:23 am

Have you looked at being able to recover faster if Sitting, Crouched or have better than average SPECIAL?


Well I have looked into that sort of thing, but the functions available are kind of limited. I do however have an Endurance bonus, though it doesn't really factor into recovery so much as the loss. The current formula for Action Point loss while running is " -.75 + (player.getav Encumbrance / 50)" every 1/10 of a second. A perk that's going to be available in the next version will double the Encumbrance bonus, dividing that AV by 25 instead of 50. I've also added a 10% increase in the base modifier if you're carrying more than 75% of your CarryWeight limit, plus going over your limit will start to use up Action Points, though not as much as running. I'll probably be adding in an exponential penalty system for that, the same way I've done for running. I haven't quite figured out how I'm going to deal with that exactly yet. But you do bring up a good point though,I haven't really looked into having bonuses in that way all that much yet.

PS: That's actually a good point, I think I'll see about adding in Endurance as a factor in recovery as well as the loss. I had another look at the Condition Functions available and there really isn't anything I can work with in that regard. There's no such thing as an IsSitting function, or even an IsStanding and doing nothing at all. There's is an IsSleeping one, but that's kind of pointless for the purposes of this mod. You recover quite quickly once you're no longer running or engaging in combat. Starting from a complete collapse, you'll be back to full strength by the time your Action Points have reached 100% again.

PS: Ok, that wasn't hard to do. I now have a RecoveryBonus modifier of player.getav Endurance * .025, and I might look into having that as a factor in recovering Action Points as well. I wasn't very successful turning off the fActionPointRestoreRate setting, but maybe I'll have better luck at boosting it instead. It's going to be a hassle trying to come up with some decent default values with all these new variables though.
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ANaIs GRelot
 
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Post » Sat Feb 19, 2011 4:39 am

Damn, I think I'll have to start from scratch with setting the default values, especially now with the Endurance bonus factored in. I've been setting things up based on the character I usually play so all the defaults are based on those attributes. I'm going to run with a character that has all attributes set to 5 in order to set my base rates, then work from there. I could use a little input here though. What do you think a good run would be for a character with 5 Endurance? I was going from the Megaton Gate to the Springvale Elementary door and almost half way back before my character collapsed from Fatigue. That was with an Endurance value of 7. Is that too much, too little? Opinions would be greatly appreciated at this point.

Still no luck on getting fActionPointRestoreRate to do anything though. Does getgamesetting actually work in this game, or do I need to use some other command? I ran into that with SetQuestDelay, I was using the Oblivion command and it didn't do anything, so I'm kind of wondering if the same is true here.
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Fam Mughal
 
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Post » Fri Feb 18, 2011 7:49 pm

Well I'm not trying to get into an argument here - but I disagree on a few things.

I don't think I missed the whole point of the Oblivion fatigue mods - they do handle the movement issue but also more than that as well. Yes I understand that RF was not that complex at first - just consider the dialogue about possible future features to consider.

Now if there is any trend I've seen in Fallout modding it is the trend toward penalizing the player with realism ... FWE does that, Triage, Imps complex needs, powered power armor, etc - it seems to me since F3 is so easy when vanilla that this is the area most people focus on (making it tougher).

Encumbrance max can make the game easier, but not by a whole lot. I personally don't believe that raising encumbrance max at the penalty of less action points is a cheat or uber powered by any means. I don't think it realistic that I can still walk at the same pace or have negative action points to tap into when weighed down. That is the main point of RF for me - it turns the fatigue bar into a measure of how quick and dramatic the character can act - and the more I carry the more resources I have but the penalty is pretty steep as the character can fight for only a short amount of time. In my oblivion games fatigue is more important to watch than health or magicka because with RF if you go down to zero you are almost passed out and prone to attack. So, the realism is there in full effect. While yeah it is ridiculous to carry 10 guns - it could be done, but you would be greatly encumbered and moving slow and clumsy and that is a major penalty when a group of talon mercs or enclave descend upon you with a quickness.

Out in the desert in real life I could lug 20 guns on a piece of canvas I was dragging, way past my normal encumbrance - but I'd be slow as a snail and not able to respond very fast to any threats.

It is your mod and so yeah I'm showing up with my wishlist - I recognize that - so however you wish of course is what it will be. No offense meant. And glad to see you work on this.

As for ini files in F3 I know of only one mod that has an ini and that is http://www.fallout3nexus.com/downloads/file.php?id=9801. I know little about how ini files are constructed except that referencing it is set up in the scripts so I think it is possible to a degree with FOSE, but totally uncertain of the extent or what game settings can be accessed that way.

Most F3 mods are menu driven (not necessarily a bad thing).

Yes most FWE features can be turned off.
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Pat RiMsey
 
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Post » Sat Feb 19, 2011 6:37 am

Still no luck on getting fActionPointRestoreRate to do anything though. Does getgamesetting actually work in this game, or do I need to use some other command? I ran into that with SetQuestDelay, I was using the Oblivion command and it didn't do anything, so I'm kind of wondering if the same is true here.


I'm not sure how gamesettings worked in Oblivion, but I spent a few weeks figuring out all the ways they don't work in Fallout. When I get back to my play computer I'll shoot you a few of my scripts dealing with game settings and their workarounds. Hopefully some of my headaches will save some of yours.
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Crystal Clear
 
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Post » Sat Feb 19, 2011 9:26 am

Well in Oblivion, the getgamesetting command would let you call up any of the game settings so you could modify them in a script. I noticed on the GECK Wiki though that this setting, while supposedly being used in Fallout, was being referenced in the CS Wiki site as far as an explanation of how it worked was concerned. So I'm kind of wondering if it doesn't actually do anything with this game. My efforts to do anything with fActionPointRestoreRate would kind of support that view. I originally tried to shut it off completely, setting a value of 0 in the script, but that didn't work. And just recently I tried setting it to 25 to increase it but that had no effect either. The default in the GECK is 4, though I have no idea what kind of time frame that's working in. I don't see it being +4 every 5 seconds since it increases alot smoother than that. At any rate, a value of 25 should have maxed out my Action Points almost immediately, but it didn't seem to increase the regeneration rate any more than usuall.
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Claire Jackson
 
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Post » Sat Feb 19, 2011 1:40 am

this is very interesting. i wonder if you would consider making non-vats versions of perks that restore APs, like the one that gives you APs for every kill. that would give you a way to restore APs in combat and would, i think, be specially useful for melee and unarmed combatants considering the higher AP cost they have for attacking vis their ranged counterparts.
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KIng James
 
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Post » Sat Feb 19, 2011 5:44 am

this is very interesting. i wonder if you would consider making non-vats versions of perks that restore APs, like the one that gives you APs for every kill. that would give you a way to restore APs in combat and would, i think, be specially useful for melee and unarmed combatants considering the higher AP cost they have for attacking vis their ranged counterparts.


I'm actually planning on making a no-VATS Perk package. I already have a few that I've adapted for my own game, ones like Concentrated Fire. The Grim Reaper Sprint is a bit trickier though. Unless the IsKiller function works like I'd want it to, there doesn't seem to be any function that allows for what you're asking. I haven't had a chance yet to try it out though, so far it's just an notion to try. And I'm getting some ideas for the Mysterious Stranger. It might be possible to have him appear out of VATS using the PlaceAtMe function then just use some sort of timer to have him disappear with the Disable/MarkforDelete functions from the game. Again it's just a theory though. Ones like Gunslinger and Commando are pretty easy to do however, I just make it more likely that you can do a Critical Hit with those types of weapons. With Concentrated Fire, I have it set so that you get a 25% increase in your chance to make a Critical if your previous hit was also a Critical. Plus you do 25% more damage under the same circumstances. At least Action Boy/Girl is now useful as is with this mod, I don't need to make any changes to those anymore.
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Ruben Bernal
 
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Post » Sat Feb 19, 2011 2:20 am

Version 2 is now available. I've done a major overhaul of the various settings in the mod, making them more efficient. In the process, I found a way to make most the of the various setting and modifiers work together with a single in game setting, fActionPointsRestoreRate, so now if any other mods make a change to that value, this one will still remain in balance. I also added weight modifiers, so the more you carry the more Action Point and Fatigue you burn off. This included being encumbered and carrying over your limit. Most players will have a hard time carrying anything over 20% of the carry limit for any distance. I've also added a couple of Perks, Long Distance Runner and Swims Like a Fish which extend the distance you can travel while engaging in those type of activities. I've updated the readme included in this thread if you want more details in how the mod works now.

I've also fixed an issue that some people where reporting regarding a steady Action Point drain while standing still. It turns out that having the Always Run key enabled counts as running even when you aren't, so there was a steady loss in Action Points under those circumstances. I've now set it that you have to be running and actually moving in order for the Action Point drain to occur, which fixes that issue.

If you tried the original version already, you'll find this one a bit more lenient. Due to the way I've adjusted the settings, you can now run for a little bit longer before exhausting your Fatigue and collapsing to the ground. The exception to this though is if you're carrying a very heavy load. A complete collapse is also no longer a guarantee, you'll probably find yourself only tripping and getting back up again. Though a complete collapse is still possible under certain circumstances.
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Sabrina garzotto
 
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Post » Fri Feb 18, 2011 9:13 pm

Thank you for taking those requests and suggestions.

I just did a round of updates for Oblivion and was about to play but this is in the que for Fallout additions.

Downloaded.
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Catharine Krupinski
 
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Post » Sat Feb 19, 2011 4:26 am

Thank you for taking those requests and suggestions.


Well I didn't actually, at least not the ones who were bringing up. I didn't raise the max encumbrance at all, I just made it so that you can't carry around a whole bunch of stuff without any sort of penalty. If anything you'll be able to carry less because the Action Point and Fatigue loss will force you to drop some things if you want avoid ending up falling to the ground. This mod is still about realism and penalties, not bonuses. The only real bonuses I've added are the perks. As for your ini file, due to the way this mod is now structured, I don't see that as being necessary. Almost all of the modifiers are percentage based values of 2 main values, one of which is derived from the other. And that value is derived from an ingame setting. So there's very little to adjust. I could consider having a menu in the future that would allow the player to select easy, medium and hard values, but that's about it. This mod isn't nearly as comprehensive as the Oblivion Fatigue mods, partly because that mechanism has very little impact on the default game. That's why I had to tie Fatigue in with Action Points, since there was no way to do it directly like you can in Oblivion. Overall though I think the two ended up tying in nicely together, and it allowed me to kill two birds with one stone. As I've mentioned in the readme, this was originally just a way to make Action Points useful in my non-VATS game, but it's evolved into much more. It's adding a level of realism that just didn't exist before. Now not only do I need to eat, drink and sleep, but I also get tired from exerting myself and have to rest.

BTW. Since you're an FWE user, take note of the mention I made about compatibility with the Sprint mod, which is integrated with FWE. If you want this mod to work properly with it, you're going to need to make a minor change in the Script script. It won't affect Sprint in any way, it will still function like it normally does. All it does is remove one of two possible ways for the sprint to end, leaving the other one in place. But that other condition was causing a conflict with this mod that forced the player to walk after using up a certain amount of Action Points. So you really couldn't run very far at all with both mods working.
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Darrell Fawcett
 
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Post » Fri Feb 18, 2011 8:23 pm

BTW. Since you're an FWE user, take note of the mention I made about compatibility with the Sprint mod, which is integrated with FWE. If you want this mod to work properly with it, you're going to need to make a minor change in the Script script. It won't affect Sprint in any way, it will still function like it normally does. All it does is remove one of two possible ways for the sprint to end, leaving the other one in place. But that other condition was causing a conflict with this mod that forced the player to walk after using up a certain amount of Action Points. So you really couldn't run very far at all with both mods working.

Hmmm - well I've never used the original sprint mod and I just scanned through the scripts related to sprinting in FWE and cannot find the line you reference at all:
if(player.getav actionpoints < apTick || SprintSettings.timeOut > 0)
I'm thinking that they have altered the script further themselves as per the top of the main script:
;Sprint script created by Michael Justice, edited by Kai Hohiro

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Rozlyn Robinson
 
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Post » Sat Feb 19, 2011 3:48 am

Hmmm - well I've never used the original sprint mod and I just scanned through the scripts related to sprinting in FWE and cannot find the line you reference at all: I'm thinking that they have altered the script further themselves as per the top of the main script:


Oh, well maybe they did away with that Action Point restriction themselves. It would be nice if they did. I don't use FWE so I'm not sure how it works there, I'm just going by the original Sprint mod. The version I have interferes with this mod without that edit. The line I removed was actually redundant since there were two ways of ending the Sprint, both of which worked just fine. Removing the one still left the other. Unfortunately, I find that I still don't like how the mod works. It keeps toggling my Always Run key on me, which gets really annoying after awhile.
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sally R
 
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Post » Fri Feb 18, 2011 11:04 pm

Well just to be sure - does this look like the script:

Spoiler
;Sprint script created by Michael Justice, edited by Kai HohiroScriptname SprintScriptshort setOnceshort msgOnce;Sprint variablesfloat sprintSpeedshort healOnce;AP drain variablesshort apTickfloat apTimer;Sound variablesfloat breatheTimershort isAPLowshort isBreathing;View bob variablesfloat shakeTimerref explosionRef;FOV variablesfloat defaultFOVfloat default1stPersonFOVshort FOVChangefloat currentFOVfloat FOVIncrease;Controlsshort sneakKeyfloat sensitivityshort reSneakshort reEqpWepfloat reEqpWepTimershort reWalkBegin GameMode;Set controlsif(SprintSettings.customKey == 0)	if(getControl 9 != -1)		set SprintSettings.runKey to getControl 9	elseif(isKeyPressed SprintSettings.runKey == 0)		setControl 9 SprintSettings.runKey	endifendif;Add menu item;if(player.getItemCount sprintMenuArmor < 1);	player.addItem sprintMenuArmor 1;endif;Soundsif(SprintSettings.isSprinting == 1 && SprintSettings.breathingSound == 1)	if(isBreathing == 0 && player.getav actionPoints < player.getbaseav actionPoints / 4 && breatheTimer <= 0)		set isBreathing to 1	endifendifif(breatheTimer > 0)	set breatheTimer to breatheTimer - getSecondsPassedelse	if(isBreathing == 1)		if(player.getav actionPoints < player.getbaseav actionPoints / 4)			if(GetPCIssix Male == 1)				playSound SprintBreatheLoop			else				playSound SprintFemaleBreatheLoop			endif			set breatheTimer to 8		else			if(GetPCIssix Male == 1)				playSound SprintBreatheEnd			else				playSound SprintFemaleBreatheEnd			endif			set isBreathing to 0			set breatheTimer to 10		endif	endifendif;Triggers a HUD shudder regularly while sprintingif(SprintSettings.isSprinting == 1 && shakeTimer < 0 && SprintSettings.headBob == 1)	set explosionRef to player.placeAtMe SprintExplosion		explosionRef.disable	explosionRef.markForDelete		set shakeTimer to 1endifif(shakeTimer >= 0)	set shakeTimer to shakeTimer - getSecondsPassedendif;Damage the player's action points every 1/10 seconds if they're sprintingset apTick to (25 - player.getav endurance) * SprintAPMultif(SprintSettings.isSprinting == 1 && apTimer < 0)	set apTick to apTick / 10	player.Damageav ActionPoints apTick	set apTimer to 0.1endifif(SprintSettings.isSprinting == 1 && apTimer >= 0)	set apTimer to apTimer - getSecondsPassedendif;Repairs the damage we did to the player's legif(healOnce == 1)	player.Restoreav LeftMobilityCondition 1	set healOnce to 0endif;Smoothly widens or narrows the FOV as necessaryif(FOVChange == 1)	set currentFOV to currentFOV + 1	con_SetCameraFOV currentFOV	if(currentFOV >= defaultFOV + FOVIncrease)		set FOVChange to 0	endifSetNumericIniSetting "fdefault1stpersonfov:display" default1stPersonFOV ;Changing the FOV also changes this, so we need to change it back to its defaultendifelseif(FOVChange == -1)	set currentFOV to currentFOV - 1	con_SetCameraFOV currentFOV	if(currentFOV <= defaultFOV)		set FOVChange to 0	endifSetNumericIniSetting "fdefault1stpersonfov:display" default1stPersonFOVendif;Tries to make sure the player's weapon gets re-equipped if they stop sprinting while the weapon is still being put awayif(SprintSettings.isSprinting == 0 && reEqpWep == 1 && reEqpWepTimer > 0)	set reEqpWepTimer to reEqpWepTimer - getSecondsPassedendifif(player.hasperk SprintChargePerk == 0 && reEqpWep == 1 && reEqpWepTimer <= 0)	tapControl 4	set reEqpWep to 0endif;Forces the player into run mode if necessaryif(SprintSettings.isSprinting == 1 && player.isRunning == 0)	tapControl 10	set reWalk to 1endifif(SprintSettings.isSprinting == 0 && reWalk == 1)	tapControl 10	set reWalk to 0endif;Counts down timeoutif(SprintSettings.timeOut >= 0)	set SprintSettings.timeOut to SprintSettings.timeOut - getSecondsPassedendif;Prevents sprinting right after firing or aiming a weaponif(SprintSettings.isSprinting == 0) 	if(isControlPressed 6 == 1)		set SprintSettings.timeOut to 0.5	endif	if(isControlPressed 4 == 1)		set SprintSettings.timeOut to 1	endifendif;Prevents inadvertant walkingif(player.getav actionpoints < apTick || SprintSettings.timeOut > 0)	disableControl 9else	enableControl 9endif	;Begins the sprintif(SprintSettings.isSprinting == 0 && isKeyPressed SprintSettings.runKey == 1 && player.IsMoving == 1 && player.getav ActionPoints > apTick && player.getav LeftMobilityCondition > 0 && player.getav RightMobilityCondition > 0 && player.IsSwimming == 0 && player.getav InventoryWeight <= player.getav CarryWeight+1 && IsControlPressed 6 == 0 && SprintSettings.timeOut < 0 && getPlayerControlsDisabled 1 0 1 0 1 0 0 == 0)	set SprintSettings.isSprinting to 1	if(SprintSettings.customKey == 0)		setControl 9 -1	endif	if(SprintSettings.allowStrafe == 0)		disableControl 2 ;Disables left and right strafe		disableControl 3	endif		set sprintSpeed to (player.getav agility * 8 + 40 * (1 - .75 * player.getav inventoryWeight / player.getav carryWeight)) * SprintSpeedMult	player.modav SpeedMult sprintSpeed		if(SprintSettings.FOVChangeOn == 1)		if(FOVChange == 0)			set defaultFOV to GetNumericIniSetting "fDefaultWorldFOV:display"			set default1stPersonFOV to GetNumericIniSetting "fDefault1stPersonFOV:display"		endif		set FOVChange to 1		set currentFOV to defaultFOV		set FOVIncrease to sprintSpeed / 10	endif	player.Damageav LeftMobilityCondition 1 ;Damages the player's leg in order to force the game to reevaluate the player's speed	set healOnce to 1	if(player.IsWeaponOut == 1) ;If the player had their weapon out, remember to re-equip it later		set reEqpWep to 1		set reEqpWepTimer to 0.7	endif	if(player.isSneaking == 1) ;If the player was sneaking, remember to go back to sneaking later		set reSneak to 1	endif	if(player.hasperk SprintChargePerk == 0)		DisablePlayerControls 0 0 1 0 0 0 1	else		DisablePlayerControls 0 0 0 0 0 0 1	endif	if(SprintSettings.turnRad > 1)		set sensitivity to getNumericIniSetting "fMouseSensitivity:controls" 			set sensitivity to sensitivity / SprintSettings.turnRad		setNumericIniSetting "fMouseSensitivity:controls" sensitivity	;increases turning radius	endif	if(SprintSettings.blur == 1)		iMod SprintBlur	endif		player.addPerk SprintChargeSpreadPerkendif;Ends the sprintif(SprintSettings.isSprinting == 1 && (player.IsMoving == 0 || IsKeyPressed SprintSettings.runKey == 0 || player.getav ActionPoints < apTick / 10 || player.IsSwimming == 1 || player.getav LeftMobilityCondition <= 0 || player.getav RightMobilityCondition <= 0 || player.getav InventoryWeight > player.getav CarryWeight+1 || IsControlPressed 6 == 1 || SprintSettings.timeOut > 0 || getPlayerControlsDisabled 1 0 0 0 1 0 0 == 1))		set SprintSettings.isSprinting to 0		if(SprintSettings.allowStrafe == 0)			enableControl 2			enableControl 3		endif		set sprintSpeed to sprintSpeed  * -1		player.modav SpeedMult sprintSpeed		if(SprintSettings.FOVChangeOn == 1)			set FOVChange to -1		endif				player.Damageav LeftMobilityCondition 1		set healOnce to 1		EnablePlayerControls 0 0 1 0 0 0 1		if(reEqpWep == 1 && player.hasperk SprintChargePerk == 0) ;Re-equip the player's weapon if they had it out before the sprint			TapControl 4		endif		if(reSneak == 1) ;Goes back to sneaking if necessary			tapControl 8				set reSneak to 0		endif		if(SprintSettings.turnRad > 1)			set sensitivity to sensitivity * SprintSettings.turnRad			setNumericIniSetting "fMouseSensitivity:controls" sensitivity ;Returns the turning radius to normal		endif		if(SprintSettings.blur == 1)			riMod SprintBlur		endif		set SprintSettings.timeOut to 1			player.removePerk SprintChargeSpreadPerkendif;ShowMessage SprintDebugMessage, SprintFOSEVersionEnd
Maybe I'm looking at the wrong one.
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Luis Reyma
 
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Post » Fri Feb 18, 2011 8:15 pm

Yes it is, and this is the part where that line used to be:

;Counts down timeoutif(SprintSettings.timeOut >= 0)	set SprintSettings.timeOut to SprintSettings.timeOut - getSecondsPassedendif


So they have indeed already removed it. That's good to know, it means there's no compatibility issues with FWE. It strikes me that someone using FWE would be the kind of player that would find this mod the most interesting.
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..xX Vin Xx..
 
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