Monday, March 19, 2012

Fallout 3 Mod - GQ Bullet Time



Fallout 3 Mod - GQ Bullet Time
-- Download (ver: 2012-Mar-17) --
  • Use the console to add armor item xx000800 to your inventory. It is not a quest item, so if you somehow lose it, you will need to console in another.
  • Hotkey it for convenience. When you try to equip it, it will execute its script and unequip itself.
  • Attempting to equip this item toggles "bullet time" -- the game is slowed down to a fraction if its speed, in this case 25%. You can use the GECK to edit the very simple script if you like.
  • Since the script is run when you equip the item, you can only turn bullet time on or off when you are allowed to equip and item. For example, if you are in the middle of a weapon reload animation, you cannot equip anything and therefore you cannot toggle bullet time with the item.
  • Note that the inventory item has no icon and is not visible when you equip it because none was assigned. This is a very lightweight script that has no dependencies whatsoever (not even Fallout3.esm).

Fallout 3 - Combat and Difficulty Settings



Fallout 3 - Difficulty and Combat Settings

This is one of our posts on tips to optimize your Fallout 3 experience -- giving you the best gameplay experience through a careful mix of cheats and mods. For the full index, click here.

In this post we will discuss Difficulty settings and setting up combat encounters in Fallout 3. We first start with what we consider "good combat".

What is a "Good" Combat Setting?

Most of the combat you encounter can be termed "random encounters". That is, on your travels, you encounter some hostiles. They are not important to the plot and to keep the action moving and to keep the quests and stories advancing, they shouldn't totally absorb your time in heavy strategy or multiple reloads/re-dos.
To draw on some 3rd Edition Dungeons and Dragons methodology, a "random encounter" is just filler action and shouldn't be a life-and-death struggle. You should be able to come out on top having used only just a fraction of your resources (and in a game where you can get mods to have unlimited storage, "resources" means what you Strength allows you to carry, without mods). Random encounters are meant to be exciting, but because they are ultimately unimportant, they shouldn't really take you too much away from the rest of the game, or risk killing you unless you are deliberately putting yourself in excessive danger -- This is our benchmark for what makes combat "good".

Difficulty

As you know, you can choose five settings: Very Easy - Easy - Normal - Hard - Very Hard. The chief difference is:
  • Very Easy: Enemy Damage 50% Player Damage 200% XP 50%
  • Easy: Enemy Damage 75% Player Damage 150% XP 75%
  • Normal: Enemy Damage 100% Player Damage 100% XP 100%
  • Hard: Enemy Damage 150% Player Damage 75% XP 125%
  • Very Hard: Enemy Damage 200% Player Damage 50% XP 150%
Beyond the numbers, what does this mean, actually? We can look at the early game where you fight Raiders and see how each setting "feels". Then we match it up with whether we like it or not -- although in a game where adversaries can be of a "higher level" and absorb more damage, we can only go so far with using this as a benchmark.

In the early game, at any difficulty, you can expect that a handgun will kill a person with a shot to the head if they are unaware (Sneak Critical). This is pretty reasonable. We can assume that when they are aware, even a direct hit to the head is just an abstraction in a game where dodging is limited to strafing and ducking.
Once we get to Hard difficulty and Raiders of level 4+, it can start to swing either way, where you might or might not kill someone with a bullet to the head.
At Very Hard difficulty, a typical levelled Raider of about level 9 has a good chance of living through one rifle bullet in the brain. They can also definitely survive a full clip of assault rifle fire. This, to us, is not reasonable. It makes combat hard, certainly, but something about the reality-defying nature of it is just irritating. On top of this, the enemy does double damage. Combined with their coordinated accurate shooting and strafing, this can make for a lot of stumbling into no-win situations.
You can use stims, eat food, and drink water in copious amounts during combat by binding something to a hotkey or opening your inventory, but this is really a type of unreasonable compensation for a too-high difficulty. Realistically, are you going to administer a stim to your crippled head during a gunfight? Or somehow pull out a Brahmin Steak and eat it in between trying to shoot down a mole rat with your rifle? It is our opinion that if you rely on having in-combat healing, then the fight is too tough and should be classed as a mini-boss or boss fight. If you only occasionally use one of these "magic healing potion" options, it's not so bad since chance and mistakes happen in combat. But if most fights, or every fight, is like this, then you've set the difficulty level way too high for things to really be fun.

I recommend the highest Difficulty Setting to be Hard and still get reasonable-looking results of sniping actually being useful rather than just drawing attention. In general, playing on Normal is probably the best. We can up the difficulty in a different way, and still have reasonable kills against the enemy, instead of fighting supernaturally tough enemies.
If you insist on near-death experiences in every fight, then you are really looking for an FPS shooter, and Fallout 3 really isn't one.

Combat Encounters

If you play Fallout 3 without mods at Normal Difficulty, it can be quite a bit too easy as long as you're not swarmed, and typically the game won't do that to you. If you slide up the Difficulty, it is still doable, but as discussed before, fights look strange when you've emptied a clip from your assault rifle into the raider and they're still coming. Instead of unreasonably tougher opponents, we can instead have more opponents -- by using Mart's Mutant Mod.
Mart's Mutant Mod introduces some creatures from previous versions of Fallout, but the most extreme of these additions can be turned off. For the purposes of this post, the key attributes of Mart's Mutant Mod is in the flexibility in which it generates monsters. You can increase the number spawned by the game by a random factor of x2 to x5 or more. The vanilla "slightly increased" version gives you 1-3 enemies for each that normally appears. This not only adds difficulty by having more creatures, but you never know exactly how many you will face even if you've been to the location before.
By increasing the number of adversaries, we can retain the feel of combat against each, as well as make combat a more varied experience. If you find even having a lot of enemies to be too easy, you can then increase the difficulty if you want them freakishly and unreasonably tough.

We recommend Slight Increased Spawns (1-3) and some combination of Soft Unlevelling and Dynamic Player Scaling so that the occasional really-tough monster (i.e., boss fight) shows up to challenge you. Otherwise, keep random encounters light.

V.A.T.S. vs. Real Time vs. Bullet Time

The VATS system in Fallout 3 is really a compensation for AI opponents who calculate moves far too quickly.
  • At range, they and run-and-gun very well at all levels, thereby dodging your attacks while hitting you with uncanny accuracy. Unless you are exceptionally good, you cannot match that level of coordinated agility with just your keyboard and mouse.
  • At close quarters, you cannot always intuit whether your weapon barrel is too close and in fact pointing behind the target (and thus your shots will have no effect); the AI automatically knows this and can compensate -- All within a split second.
  • In melee, they can move, turn, and strike as well as calculate weapon distance to weave into range of their attacks or out of range of your own. They also constantly circle you, and you are stuck with either turning in place to find them or zooming out into third-person view where you have inferior targeting.
Because of all this and more, they give you VATS, which basically lets you queue a few attacks. While in VATS you take only 10% damage, to compensate for not dodging while in VATS, and having to wait for your Action Points to fill up once the VATS sequence ends.

Instead of VATS, you can slow the world down to 25% speed for everyone -- including you. At that speed, you can think, move, and fight approximately as well as the enemy. What they can do, you can do too. It then comes down to damage and weapon spread, both of which are determined by the skills your character has developed. A simple mod that does this is GQ Bullet Time, which lets you toggle 25% time on and off.

Whether you fight in real time or bullet time, you may still want to use VATS:

  • Melee: It knows if you can score a Sneak Attack, and will go for the head if you can -- you can't always do this in real-time from a crouched sneaking position without losing your Hidden status (and therefore your ability to Sneak Attack). If it cannot start with a Sneak Attack, it will aim for a gun if possible to disarm your opponent before safely completing its attack sequence.
  • Arcing Shots and Throwing: For attacks that require arcing (such as all Grenades and some Big Guns), VATS will automatically arc your shot to land your projectile where you choose. You would otherwise have to figure it out yourself. VATS can't bounce Grenades off walls to go around corners, so you will still need to do that on your own outside of VATS.
Other Combat Tweaks

  • Apocalypse Armoury: This vastly increases the number of weapons. By giving out a wider range of weapons, you will get wider variety in combat as each opponent adapts to how their weapons are best used (shotguns, for example, are shorter range weapons; assault rifles are medium range; and rifle-using enemies tend to stay at range and wait for you to pop out).

Fallout 3 - Cheat Codes - When and Why to Use Them



Fallout 3 - Cheat Codes - Why and When to Use Them

This is one of our posts on tips to optimize your Fallout 3 experience -- giving you the best gameplay experience through a careful mix of cheats and mods. For the full index, click here.

Careless use of Cheat Codes can break quests, so be sure that you are using it as a convenience instead of accomplishing a task or quest.

To open the console on the PC, press the ` or ~ key (typically above the Tab key, to the left of the 1 key, and under the ESC key.

tcl
What this does: Typically known as "toggle clipping", this turns off (for the player) the game engine's detection of barriers. You can walk through walls and into the air.
When to use it: Shortcutting. For example, you are in Megaton and have exited your house. You want to go Craterside Supply, which is at the other end of Megaton and with no straightforward route. Instead of spending a lot of time running up and down, just use this command and walk directly to it. Once you are outside Craterside Supply and standing on or above the platform outside the front door, use this command again to turn on normal physics.

tlb
What this does: "Toggle Lite Brite" seems to turn off the calculation of lighting. In exchange for the horrible rendering, you will get a massive FPS increase.
When to use it:
  • Sometimes even lowering graphics settings won't help, or you don't want to save your game, turn off the graphics settings, and come back. You might need to do this if you stumble into a busy area with a lot of combat and special effects (such as flamers). Also, if you have mods like Fellout
  • If you use a lighting mod such as Fellout or Realistic Interior Lighting, things can get very dark -- But AI opponents are not affected in the same way. Once you're in combat, you might want to use this to level the field.
  • Note that when you use it, the game still calculates lighting and takes it into account. It just doesn't draw the effects on screen. You cannot therefore see zones of light that can affect your ability to hide by Sneaking, but those lit areas will still affect your Sneaking.
tgm
What this does: Toggles "God Mode". Typically people use this to make themselves invincible and not use up any ammunition. But it has various other effects.
When to use it:
  • When this mode is on, encumbrance has no effect on you -- you can carry as much as you like and still run. Therefore, if you are in a safe location (e.g. Megaton) and want to haul stuff to the store, you might as well use this to run instead of slowly walk there.
  • When this mode is on, you do not use up ammunition. You must still have at least one shot in your magazine, or one grenade or landmine in hand. Turn this on to test weapons you have acquired and see their range, spread, and area of effect, without actually using up any ammunition.
player.modav <attribute or skill>
What this does: Adjusts an attribute (Strength, Perception, etc...) or Skill (Lockpick, Sneak, etc...) by an integer amount, either positive or negative. It will safely work whether you currently have modifiers or not. It can set a Skill to a value of over 100, but the game will still display 100 and you get no benefit from it.
When to use it:
  • You get one last chance to overhaul your character before leaving Vault 101. After that, you have no recourse to undo anything whenever you level up. You can use this to change skill point allocations.
  • Skill Books and Bobbleheads: There are various guides online that tell you how to optimize skill books and Bobbleheads by getting them only at certain times, because Attributes are capped at 10 and Skills at 100. Anything else you get after is wasted. If this annoys you, then instead of contorting your gameplay to get or not get Attributes and Skills at certain times, you can just adjust down your skill before or after using a Skill Book or Bobblehead.
    • To sort-of balance things out, I recommend shifting skill points to the skill with the lowest score. For example, you have Lockpick, 100 and you pick up a copy of Tumblers Today, which can give you 1 point in Lockpick, or 2 if you have the Comprehension perk. If your lowest score is Speech, then you could do player.modav Lockpick -2, then player.modav Speech 2, then use the skill book.
  • You have some attributes at 10 and you get the Almost Perfect perk, which sets all stats to 9. If you have already gotten some Bobbleheads for attributes, those are wasted. If this annoys you, after getting the Almost Perfect perk, use modav to bump up all attributes that are at 9 and that you have a Bobblehead for.
  • You have some weapons, but don't know which one is better because they are at a varying level of Condition. The best way to tell is to see them at 100% Condition.
    • First, get the Workbench Repairs mod which lets you repair items at the level of your current Repair skill. This is a useful and reasonable mod that I highly recommend.
    • Next, bump your Repair skill up to 100 using modav.
    • Finally, give yourself a lot of bottle caps so that you can repair everything to 100%: The console command player.additem f 1000000 will give you 1 million bottle caps.
player.addperk <BaseID>
player.removeperk <BaseID>
What this does: Adds or removes perks. The Fallout 3 Wiki has a list of perks and BaseIDs.
When to use it:
  • To change your character after levelling up.
  • To get perks you can't otherwise get (e.g., LadyKiller for a female character; Entomologist without the Science 40 prerequisite; or choose a different perk at level 2). To balance things out, whenever you add one, take one away with removeperk.
  • To add some interesting perks that are of dubious value and that you might otherwise not pick. Examples:
    • Black Widow / Lady Killer - You get very few lines of dialogue here. When they replace a Speech challenge, you don't get XP. The damage bonus applies to humans and ghoul targets only. I recommend taking one and giving yourself the other.
    • Child At Heart - You get very few lines of extra dialogue here throughout the entire game, and what you do get isn't very good or interesting. I recommend just giving yourself this one for free.
    • Comprehension - Just get it at first level so you can start reading Skill Books right away. Then use removeperk to discard whatever perk you chose at level 2.
    • Mister Sandman - Mostly used to get unlimited XP by "murdering" sleeping children -- children are not normally killable, so you can "murder" them an unlimited number of times. Also, sneaking up on sleeping hostiles is for all intents and purposes impossible (even harder than sneaking on awake enemies), so this perk is really only good against non-hostiles, which you can shoot in the head with a shotgun anyway. You can also get a mod that fixes sneaking on sleeping targets, but even when you successfully get the option to "Murder" a sleeping hostile, the animation causes you to stand up. The moment that you do, you are out of hiding and the hostile will wake up. You will still complete the murder (even though they are now no longer in bed, they will suddenly lose all health and drop dead when the murder animation is done) but not before they take a few shots and swings at you.
    • Mysterious Stranger - Flat 10% chance of appearing makes this a more or less useless perk compared to what else is available. Really, this perk is only good for the novelty of seeing the Mysterious Stranger show up. I recommend you try it, then remove this perk.
    • LawBringer / Contract Killer - Normally mutually exclusive. And it's not so special that you should have to spend a perk on this or wait till level 14.
    • Gray Matters, Swing for the Fences - Cannot normally be acquired in the game.
player.drop <BaseID> <number of keys>
What this does: Drops an item from your inventory.
When to use it: Drop keys. Keys that are picked up are added to a KeyRing in your inventory. The keyring is itself not actually an inventory item, but a type of submenu that shows what keys you have. You cannot normally drop keys. Keys are used automatically and you cannot therefore pick the associated lock for XP. To get the BasesID of a key, try this Fallout 3 Wiki page on keys in the game.
Example: Suppose you picked the pockets of Nathan and Manya in Megaton and got two copies of their house keys. To drop them, the console command would be  player.drop 430d0 2 . The key should then be on the ground at or very near you. You can move it about by Grabbing it.
Alternative: If you don't know the BaseID or can't look it up easily (e.g., it is a key from a mod), you can try the removeallitems command to drop non-quest-item keys.
  • First, find a container, such as a Metal Box or corpse that you can open and grab stuff from (tou will need this to get your stuff back).
  • Open the console. Click on the container. On the top of your screen, if you selected it correctly (sometimes it takes some clicking about on the item) it should show the name of the object (e.g., "Metal Box") and a hexadecimal number. This number is the RefID, or Reference ID of the item. It is a unique number that identifies that instance of the object in the game world.
  • Now, use the  removeallitems command to dump your non-quest inventory items into that container. It MUST be a container or creature. If you do not specify a destination, this command will destroy your non-quest inventory items!
    • The command is player.removeallitems <RefID>, where RefID is the destination container.
    • Once done, open the container and pick up your stuff one at a time, avoiding the keys you don't want to take.
What this does: When you use this on a creature (open the console and click on the creature to set it as the target of the console command), it makes the creature "Essential": It cannot be killed, only knocked out temporarily.
When to use it: Protect quest characters. To turn it off, use the command setessential 0. You can also download the NPC Essential batch file to remotely do this for all key characters in the game.