Fallout 3

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Jedidia

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jedidia

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About this mod

Makes Fallout 3 turnbased

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UPDATE:

After a long time of thinking about wheather or not to continue developement on this, I decided not to. It's months ago since I played FO3, and my spare time is too limited to invest into stuff I'm not further interested. No changes since last version have been made, but this version should run fairly stable. I achieved more or less all the goals I set out to do, which was majorly so I could enjoy the game.
If anyone wants to upgrade on this, feel free to do so. I can help out people that have trouble getting into the rather undocumented code, but I won't be able to take active part in further developement.


Version 0.9.6 Uploaded!

This version aims mainly at taking as much tediousness out of the gameplay as possible:

-Completely reworked the Combatinitialisation. Combat now starts when you have spotted an enemy (I.E. his detection level is 3), which means that you won't spend all the time in TurnBased mode when you're for example crawling through the Tepid Sewers. It can well happen that an enemy is able to take a shot at you BEFORE the game switches mode.
-Put in a Distance Limit. Actors outside a certain (reasonable) distance won't get a turn to speed things up, especially in exteriors and DungeonCrawls
-Hidden Movement Acceleration: Actors that are not rendered on screen and don't have a line of sight to you now move at 4 times the speed to further fight the tediousness issue.
-The toggle button now actually works as it should.
-Opening Containers, Looting Bodies and entering Dialogue during combat now takes 35 AP.
-Increased maximal ZoomOut distance in 3rd person mode to improve oversight in exteriors
-Implanted a Pseudo FreeCam feature. Don't expect too much. See Usage section for details

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Description

Finally Fallout 3 goes Turnbased. As in really turnbased!

http://www.youtube.com/watch?v=oFABEnF7b6I

All the actors including the player take subsequent turns until their AP are used up. Allmost every action consumes AP: Walking, Reloading, Healing, switching weapons and of course Firing, planting mines, throwing grenades etc. Detailed game mechanics are listed below. If you think that going realtime/fps was an improvement over the old Fallouts, you'll not be wanting this mod, and you won't be needing it either.

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IMPORTANT NOTE:

Loading a game that was saved while being in combat can have quite unforeseeable results. Therefore it is NOT recommended to save during combats. The Quicksave Button is disabled during combat, however there will be an Autosave created every time you enter combat.

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Installation and usage:

Copy FinallyTurnBased_0.9.5_BETA.esp into your Data folder and activate it. If you had a previous version of finally turnbased installed, remove it! Use fomm and see to it that it's activated last. Yes, last. I know I allways said first, but I had a major epiphany lately... sorry for all the people who may have had trouble with the mod because of that.
I also know that allmost every mod says that it should be loaded last, but here's the deal: If a mod changes some AI-timers and is loaded after FTB, the AI in FTB will behave weird, or passive. These settings are essential. If you load a mod that changes AP-base after FTB, your balance will be messed up, since these values where chosen for turn-based combat. The mod will still run, but might be weird to play. If a mod loaded after FTB changes the AP recharge rate, it will screw up the gameplay completely, since your AP will reload during the turn. On the other hand, FTB does no changes to things that are essential to other mods. It doesn't change the property of a single item (except stimpak, see compatibility) and only changes settings related to AP and AI, which are both absolutely essential that this mod works, while other mods change these values for balance decisions, and their balance decisions do not aply to a turnbased system. Therefore: You will screw up nothing essential in other mods if you load this one last, but other mods (especially balance mods) make regular changes in settings that are vital for the execution of FTB.

The Mod changes nothing at all until you enter Combat. When you enter Combat, you'll get a message "Entering Combat". From that moment on everyone will be freezed and practically everything you do will consume AP, and they will not recharge. You can use them until you run out, then you'll see a message "Next Actors Turn", and you won't be able to do anything, including moving. This means that now the next actor, be it a friend or a foe, gets his turn and it will last until he used up all his AP, but 6 seconds at max. It is well possible that the currently active actor is not in your visual range, so it might seem to you that nothing happens at all. Don't worry, things are progressing allright.
After 6 seconds or earlier you will see the "NextActorsTurn" message again, and again, and again, until everyone that is somehow involved in combat action has had his turn. Then you'll see the "Your Turn" Message, your AP are restored and it all starts anew, until all the enemies are gone or don't see you anymore. If you found a nice Spot in cover and want to stay there but still have AP left, push the numpad enter key, and your turn will be ended. Since you did not use all of your APs you'll get a bonus on your Damage resistance while the other actors have their turns.
If you access your PipBoy it will cost you a dear amount of AP, but actions inside the menu won't consume AP anymore. This method was chosen in retrospective on the original fallouts, as well as practicality. Everything else would be a pain to code, and I'm having enough pain as it is allready.

The Activator: Finally Turnbased is on by default. When you enter the game the first time an Item will be automaticly added to your inventory (Aid Items), named "Toggle Turnbased Combat off". The item is also mapped to the "Numpad /" key, so you don't need to open your inventory to use it. When you use that item, the script will not run and fights will happen in realtime, but heed attention: The mod is not made to fighting when it's shut off. The AI will behave more aggressive, will be more aware of your presence, will have a wider combat radius (i.e. allies will come from further away to assist their allies), will search more extensivly and will not forgett your presence until 2 to 4 minutes have passed! additionally, your AP will not recharge, and your overall AP will be much less. The Activator is meant to ease situations in which enemies are nearby but you can't see them or just want to get away, which happens rather often especially in exteriors and is very tedious because of the many actors involved. So in these situations you can toggle the script off and be on your way, and later re-activate it with the "Toggle Turnbased Combat on" that will apear in your inventory after the "Toggle off" has disapeared.
Should you toggle the script on while allready being in combat, you will get -100 on your initiative, which means that you will get last turn. This was done to prevent cheating by toggling on and off to get a turn more regularly.
Toggling the script on and off puts quite a strain on the fragile implementation that is FTB, and doing it too often can result in a completely inapropriate acting AI, so only use it when you need it! I tried to catch most of AI misbehaviour caused by throwing it into and out of turnbased combat, and it seems to work fine, but I won't give any guarantees yet until I tested this some more. If something catches your eye, please tell.

The FreeCam: There is now KIND of a free camera implemented. Don't expect too much of it, it's majorly a gimmick. It is there for giving you a better oversight in exteriors, it is practically useless in interiors. It is ONLY available when you're in combat, and it's handling is a bit unusual. I had to go with the possibilities provided by Beth after all. So here's how it works:
When in 3rd person mode AND in Combat you can hit the Num + key to activate the camera. You can control the cameras position with the Numpad 4 and the Numpad 6 keys. 4 will move the camera (and the crosshair) to the players left, 6 moves it to the players right. It is basically a radius you're setting up with these keys, and when you rotate the camera with the mouse it will rotate along that circle around the player. As I said, the handling takes a bit of getting used to, but there simply were not more possibilities. You can re-center the Camera with Numpad 5, and you can go back to normal third person mode by pressing Numpad + again.

Keys:
End Turn: Numpad Enter
Toggle FTB off/on: Numpad /
Toggle FreeCam in Combat: NumPad +
Move freeCam right/left: Numpad 4/6
Center FreeCam: Numpad 5

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known issues/bugs/FAQ:


The mod doesn't cooperate well with scripted combat action, like for example the assault on the mutants outside GNR. (I noticed at this oportunity that the guys from the BOS involved in the battle have an agility of 0 (zero)! wtf?)
In such situations it is best to toggle the script off with the Activator in your inventory. It can even happen that the script package of the NPCs get overriden by other packages, in which case they won't complete their task, which means you'll be stuck! It is therefore also not recommended to have the script activated until you get out of Vault 101, since allmost everything in there is scripted. Best to not load the mod at all until you're out of Vault 101.

not active Actors sometimes "stepdance" (you'll know what I mean). -Nothing I can do about.

there is the rare occasion that a restrained actor just continues to walk into the direction he was walking before he got restrained, majorly if he's in melee combat. -That's a Fallout native issue, nothing I can do about.

Drugs only give half the AP-bonus than is written in the Pip-Boy. This is intended, it was the only method to keep the mod balanced and at the same time compatible with all the chem add-ons out there.

Loading a game that was saved in combat can result in a ctd or other weird stuff.

If you open the console, you will see some Debug-text. I was too lazy removing it all, and this is still a Beta, after all.

Autoreload (of the weaopn) is triggered when a weapon runs out of ammo allthough there might be not enough AP to reload. -Again, I'm afraid we'll have to live with that.

It might Happen that you find "ActionPoints" on dead characters. They're what they are, actionpoints, and shouldn't be there anymore. I experienced that sometimes they are still there none the less, I'm trying to fix this. You have no benefit from taking them, but your companion might have... ;) (allthough they shouldn't, since they get removed before combat too, but when it doesn't work 100% after combat, there's no telling if it does beforehand)

My Quickkeys don't work! - Yes, they are disabled once you drop below 15 AP, since this is the AP-cost for switching weapons and healing (and reloading). They'll work again in your next turn, or when combat has ended.

Quicksave doesn't work! -Quicksave is disabled during combat, since loading a game that was saved during combat results in a mess most of the time.

I'm not in combat but some of my keys don't work anymore! - this can happen, especially if you load another game during combat. In this case, push the numpad / key, which will toggle the script off and restore all functionality to your keys. You can switch it back on immediately, the functionality will be kept.


Compatibility issues:

needs FOSE to run
Any Mods that change the APbase, APrecharge and the APmultiplier will severely mess up the balance of this mod, if loaded afterwards!
Any Mods having a quest, script, message or Item whichs name start with the letters "Ftb" are potentially incompatible.
Any Mods messing around with AP at runtime will cause weird behaviour if used together with FinallyTurnBased.
Items added by other mods that restore health over time will result in ongoing AP drainage, so don't use them! Finally Turnbased now comes with a vanilla Stimpak that will override Stimpaks from other mods, like e.g. FWE.
The Mod changes a lot of the global settings, majorly combat timers, so you better make sure that it loads in last!

Recommended Mods:

Finally Turnbased officially recommends to be used with the Fallout Wanderers Edition and Martigens Mutant Mod for a very original falloutish feel. Load FTB after all the FWE modules, and you shouldn't have any compatibility issues. It is not recommended to use any increased spawns modules, however. The game will be tough enough as it is!
You shouldn't use the SuperStimpack from FWE, though, since it heals AP over time, which will result in you never getting a turn. A full compatibility patch for FWE is planned.

Credits and thanks:

This Mod owes a LOT to Mentil, who provided me with a very good point to start from with his AP-movement script. Allthough barely any of Mentils original code survived, I probably wouldn't have started this if I wouldn't have had such a nice encouraging base to start from. Thanks a lot Mentil, I hope you don't mind. You don't seem to check your PM too often ;)

Many thanks go also to Cipscis for patience and scripting support, without which I wouldn't have made it that far.

Very very special thanks go to Kaoten from the official boards, who is doing a terriffic and essential job at Beta-testing.

Legal/license:
None whatsoever. If you want to use bits of the code in your own mod or further develop this one, you are free to do so without asking permission.

Apendix: A word on game mechanics

For all the people who want to now what exactly's going on in this mod, and what it changes in the actual game.

Most important: APBase has been reduced to 30! (from 65), yet the Agility multiplier has been raised to 3 (from 2). This means you get 30 APs for free and 3 addintional ones for every Agility point you have, so with maxed out agility you can get another 30 AP. These values were chosen in retrospective to fallout 2, where you had a base of 5 and got another AP for every 2 agility points, so you could get another 5 AP with maxed out agility. The Base 30 seems more or less apropriate, it's enough for moving and firing a pistol, yet not enough for firing a sniper rifle. With an agility of 6 you should get two attacks per turn with most small guns.
APs of Guns have not been tempered with to make the compatibility of this mod as high as possible.

Firing outside VATS is considered unaimed shooting. On non-automatic weapons you get a 20% AP bonus for firing. Automatic weapons fire in salvoes and don't get a bonus. They pay the full AP for one salvo, which takes 0.7 seconds. How many shots you get out depends on the firerate of your weapon, but it should be at least one shot more than you get in a VATS salvo.
Melee weapons should also get a 20% bonus outside VATS. This does NOT apply if you fire in Ironsights mode, which uses the full AP for firing!

VATS-shooting is considered aimed shooting and costs the full AP, yet brings with it all the VATS-bonuses you might have through perks, and is generally more acurate.

switching weapons, reloading and healing all cost 15 AP. Switching a weapon costs 15 AP EVEN IF it was switched in the pip-boy, allthough you allready paid 35 AP to bring the PipBoy up. This is because the script that bills the AP checks the animation the player is executing.

Movement consumes 1 AP every 0.05 seconds. So the faster characters get more movement for their money, and you don't get as far in one turn by sneaking as you would get by running.

If there isn't enough AP left for an action, the button for that action will be disabled. The only way you're getting a free reload is if you run out of ammo while going low on AP, in which case the Autoreload will be triggered, and there's nothing I can do to prevent it. It will still cost you all the remaining AP you have and end your turn, though.

The numpad enter key is the EndTurn button. pressing it will immidiately end the turn, and you'll get a DR-bonus of your remaining AP divided by three, (at a theoretical max of 60 AP that's a plus 20 DR) which will be gone once you enter your next turn.

AP increasing drugs give only half the bonus than they should give. The APs are recharged at the beginning of the turn with a rechargerate of 10000 (practically instantly, it takes about 0.01 seconds), and after that the recharge rate is set to 0 again. Then the AP are counted, and the AP that are over your regular AP (BaseAP + 3*Agility) are divided by two. This way of processing allows to balance the game while not changing any items, making it compatible to practically every drug-mod out there.

NPCs and Creatures will use AP just the way you do, with a few exceptions: The AI is not tuned to turnbased combat and will sometimes do stuff rather unapropriate. Therefore, NPCs don't pay AP for switching weapons (because they do that a lot without aparent reason). They are also able to do any action including firing allthough they might not have enough AP left, which gives them a theoretical additional attack per turn, which they use in about 50% of all cases (you'll notice when a Supermutant fires 3 shots with a hunting rifle in one turn...).

If the player gets his turn is decided by an initiative roll. It's nothing fancy, since I can't let all the actors roll and then compare the results. before any actors turn, the player gets a chance to have his turn, until he had his turn, then he will wait untill all actors involved in the combat have had their turn (I call this a "great turn"), then it starts again with a chance before every actors turn. The chance he gets is as follows: (Perception * 2 + Agility + Luck) * 2, in percent. If the player had deactivated the script and activates it when he is allready in combat, he will get a penalty of -100 on his initiative, which means that he will have his turn last in the great turn. This is to prevent cheating by toggling the script on and off to get more turns.

Version History:

Version 0.9.6

-Fixed ToggleKey
-reworked combat initialisation
-introduced distance limits for combat
-implemented hidden movement acceleration
-increased zoomdistance of 3rd person cam
-implemented pseudo-free camera
-added AP cost for accessing containers, lootign bodies and opening dialogue while in combat

Version 0.9.5

-changed the Quickfix Key to toggle key that switches the whole script on or off
-fixed a bug from 0.9.3 that completely ruined the game when equiping an item that increased AP
-left mousebutton now allways enabled in menus

Version 0.9.4

-Changed the EndTurn Key
-Introduced QuickFix Key
-fixed a bug that replenished player AP on cellchange
-introduced AutoSave function

Version 0.9.3

-Fixed several bugs
-implemented AP-increasing Drug support

Version 0.9.2

-introduced Initiative
-introduced Cell-awareness
-added Activator to toggle script on/off
-Inventory management
-Fixed a Bug that caused a CTD under certain circumstances.
-Outside VATS salvoes are now time-dependant in length

0.9.1

-Fixed the AI so it's actually competitive and fun to play

Version 0.9

-Established main script for AP consumption of the player as well as NPCs and Creatures