Fallout 3

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sELFiNDUCEDcOMA

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sELFiNDUCEDcOMA

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About this mod

Adds the Sprint-O-Matic and Grenade-O-Matic modules to your Pipboy. Adding and automating sprinting based on action points and, the quick-throwing of your grenades, right out of your inventory without having to equip over your current weapon!

Permissions and credits
Name: FPS Grenade and Sprint Keys
Version: 1.6
Date: 20/09/2015
Category: Gameplay Effects and Changes

Requirements: Fallout Script Extender (FOSE) is required; won't work without it! There's this video if you need help installing and using it.


Author/Site: www.sELFiNDUCEDcOMA.com

Other available mods from Fallout 3 Redux:
> Better Food Textures
> SweetFX SMAA Based Shader Suite



[size=+1]///// OVERVIEW /////[/size]

Adds the Sprint-O-Matic and Grenade-O-Matic modules to your Pipboy. Adding and automating sprinting based on action points and, the quick-throwing of your grenades, right out of your inventory without having to equip over your current weapon!

If you like this mod then please endorse it so as to let others now as well :).


[size=+1]///// UPDATE 1.6 /////[/size]

GRENADE updates:

- Grenades added to the Grenade-O-Matic cycle/throw system will now persist across saves, even upon exiting your game and restarting.
- You now can remove grenades that you don't want to use via the Grenade-O-Matic; same process as adding them, whilst in inventory and grenade selected, hold the G key and a message will appear.
- NEW: smaller (DarnUI) set icons for HUD -- actually, they're around 3 years old for me ;).
- NEW: added a check for the EVE "Shredder grenade" so that it should display a unique icon and label for these via the HUD now.

SPRINT updates:

- NEW: can now set sprint speed multiplier rate via Sprint-O-Matic menu -- cycles through 0.75, 1 (default), 1.25, 1.5, 1.75 and 2.0
- NEW: can now set AP usage on/off via Sprint-O-Matic menu
- NEW: now uses a new sprint formula, should be slightly to moderately higher depending upon your stats: Agility, Endurance and carry weight.
- NEW: can now set it to use the OLD sprint formula via Sprint-O-Matic menu
- NEW: now uses a new AP drain formula based upon your Agility, Endurance, Strength and carry weight. The last one is a big one, in that the less you carry, the longer you can sprint for ;).
- NEW: can now set it to use the OLD AP drain rate formula via Sprint-O-Matic menu
- NEW: can now toggle Power Armor sprinting on/off via Sprint-O-Matic menu -- default is OFF.
- FIXED: when switching to 3rd person view, camera is now at the correct distance from player avatar -- this inherited feature from the original sprint mod has really bugged me for ages.

Update INSTALL notes:

If you are installing this over the top of a previous version, do reinstall all files inclusive of textures and the HUD xml files -- making sure to follow the install instructions below if you are using something like DarnUI.


[size=+1]///// UPDATE 1.5 /////[/size]
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[size=+1]///// UPDATE 1.4 /////[/size]
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[size=+1]///// UPDATE 1.3 /////[/size]
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[size=+1]///// DESCRIPTION /////[/size]

This is a mod I created for an overhaul mod -- Fallout 3 Redux -- I've been working on for over a year now. I decided to make this part of it available as a standalone.

If you're like me you found the Fallout 3 VATS to be novel at first and then too much of a gimmick later on that only made the game too easy. I can understand why Bethseda included VATS, but, I played all of New Vegas without using it once and that is how I play Fallout 3 now. That makes action points useless, that is unless you use something like Lork's sprint mechanic which utilises action points for sprinting.

Very nice work and a neat solution that this mod builds upon.

I used his solid work as a foundation in creating my own FPS grenade key quick-throw mechanic. I also used Imp's HUD Counter Template modder's resource in order to add the grenade type and count to the game HUD. In all it is at least a week's work of coding and testing to get it all working.

Since it took up a week's time and works on its own as a mod, I decided to provide this not only to those who want to use it as a standalone, but, those who also wish to incorporate it into their own mod developments.

Aren't I nice.



[size=+1]///// Grenade-O-Matic USAGE /////[/size]

Uses two keys to cycle through grenade types and throw them. These keys can be set via the custom menu mentioned below. To throw a grenade, you need to hold down the throw key long enough to equip it, prime it, build up some power so that once you release it doesn't land in front of you. Just tapping will only equip briefly before your main weapon is re-equipped again.

In certain circumstances the throw key won't work, partly to make sure it doesn't get broken by a bug, and partly for balancing reasons. For example if you're sprinting it won't work, if you're zooming or blocking it won't work -- the grenade type and count addition to the HUD will actually disappear to reflect this.

Any grenade type not known will come up as "UNKN:" which shouldn't happen for all vanilla grenade types and those introduced by the official DLCs -- unless I missed one. Regardless, the mod should still work and you can "check" what grenade it is by tapping the grenade throw key. This will quickly equip and then unequip the grenade allowing for a visual check.

I've currently made it so that if you have a grenade type specifically equipped then you cannot "equip" it via the cycle key to throw -- if already selected it will move to the next available or display nothing if none are. Seemed stupid to me to have two ways of throwing the same grenade, better to allow for two different types to be thrown.

If an equipped grenade has only the one left, then the HUD type and count addition will be in red. If you have no grenades to equip then the cycle and throw keys will not work as there is nothing for them to do.


----------------- Customizing Keys:

You can set your grenade throw (G) and cycle (H) keys via the "[Grenade-O-Matic]" menu object found via your inventory AID menu -- should be at the bottom.


-----Adding Grenade Types:

You can add additional grenade types to the system that are provided by other plugins. These should be loaded first in your load order followed by this plugin. Then in game, equip the grenade via the inventory that is not recognised at all by the system, then press and hold your grenade throw (G) key whilst still in your inventory. A message will display informing you it has been added to the GrenadeList form used by the Grenade-O-Matic. You will then be able to cycle these grenades and throw them -- they will appear as an unknown grenade type. To remove grenades, repeat this procedure.



[size=+1]///// Sprint-O-Matic USAGE /////[/size]

It's a mod of Lork's that functions pretty much the same as his. Basically, you hold down the forward AND sprint key -- default is the current run key -- and as long as you are not at your max carry weight or exceeding it, you will unequip your weapon and begin to sprint forward. This will stop once you release the sprint (or forward) key, or, you run out of action points.

Lork did such a good job of it that it even remembers whether you were standing or crouched (sneaking) at the start so that it will then return back to that stance state. This allows you to quickly move from one piece of cover to the next.

CHANGES: with update 1.6 there is now a new sprint & AP drain formula in use. The effect is that most people will see an increase in sprint speed, along with, being able to sprint for longer depending upon how much they are carrying and other stats. So, the effect is far more dynamic.


----------------- Perks Added:

Tackle: sprint into a hostile enemy (they have to be hostile) to attempt to tackle them. Your strength and unarmed skill will be compared to their strength and endurance, and if you win, they'll be knocked over. If you lose by too much you might be knocked down yourself, so watch out! Attempting a tackle takes 1/4 of your AP, so don't waste it all on the way there.

Charge!: with this perk you can keep your weapon out while sprinting. Don't expect to be very accurate while you're doing this, though.


----------------- Customizing Keys:

You can set your sprint (R SHIFT) key via the "[Sprint-O-Matic]" menu object found via your inventory AID menu -- should be at the bottom.



[size=+1]///// INSTALL /////[/size]

First if you don't have it already, you are going to need to install and setup Fallout 3 to use Fallout Script Extender (FOSE).

Second, your going to either have to manually set archive invalidated or use Fallout Mod Manager (FOMM) to do this automatically for you -- or ArchiveInvalidated invalidated. I'm not going to tell you how to do these, try searching Nexus or Googling it ;).

Then:
1. Extract the mod files to a temporary location.
2. Examine the folder structure and make corrections where necessary.
3. Copy files to (install folder)\Fallout 3\Data\
4. Start Fallout Launcher click 'Data Files', place a checkmark beside the Sprint- and Grenade-O-Matic.esp file.
OR: Run Fallout Mod Manager and checkmark the file in the mod list and then Launch Fallout 3.


----------------- Darn UI & Helm POV:

I've added support for Darn UI and Helm POV. What you need to do is go to your "menus\main" folder. There you will find a bunch of folders starting with "OPT_". Open the one you need then copy the "hud_main_menu.xml" there and go back to your "menus\main" folder and paste it over the version found there. FYI: the "OPT_Vanilla" folder version is the one that is already there; it's just a back-up copy.

Also you then need to go to your "menu\prefabs\F3REDUX" folder where you will find 2 similar folders. Again the "vanilla" option is just a backup, if you want to use Darn you should then copy the "F3REDUX_HUD.xml" file from "OPT_DARNUI" and copy it over the version found in "menu\prefabs\F3REDUX."


----------------- Optional Alt Crosshair:

You need to go to your "textures\interface" folder where you will find a "OPT_Alternative_Crosshair" folder. Inside it is a "interfaceshared0.dds" file that you either need to copy or move back into your "textures\interface." Any version of it there will be overwritten. If there is none there then you are using the default Fallout 3 one which will now be overwritten by this modded version. Enjoy!

FYI: you may find the old vanilla Fallout 3 version works best with Darn enabled. Up to you which you prefer.


----------------- Fixing Auto-Aim Issues From Pre-1.5 Versions of Plugin:
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[size=+1]///// UNINSTALL /////[/size]

1. Start Fallout Launcher or FOMM, click Data Files, uncheck the .esp file(s).
2. Delete the files/folders associated with the mod.

Fallout 3\Data\Sprint- and Grenade-O-Matic.esp
Fallout 3\Data\sound\fx\Sprint\
Fallout 3\Data\textures\interface\icons\pipboyimages\perks\Sprint\
Fallout 3\Data\menus\main\hud_main_menu.xml
Fallout 3\Data\menus\prefabs\F3REDUX\F3REDUX_HUD.xml



[size=+1]///// INCOMPATIBILITY /////[/size]

Any mod that incorporates Lork's original Sprint mod, as this mod uses a heavily modified version of it.

Any mod that adds a similar grenade quick throw mechanic will likely cause problems.

Any mod that also modified the hud_main_menu.xml file, other than the supported DarnUi and HelmPOV -- you will need to open it up and add the following line to the bottom before the last tag:

<include src="F3REDUX\F3REDUX_HUD.xml" />



[size=+1]///// KNOWN ISSUES & BUGS /////[/size]
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[size=+1]///// CUSTOMIZING /////[/size]
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[size=+1]///// CREDITS /////[/size]

> Sprint Mod: Lork -- Drag0ntamer, bluehiro, Diegog5.
> Public domain clipart from: OpenClipArt.org
> HUD Counter Template: Imp of the Perverse.



[size=+1]///// LICENSING / LEGAL /////[/size]

You can do whatever you want with this mod -- except port it to NV -- no grovelling for permission required! However, you need to respect the usage rights that the other mod authors have given -- Lork's is much the same as mine, Imp's is a modder resource anyway.

All that I ask is that you have the courtesy to credit myself and the other mod authors for their work you've incorporated into your own. I would also appreciate it if you endorsed my mod and the mods utilised within it.



[size=+1]///// DISCLAIMER /////[/size]

I'm not responsible for what happens to your Fallout 3 install, the other mods you have installed and your computer itself. That's all your responsibility, as I'm not in charge of maintaining all those things for you.

So if something goes wrong by installing my mod, try taking responsibility for your own actions rather than blaming others as chances are it is actually you who are to blame ;).