This mod is the best fatigue modifier I've used; the sound is just perfect and the motion effects too. Maybe, like the Oblivion "Realistic Fatigue" mod, this one needs an option to increase the walking speed, but in FO3 it is not easy and I think it requires a lot of scripting (and I don’t know if it is possible). But for the base game settings, this mod works like a Swiss watch, is enough immersive to being not running all the time, and not intrusive in the gameplay adding menus and inventory items that we don’t need. Simply the best fatigue mod.
Does the AI suffer fatigue too? I don`t look forward to running away but having to stop cos I`m tired, but a Raider can keep up with me forever since he don`t suffer fatigue. AI needs to suffer it too.
No I'm afraid not, Fatigue only affects the player.
I remember there was a Fatigue Mod in Oblivion that made the Player AND NPCs suffer fatigue, so it must be possible in FO3.
Not necessarily. Fatigue in Fallout is just a leftover from Oblivion and many of the mechanisms that were in place in that game don't exist in this one. So it may not be possible to have it affect other characters. I managed to make it work using the Action Point mechanisms in the game, which to my knowledge aren't even used by other actors. At any rate, that would be way beyond the scope of my ability as a scripter. I'm quite surprised that I managed to do as much I did with this mod in fact, considering it was my first attempt at my own script.
I also like having it as a personal handicap. I found the game a little too easy my first time through and adding this mod makes it a bit tougher, without simply bumping up the difficulty slider. So I'm not really inclined to beat my head against the wall trying to figure out how to make it a universal penalty. I'm also working on a spawning mod right now that's taking up quite a bit of time, so I can't really see myself getting back to this one for awhile.
You might want to keep an eye on a mod called Action Point Project. It does pretty much the same thing as this one by the looks of it but it appears that the author is a more experienced scripter than I am. Maybe he can figure something out along those lines for you. Apparently he's added an ingame configuration menu for his mod so maybe he could add that in as another option. I can't see myself diving in that deep frankly, this mod works just fine for my game is is.
On 2 occasions when i became exhausted there was no way to recover my action points or remove the debuff even after unloading ALL of my equipment and reducing my weight to 0. I even rested for hours completely naked and still the exhaustion debuff would not go away nor were my action points coming back. Thus ruining my save because i could not recover AP or remove the stat debuff. The mod is a great idea but its still not worth using unless fixed. GL and thanks.
I haven't had internet access for awhile so I I'm a bit behind on these comments. I suspect you may be experiencing some sort of conflict somewhere, since I've never come across that problem. While testing I was very careful to make sure that the player didn't become crippled when being encumbered, even giving the character a large shot of extra fatigue so they would be able to get up off the floor and dump some stuff from their inventory to lighten their load. And the Action Points always recovered. It's also possible that your APs were so far into the negative that they simply need time to regenerate. It's not an instantaneous process, I've made no changes to the speed at which APs recover in the game and if you were at something like -150 or more, which is entirely possible, it will require some time to recover. So if you're too far into the red, it may take awhile. If there was a bug like you describe, I would never have posted the mod here. It's always worked fine for me, I've never encountered what you mentioned at all. And I tested that part of that part of it quite thoroughly.
Does the AI suffer fatigue too? I don`t look forward to running away but having to stop cos I`m tired, but a Raider can keep up with me forever since he don`t suffer fatigue. AI needs to suffer it too.
I remember there was a Fatigue Mod in Oblivion that made the Player AND NPCs suffer fatigue, so it must be possible in FO3.
Ok after almost a week of using this i must say it was neat but not without bugs. On 2 occasions when i became exhausted there was no way to recover my action points or remove the debuff even after unloading ALL of my equipment and reducing my weight to 0. I even rested for hours completely naked and still the exhaustion debuff would not go away nor were my action points coming back. Thus ruining my save because i could not recover AP or remove the stat debuff. The mod is a great idea but its still not worth using unless fixed. GL and thanks.
Running is just a multiplier of the walk speed so you can change the value and it will only affect that one part of movement. The value that controls walking on the other hand is the base speed and controls everything related to movement in the game. So you'd not only be changing the walking speed, but also running, sneaking, everything. Also, all the animations in the game are tied into a specific speed setting, so tampering with the base speed value can end up making a creature's movement look very odd.
Ultimately is was how slow the walk speed was that I couldn't take. I don't get why if people can increase just the players run speed, they can't increase *just* the players walk speed though.
Yes this mod is based on default settings. I can't possibly anticipate all the various ways that someone may have their games set up. If it's too harsh for some configurations then there's not much I can do about that. I have considered adding some options through a menu system, but I'm not going to bother with that if only a few people are going to be using this mod. I'm happy with the current settings for my own game, so unless there's a big demand there's no point in me adding a menu. So far only 67 people have downloaded this mod and that's just not enough to justify the extra work it will take to add any configuration options. And as I mentioned I don't really have a lot of leeway, at least as far as making things easier is concerned. If I lower things much further then there'd be no point in even using this mod as you'll be regenerating Action Points faster than you can drain them.
40 comments
No I'm afraid not, Fatigue only affects the player.
Not necessarily. Fatigue in Fallout is just a leftover from Oblivion and many of the mechanisms that were in place in that game don't exist in this one. So it may not be possible to have it affect other characters. I managed to make it work using the Action Point mechanisms in the game, which to my knowledge aren't even used by other actors. At any rate, that would be way beyond the scope of my ability as a scripter. I'm quite surprised that I managed to do as much I did with this mod in fact, considering it was my first attempt at my own script.
I also like having it as a personal handicap. I found the game a little too easy my first time through and adding this mod makes it a bit tougher, without simply bumping up the difficulty slider. So I'm not really inclined to beat my head against the wall trying to figure out how to make it a universal penalty. I'm also working on a spawning mod right now that's taking up quite a bit of time, so I can't really see myself getting back to this one for awhile.
You might want to keep an eye on a mod called Action Point Project. It does pretty much the same thing as this one by the looks of it but it appears that the author is a more experienced scripter than I am. Maybe he can figure something out along those lines for you. Apparently he's added an ingame configuration menu for his mod so maybe he could add that in as another option. I can't see myself diving in that deep frankly, this mod works just fine for my game is is.
I haven't had internet access for awhile so I I'm a bit behind on these comments. I suspect you may be experiencing some sort of conflict somewhere, since I've never come across that problem. While testing I was very careful to make sure that the player didn't become crippled when being encumbered, even giving the character a large shot of extra fatigue so they would be able to get up off the floor and dump some stuff from their inventory to lighten their load. And the Action Points always recovered. It's also possible that your APs were so far into the negative that they simply need time to regenerate. It's not an instantaneous process, I've made no changes to the speed at which APs recover in the game and if you were at something like -150 or more, which is entirely possible, it will require some time to recover. So if you're too far into the red, it may take awhile. If there was a bug like you describe, I would never have posted the mod here. It's always worked fine for me, I've never encountered what you mentioned at all. And I tested that part of that part of it quite thoroughly.
I remember there was a Fatigue Mod in Oblivion that made the Player AND NPCs suffer fatigue, so it must be possible in FO3.