Fallout 3

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THE NUMBERS
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Name: Fallout 3 Tactics
Version: FINAL
Author: Shubniggurath
Requirements: Base Fallout 1.7. Downward compatible.
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HOW TO UPDATE THIS MOD
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FOR VERSION 1.6 YOU NEED A CLEAN SAVEGAME THAT IS NOT EFFECTED BY A PREVIOUS VERSION OF THIS PLUGIN!

If you want to replace an earlier version of this mod with a newer one, please do as followed:

.- Go to the ingame terminal mentioned below and SWITCH EVERYTHING OFF.
.- Save your game, exit the game, and delete the old esp file.
.- Place the new esp file in the DATA folder.
.- Check the new esp file in either the mod manager or the launcher menu.
.- Start the game and reload you savegame.

It is imperative to switch the sections off, otherwise the previous versions
effects could accumulate with the new ones and waste your character.
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THE PRESENTATION
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This plugin adds four things:

1. The A-B.A.M. (Action Bonuses and Maluses)
Example: You move or do SOMETHING and a script checks your type of movement, action, physical condition,
combat group size of the enemy and player - and allocates a specified bonus or malus, based on your
characters level / physical condition or carried weight. You can see the effects on your pipboys EFF
page.

2. Food and healing change
Totaly reworked all food and the stimpacks to heal only temporary. Depending on wich skills you have,
the values will vary. Chems are untouched. You can still be healed by sleeping, going to a doctor or using
the infirmary in your house.

3. Radiation diseases and perks.
Not only the radiation diseases bring serious problems, being sick with minor, advanced, critical or deadly
radiation sickness will also add a sickness perk to the player. These perks reduce features a normal disease entry
couldn't change.

4. Perks
The new perks are collectibles, hwo look like skillbooks. They are scattered through the wastelands. You have
to search for them in military and gouvernmental installations. There are 15 different perks, hwo will be in
deactivate state as long as the conditions aren't met. You will notice a "INACTIVE" message
in the particular perk entry. As soon as the conditions are met, the perk will be switched to active state and
can be used.

THE PLUGIN MUST BE ACTIVATED AT THE TERMINAL IN MEGATON. THE CHANGES ARE NOT ACTIVE
ON GAME START.

1.3 Note:
Every section of this mod, be it the A-B.A.M., the Food and healing change, the Radiation diseases and perks,
the new TACTICS perks and the new combat speed settings can be switched active or to vanilla state via a terminal next to the ramp
that leads up to the craterside supply. That means, if you don't like one of the sections, you don't need
to play with it.

The changes of this plugin do not touch the default game settings or enemys or monsters or weapons and is therefore
highly compatible with other mods. You can use it with the Fallout Overhaul Kit 2, Marts Mutant Mod
and/or the Weapon Mods Kit.

1.6 Note:
This Plugin needs a lot of recources. If you use big plugins or have a mediocre computer,
you will notice a framerate decrease of 10-20 frames per second.
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A-B.A.M.
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NEW: All of the bonuses and maluses increase with your levelups.

A-B.A.M. means Action Bonuses And Maluses. In fact for specified actions you will get stat and skill
advantages or disadvantages.

The A-B.A.M. system is splitted in four fields. In each of them i specified actions hwo can accumulate with
the other field effects. Inside the fields the effects will replace by condition change.

The drawbacks and advantages will raise or lower over time. This means, by advancing,
you will get higher stats for some actions but also bigger disadvantages. Generaly the
gameplay will heat up overtime and you will be forced to make tactical choices in combat
to survive.

From version 1.6 on, you won't get messages about the A-B.A.M. anymore. It works silent
but it still can be viewed in the pipboys EFF Section. If you don't want to refer to
your pipboy all the time, you have to get a feeling for it.

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FIELD 1 - Movement.
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These bonuses and maluses will exchange each other field 1 bonus and malus.

Running:
Plus 5 Critical Chance with melee and unarmed weapons
Plus 5 unarmed skill
Minus 5/8/12/15/18/21/24/27/30/35 Damage Resistance
Minus 5/8/12/15/18/21/24/27/30/35 Energy Weapons, Big Guns and Small Guns skill

Sneaking:
Plus 5 Lockpick
Minus 5/8/12/15/18/21/24/27/30/35 Action Points
Minus 5/8/12/15/18/21/24/27/30/35 Big guns

Standing.
Plus 1/2/3 Endurance
Plus 1/2/3 Perception

Walking:
Nothing.

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FIELD 2 - Environment.
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Swimming:
Plus 10 damage resistance (Static value)

Getting knocked down / out:
Minus 50 damage resistance (Static value)

NEW:
Group size player*:
Plus 2% critical chance
Plus 1/2/3 increased luck
Plus 5/8/12/15/18 damage resistance
Plus 5/8/12/15/18 action points

Group size enemy**:
Minus 5/8/12/15/18/21/24/27/30/35 Firearms
Minus 5/8/12/15/18/21/24/27/30/35 Damage resistance

* You have a group if you stand near your followers and attack the same target as them.
** A group attacks you if 2 or more enemys have you as a target.

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FIELD 3 - Additionals
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These Stats and skills will change with your levelup and can accumulate with other buffs/maluses from this field.

Being in combat:
Minus 1/2/3 Luck
Minus 5/8/12/15/18/21/24/27/30/35 Lockpick
Minus 5/8/12/15/18/21/24/27/30/35 Medicine
Minus 5/8/12/15/18/21/24/27/30/35 Repair

Using Iron sights:
Minus 5/8/12/15/18/21/24/27/30/35 Action Points

Reloading:
Minus 1/2/3 Perception
Minus 5/8/12/15/18/21/24/27/30/35 Sneak

Carried weight:
Minus 1/2/3 Agility
Minus 5/8/12/15/18/21/24/27/30/35 Fatigue
Minus 5/8/12/15/18/21/24/27/30/35 Action Points

For every 15th lbs you carry the values will update if your carried weight is above 50 lbs. Below 50 lbs
you won't have any disadvantages from your load.

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Field 4 - Crippled Limbs Effects
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The different Values will change with every 30% lost condition of the apropriate limb.
This field will only be active when a limbs condition is below 90%.

Head is damaged or gone:
Minus 1/2/3 Perception
Minus 1/2/3 Intelligence
Minus 15 Fatigue (Static value)

Arm is damaged or gone: -> These values Will double if both arms are crippled.
Minus 1/2/3 Strength
Minus 10/15/25 Lockpick
Minus 10/15/25 Repair
Minus 15 Fatigue (Static value)

Leg is damaged or gone: -> These values Will double if both legs are crippled.
Minus 1/2/3 Agility
Minus 15 Fatigue

Torso is damaged or gone:
Minus 15 Fatigue (Static value)
Minus 1/2/3 Endurance
Minus 30/60/90 Max Carry weight

Note that losing a limb will reduce your fatigue. Every lost limb will reduce that value 15 points.
Note also, that stimpacks will only effect limbs if you have the Life giver AND the Fast metabolism perk.
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THE PERKS
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The perks can't be choosed in the perk menu on a levelup. They can be found in form of holotapes all around
in the wasteland. They all are labeled as TACTICS (perkname). Search in military installations, gouvernmental
buildings or vaults for them.

The perks will only remain in your list as long as you own the particular perks holodisc. If you drop it
or an event emptys your inventory, the perk will be gone until you recollect it.

As long as a condition for one of the perks is not met, the perk will turn off.
You can check the state of a perk by reading its description.

From version 1.6 on, all perks are fully functional.

TACTICS Advantage -
YourTACTICS Education grants you 15 more action points, 1 Intelligence, 1 Endurance
and 1 Agility point for your S.P.E.C.I.A.L. as long as you are in combat but not below 50% health.


TACTICS Armor -
You received special training with light security armor. Wearing the Vault security suite or
the armored vault suite results in +2 Agility, +18 Action points and + 12 Damage resistance.


TACTICS Jog -
With theTACTICS Jog perk you will get 15 Extra points to your sneak Skill as long as
you sneak and run, don't use 2 hand handle or 2 hand launcher weapons and are not in combat.

TACTICS Melee -
As long as you are in combat use a melee weapon and both arm conditions are over 50%,
your damage is doubled.


TACTICS Demobilise -
Try to demobilise your target with a one handed firearm by shooting its legs in V.A.T.S.
You have a higher probability to hit that bodypart and make more damage - as long as your
own arm conditions are both over 50%.


TACTICS Disarm -
With the TACTICS Disarm perk you have a bigger chance to hit an enemys arm - as long
as you use 2 handed rifles or assault rifles and your own both arm conditions are over 50%.


TACTICS Urban -
If you are situated in combat in an interior or infrastructure, this perk grants you
+2 Endurance, + 2 Agility and +10% hit chance.


TACTICS Recon -
As long as you are sneaking, not equipped with a 2 hand handle or 2 hand launcher
weapons and not situated in combat, you will not set up any floor based traps and
gain 2 additional perception points.


TACTICS Flashbang! -
If you are not in combat, your grenade weapons will make 35% more damage.


TACTICS Reaction -
As long as your health is below 15% you will gain 35 additional Action points
and quad critical damage.


TACTICS Assault -
As long as you are running with a drawn weapon and your health is above 65%,
you won't get critical hits from enemys and get +50% hit chance.


TACTICS Cleared! -
As long as you are neither sneaking nor running and not in combat, your initial
attack with 2 hand handle and 2 hand launcher weapons do inflict +50% Damage.


HECATONCHIRES Briares Module -
If a limb is gone and your health is below 25%, your combat skills raise 20 points and
the damaged limbs regenerates to 25%. As soon as they did the module will shut down.


HECATONCHIRES Gyges Module -
75% higher radiation, poison and fire resistance while Health is on maximum or above, your armor
rating is 50 or above and you have received a powerarmor training.


HECATONCHIRES Cottus Module -
As soon as you receive power armor training and your armor rating raises above 65, your limbs
won't get hurt anymore and your critical hit chance is doubled.


NO PERK -
Yes, that is its name. You can choose 30 levels of nothing. Available from start.
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THE RADIATION
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If you are sick with a radiation poisoning, you will get an additional perk, wich changes values
hwo otherwise couldn't be afffected. The perks will disapear as soon as your sickness is healed.

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THE RADIATION DISEASES
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Minor:
-10 less Action points ind V.A.T.S., -3 less Endurance, -1 less Agility.

Advanced:
-15 less AP, -4 less Endurance, -2 less Agility, -2 Charisma, -1 less Strength, -1 Luck.

Critical:
-20 less AP, -4 less Endurance, -3 less Agility, -3 less Charisma, -2 less Strength, -2 Luck.

Deadly:
-25 less AP, -4 less Endurance, -4 less Agility, -4 less Charisma, -3 less Strength, -3 Luck.

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THE RADIATION PERKS
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Minor:
-25% XP, -50% Crit, +50% Limb damage, 200% crit hit chance for enemys, +50% Addiction chance, +25% gun spread, 200% AP Costs.

Advanced:
-50% XP, -75% Crit, +75% Limb damage, 300% crit hit chance for enemys, +75% Addiction chance, +50% gun spread, 250% AP Costs.

Critical:
-75% XP, -75% Crit, +100% Limb damage, 250% crit hit chance for enemys, +100% Addiction chance, +100% gun spread, 300% AP Costs.

Deadly:
NO XP, NO Crit, 200% Limb damage, 300% crit hit chance for enemys, +75% Addiction chance, 200% gun spread, 400% AP Costs.
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THE INGESTIBLES
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-Rad Away:
Minus 2 Rads for 25 seconds
Minus 5 Rads for 5 seconds if you have the RadResistance perk but not the chem resistance perk.

RadX:
Plus 12 Rad resistance if you don't have the Chemist perk but the ChemResistant perk.
Plus 26 Rad resistance if you have the Chemist perk.

-Stimpacks:
Plus 40 hp, 30 limb health and plus 20 damage resistance for 2 minutes if you have the Life giver perk but NOT the Fast metabolism perk.
Plus 40 hp, 30 limb health and plus 30 damage resistance for 2 minutes if you have the Life giver perk and the Fast metabolism perk.

Plus 36 hp and plus 20 damage resistance for 2 minutes if you have the Life giver perk but NOT the Fast metabolism perk.
Plus 36 hp and plus 30 damage resistance for 2 minutes if you have the Life giver perk and the Fast metabolism perk.

Plus 30 hp and plus 20 damage resistance for 2 minutes if you DON'T have the Life giver perk and NOT the Fast metabolism perk.
Plus 30 hp and plus 30 damage resistance for 2 minutes if you DON'T have the Life giver perk and the Fast metabolism perk.

You can only benefit from the stimpack effect as long as the effect from the previous taken one is worn out.
Doctors, sleeping and the infirmary still heal you in normal way.
Stimpacks can't be used on limbs.

-Food:
Plus 5 hp for 1 minute if you DON'T own the food sanitizer.
Plus 5 hp for 1 minute and 1 lasting hp if you DO own the food sanitizer.

Strange meat, strange meat pie and human flesh will regenerate your health if you have the cannibalism perk.
The cannibalism healing method is untouched.

Some foods will still heal 1 lasting point of health even if you don't have the sanitizer.

Mix your meal to get a stronger healing effect.
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THE COMPATIBILITY
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This plugin will be incompatible with every mod that deletes the Fallout 3 default perks.

If you use a mod that alters the default Fallout3 perks you won't get problems.

The new Editor ids begin with a01shub[residual id].
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THE BUGS
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If you play with the faster combat speed, you will notice pitched up voices
from enemys. It sounds weird but can't be helped, because the engine also speeds up the
playback speed of the sound files. Deal with it or switch the combat speed to default vanilla.

Sometimes you will see inactive in your perk list, even if you switched the perks to OFF.
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THE CHANGELOG
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Version 1.7
Fixed the combat speed option.
Fixed the LIMB Section.
Fixed the appearance of inactive perks.
Took the agility malus out of the Weight A-B.A.M.
Reworked some food health buff durations.
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THE E.O.F.
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If (Reader.IsReadingStill)
Author.Sayto Reader CongratulationTOPIC
End