[WIP/RELz] Action Point Project

Post » Sat Feb 19, 2011 5:58 am

@jeffreybar: I overlooked how alternate start mods deal with tutorial quests. I assumed that they would automatically complete all chargen quests until I read about your problem. I believe they only finish the last chargen quest, "Escape!". But before I can say this problem is considered fixed for the next update, I want to ask: does the FWE alt-start version also finish the quest "Escape!"?

As for the next version is concerned, ETA is unknown. I've been working on a design document for my next project. However, I will put that on hold for a bit and finish the next update for APP.
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Charles Weber
 
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Post » Sat Feb 19, 2011 5:11 am

@jeffreybar: I overlooked how alternate start mods deal with tutorial quests. I assumed that they would automatically complete all chargen quests until I read about your problem. I believe they only finish the last chargen quest, "Escape!". But before I can say this problem is considered fixed for the next update, I want to ask: does the FWE alt-start version also finish the quest "Escape!"?

As for the next version is concerned, ETA is unknown. I've been working on a design document for my next project. However, I will put that on hold for a bit and finish the next update for APP.


Escape! does get finished, yes. Pretty sure that's the only one, though.
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Skivs
 
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Post » Sat Feb 19, 2011 9:04 am

Yea, I was going to say I was pretty sure Escape was still completed as I think a number of different things rely on that quest getting completed - should be a safe bet to use
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Gemma Flanagan
 
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Post » Sat Feb 19, 2011 12:24 am

I know one sure fire fix that will work for you, cause the mod is save game compliant for sure. Uncheck the APP mod and load up your save, it will spit warnings at you cause you removed a mod, just click yes, get in game, save, exit, recheck the mod, load your game. That will let you pull the mod out of the Load, so your game states it is not present, and when you readd it to the save it should kick in like a charm.


I tried this jury-rig, and it didn't work, unless I did it wrong. I disabled APP in FOMM, started the game, loaded up a game that was post-character selection (i.e., after "Escape!"), saved it with the mod unloaded, exited the game, re-enabled APP, and loaded that save. Still doesn't work. Guess I'll just have to wait for the update.
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Gavin boyce
 
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Post » Sat Feb 19, 2011 3:41 am

Version 0.30 BETA is uploaded!

Release Notes:
0.30 - APP is now in BETA stage.
APP will now load properly with alternate start mods.
Reduced AP usage by one point for pistols, rifles (non automatic), and 2h melee weapons.
Implemented a scaling health and head damage effect for extreme fatigue strain. See Fatigue for details.
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Siobhan Wallis-McRobert
 
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Post » Sat Feb 19, 2011 1:44 am

Version 0.30 BETA is uploaded!

Release Notes:
0.30 - APP is now in BETA stage.
APP will now load properly with alternate start mods.
Reduced AP usage by one point for pistols, rifles (non automatic), and 2h melee weapons.
Implemented a scaling health and head damage effect for extreme fatigue strain. See Fatigue for details.


Yay! Thanks. I'll try it when I get home.
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Sarah Bishop
 
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Post » Sat Feb 19, 2011 2:21 am

Yay for an update, getting FO installed on my backup PC since the gaming rig will be down for awhile, so will grab this and try it out soonish.
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Emma Parkinson
 
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Post » Sat Feb 19, 2011 5:01 am

So..... Any news or feedback on the current version?

The next version I believe will be considered final if I can figure out what else needs to be fixed or added.
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Chica Cheve
 
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Post » Sat Feb 19, 2011 12:53 am

Is this mod finished?

By the sound of the thread, it seems to be FWE compatible. And since I use FWE (amongst other files) I'm giving it a try.

Always a fan, BTW.
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Robyn Howlett
 
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Post » Sat Feb 19, 2011 6:05 am

I just tried this mod again, and removed the code that causes AP drain when running. I use the Sprint Mod, so AP drain from running is already covered.

I love it now.

You deffinitely need to add a feature to the menu that disables the use of action points when running, as doing so made this mod a must have for me.
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Sian Ennis
 
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Post » Sat Feb 19, 2011 11:47 am

Sorry, I am slow to reply these days, looks like Zenshin is too - anyways, this mod is basically complete at this point - I used it a bunch in my last play and it was great (I still kept running drains in, I always looked at it as Walking, Jogging, and Sprinting respectively since I would tie Sprint to the manual run button and then use toggle run to access the normal game running as well).

I do stick by you, though, that I would like to see the menu system expanded. I have never felt a menu means someone has to use it (as the author can still set the mod up at the settings they think are best to start with), it simply allows users who may have different tastes but still want the mod to make small adjustments to it and have the best of all worlds, but I do also respect the decision to not want to expand on it so much (skilled enough modders can simply make some quick edits themselves to get what they want out of it - I did this myself a little bit). Either way, its a great mod for those who miss a little of the old FO 1 & 2 experience while playing FO 3.
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sexy zara
 
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