Monday, March 19, 2012

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 human 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 an unarmored head is just an abstraction in a game where dodging is limited to strafing and ducking. Nevertheless, a couple shots to the head should result in a kill, a few more if they are armored.
Once we get to Hard or Very Hard difficulty and Raiders of level 4+ (and you can't really tell who's veteran and who's not from just looking at them), it can start to swing either way, where you might or might not kill someone with a bullet to the head (never mind that your character can take multiple bullets to the head and survive...). This is not bad, but it just looks weird. It gets weirder when you have the highest-level raiders surviving sniping rifle bullets to the brain or a full clip of assault rifle fire (allowing for some misses due to weapon spread).
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 the AI's coordinated accurate shooting and strafing, this can make for a lot of stumbling into no-win situations. (But Bullet Time can even things out a bit).

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 Normal if you fight head-to-head, to still get reasonable-looking results. If you almost exclusively sneak-and-snipe, then you still want to set the difficulty down to Normal because after around Small Guns 30-40, you can kill super-mutants with a single sniping rifle sneak attack shot to the head at even Very Hard difficulty -- which means you are getting 50% more XP for the same work.

Things change around level 20+ IF you have the Broken Steel add-on because that expansion adds monsters specifically designed to kill player characters -- in particular, the Super Mutant Overlord, the Albino Radscorpion, and the Feral Ghoul Reaver (also in Point Lookout). All of these have a lot of health, can do a lot of damage quickly: The Super Mutant Overlord has a 40-120 damage bonus using the Tri-Beam Laser Rifle that cannot be blocked (and that only applies to the player character); the Feral Ghoul Reaver and the Albino Radscorpion both do massive damage and move very quickly. Combine this with the 200% monster damage from Very Hard Difficulty and combat jumps in difficulty very suddenly, compared to what you will have encountered before. A tedious amount of sniping and running might safely defeat these enemies (and they have high Perception, so Sneak skill would have to be very high), but head-to-head things can get suicidal.

If you don't mind using (a lot of) potions mid-combat, then go for Very Hard, because that gives adversaries similar survivability compared to you. They don't have the advantage of potions (i.e., food, water, and stimpacks) so taking half damage is okay.

Combat Difficulty and "Static Game" Fallout 3
To make the game more interesting, and to slow down your skill progression a bit, you can start at level 10, but without the skill advancement. This will also give you more health to start, which is generally fine because you will be facing stronger enemies from the start.
Once you have finished the initial "Escape!" quest and you are about to exit Vault 101, BEFORE you activate the door to finalize your character, use the console command player.setlevel 10 . The game will recalculate your XP to put you at the very start of level 10, and award you the additional health from level increase. You will not gain any skill points or perks. Essentially you will experience the game world as if you were level 10 (including a slightly wider variety of store items and an increased possibility of energy weapons in stores) but with level 1 skills. Your level advancement rate will be slower because the XP requirement between levels increases as you increase in level. You will also have a wider variety of perks to choose from because all perks have a level requirement.

A even slower rate of advancement can be had by setting your starting level to 21 instead of 1 (using the console). As this is the initial level limit in Fallout 3 (without the Broken Steel add-on), by setting your initial level to 21, you will see pretty much everything the game has to offer from the start. This provides a "static game", where the world just "is", and the only difference in your experience is your character's skill improvements -- as opposed to the levelled game, where new creatures and items suddenly appear because you are of a higher level.

By starting at a higher level, you have theoretically more survivability from having more Health, but having less Sneak and combat skills means fights are harder, and some typical random encounters can be outright suicidal  without some luck and a lot of healing (e.g., 2+ Talon Mercenaries, who normally don't appear until you are level 7+, by which time you would have had the chance to acquire solid skills and decent gear).

If you start your level at 31 (or significantly above 20), you can encounter the deadly Broken Steel add-on creatures, and some areas or even random encounters will be impossible. Some equalization can be gotten with the Dart Gun, however. Remember that Broken Steel is an add-on in the original game where your level is limited to 20, and the super-monsters don't appear until you are level 26+. Further, in the original game when you enter an area, it records your character level so that future encounters are all keyed to that level. Therefore, the Broken Steel super-monsters are theoretically very rare, and limited to any new areas in Broken Steel. If you start a game with Broken Steel, AND you develop your level before exploring a lot of locations, you'll encounter them much more frequently. In fact, at a high level, you may find you encounter more Super Mutant Overlords than regular Super Mutants.

If you do start your character at a higher level, you will also want to tweak your game to increase your maximum level to account for your level jump without getting perks or skill points, since the maximum level is normally 20, or 30 with Broken Steel.

Finally, for an exceptionally challenging time, you can make your own Perk in the GECK editor to adjust your Health downward so you are truly "level 1" when you start. i.e., If you start at level 31, to be properly "level 1", you need to suppress 30 levels of Health, or 300 Health. Some monsters, especially on Very Hard difficulty, will kill you with a single hit even with your starting 120 to 200 Health.

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, Fallout 3 implements 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. Also, the chance to hit in VATS goes down very quickly over range, making sniping useless.

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:
    • VATS 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 automatic Sneak Attack Critical). If it cannot start with a Sneak Attack, it can aim for a gun if the attack will definitely disarm your opponent, before safely completing its attack sequence.
    • VATS can account for the required distance to the enemy. Sometimes you think you are close enough but you really aren't, so you end up missing. This happens a lot with Radroaches: Outside of VATS you can only punch, so you often need to get very close and crouch. VATS can use kicks and stomps and doesn't need you to crouch. It will also automatically move you close enough.
  • Arcing Shots and Throwing: For attacks that require arcing (such as all Grenades and some Big Guns), VATS will automatically calculate the strength of your throw and the arc of your shot to land your projectile where you choose (although the percentage chance of an accurate throw is often rather low). 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.
    • VATS explosives detonate on impact instead of having a slight delay, during which your grenade can continue to bounce out of the area.
  • Shooting Weapons: You often have a very high chance of hitting even tiny weapons (such as grenades) held in your opponent's hands. If successful, a weapon can be flung away or (for grenades) explodes. Enemies do go and recover their weapons, however. And they can also opportunistically pick up better weapons.
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). This large mod can also result in a crash-to-desktop-on-save problem.
    • CTD on Save is a game-loading issue that is made worse by lots of resources having to load from a mod. Fallout 3 does not always correctly load everything it needs to when you load a previous save. A workaround is to load from the main menu, then re-load the same save game. The second load of the same game allows the game to load less or what it missed before, because the first load already moved some resources into cache or memory.
    • Another game-loading issue comes from repeatedly saving over a previous save game. Corrupted save games have been reported from doing this too often. Use a "clean save" -- Save in a new slot rather than overwriting a previous save.
  • Initially I recommended Mart's Mutant Mod and an increased number of enemies over higher difficulty to make the game interesting. Sadly, I can no longer recommend Mart's Mutant Mod.
    • It offers a lot of interesting features, but the dealbreaker was that it could cause crashes. I got a repeatable crash approaching Wilhelm's Wharf, and only removing MMM stopped it from happening. You might not get a crash in that same location, but overall it appears that the resource requirement may destabilize your game.
    • And there are various side effects of increased spawns and some of the other things MMM does, such as roaming groups of Night Ghouls engaging unique encounters or unique characters, and possibly killing them before you have a chance to experience them in-game. The vanilla game is tweaked to retain certain encounters, such as characters that wander outdoors; with MMM, these can easily get killed.MMM with increased spawns is okay for AFTER you have finished the quests and are just doing sandbox play with Fallout 3. It is probably less risky with no increased spawns, but realistically you should still be wary of unexpected crashes and losing NPCs you may have to interact with.

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.
  • Vault 106: This area has various scripted events that you can easily miss if you are skulking around and trying to stay hidden, instead of moving forward. For example, if you hear voices or noises and immediately retreat back and around a corner, you might miss seeing a scripted event that you would otherwise have seen.
tmm 1
What this does: Toggles Map Markers -- all map markers on your World Map are revealed and activated as if "found", so you can Fast Travel to them. You can turn this feature back off with tmm 0, or just reload a game where you haven't used this command.
When to use it:
  • To look for a location you know is nearby but can't remember where.
  • To see if there are locations of interest near your location.
  • Less permanent than using the Explorer perk.
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.
  • Instead of fooling around with adjusting skills to accomodate skill books, you can try this mod that changes the behaviour and purpose of Bobbleheads and Skill Books: GQ SkillBooks and Bobbles Give SPECIAL Points.
    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). Either way, you can just shoot someone in the head from a safe distance.
        • You can also get a mod that fixes sneaking on sleeping targets, but even if 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 - This weak perk is only good for the novelty of seeing the Mysterious Stranger show up to kill your target. I recommend you try it, then remove this perk. Default game settings for the Mysterious Stranger means he will only show up in VATS, shows up only 10% of the time, and only against a single enemy with 150 or less current Health.
      • 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.
      • Explorer - Marks all locations as "known".
        • Unlike the tmm 1 console command, you still cannot Fast Travel there until you have visited it and it is "found".
        • This will reveal some "secret" locations, but mostly it's useful to know where there are points of interest nearby so you can save a bit of wandering time and instead just move toward interesting locations.
        • If someone gives you a map marker, however, you will probably not be able to pick it out from all the others.
      • Deep Sleep - Sleeping in any bed for 8 hours gives you the Well Rested effect. Normally available only if you sleep in a bed you own.
      • Wasteland Survival Guide - To choose a different perk.
    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 . Once dropped, the key should then be on the ground at or very near you. You can move it about by Grabbing it, or just activate it to pick it up again.
    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 most keys (some keys still can't be dropped this way, usually because they are essential to important quests).
    • First, find a container, such as a Metal Box or corpse that you can open and grab stuff from (you 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.
    save <filename>
    What this does: Lets you specify a file name when you save your game.
    When to use it: It's faster than going through the menu. You can put in a descriptive save game name. Use in place of Autosave and Quicksave.


    • <filename> should be a single string, with no white spaces. Underscores are okay. If you use the same name as an existing save game, it will overwrite that file.
    • You can use the one-touch Quick Save and Quick Load, but many people have reported a corrupt-save-file issue with repeatedly saving over an old save game. Apparently Fallout 3 may be using shortcuts when it does that. Try to have "clean saves": Save games that don't overwrite another game.
    • A quick way to use Save is to open the console and type in save 1, for example, to save a checkpoint in your game progress. Next time you want to make a quick save, open the console and press the up-arrow key to bring up the most recent command. If you last used save 1, you could just backspace over the 1 and put in another number, and thereby have a number of backups ready in case you need to roll back for whatever reason. When you are ready to save a milestone for your game, you can type in a more descriptive name, such as save 0001b_Springfield_School_clear.

    SetEssential <BaseID> 1
    What this does: When you use this on a creature, it makes the creature "Essential": It cannot be killed, only knocked out temporarily. To get the BaseID, you need to open up the .ESM file in the GECK Editor and find where the creature or NPC is defined. The creature's Reference ID (what you get if you click on the creature while in Console mode) cannot be used. Or, you can download this, which has already done the lookup work for you.
    When to use it: Protect quest characters. To turn it off, use the command setessential <BaseID> 0. You can also download the NPC Essential batch file to remotely do this for all key characters in the game. In case a character or creature you need does get killed, you can try clicking on it while in Console mode and using the command resurrect.

      Fallout 3 - How to Play, Cheat, and Mod



      Fallout 3 - How to Play, Cheat, and Mod

      This post indexes our tips on optimizing your Fallout 3 experience -- giving you the best gameplay experience through a careful mix of cheats and mods. You can cheat easily enough by turning on God Mode with the tgm console command, but everyone knows that gets tired very quickly. Fallout 3 plays OK without any cheats and mods, but we can have a more interesting time by doing so.

      Wednesday, March 7, 2012

      Fallout 3 Mod - GQ Grab Inventory Items



      Fallout 3 Mod - GQ Grab Inventory Items
      -- Download (ver: 2012-Mar-07) --
      -- Requires the Fallout Script Extender (FOSE) --
      • Use the console to add armor item xx000802 to your inventory. This is a non-droppable quest item. When you equip it, the script will grab everything in the cell that you can pick up, as if you picked it up, but regardless of where you are.
      • Note that interior spaces may be made up of more than one cell.
      • Overall, BE CAREFUL with this convenience mod: This is best used AFTER you have fully explored a location.
        • It will also pick up QUEST ITEMS and items behind locked doors.
        • It will NOT pick up items inside containers or dead bodies.
        • It CAN grab things out of NPC hands (e.g., if they are nibbling on an iguana stick).
      • Works well with the Virtual Storage System mod, which lets you remotely access containers for storage.

      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 Info - Skill Book Checklist



      Fallout 3 Info - Skill Book Checklist
      -- Download (ver: 2012-Mar-05) --

      Location of all skill books in the game, compiled from the Fallout 3 Wiki. Comes in plain text, Microsoft Excel Spreadsheet, and Microsoft Word.

      Fallout 3 Mod - GQ Rest to Restore Health



      Fallout 3 Mod - GQ Rest to Restore Health
      -- Download (ver: 2012-Mar-05) --

      • Approximately every 5 seconds, the script checks if you are in a hostile situation (i.e., Danger or Caution). If not, you start healing 1 Health per second to represent "resting".
      • You can heal up to 25%, x2 if your Head is not crippled, x2 if your Body is not crippled -- i.e., up to 100% Health if neither your Head nor your Body is crippled.
      • This script runs continuously every 5 seconds, so there is a variable delay. To change this, you can edit the associated Quest to change how frequently it runs the script.

      Fallout 3 Mod - GQ Bottle Water



      Fallout 3 Mod - GQ Bottle Water
      -- Download (ver: 2012-Mar-07) --

      • When you activate a source of Average or Good water, empty bottles in inventory are converted to bottles of Dirty Water.
      • When you activate a source of Pure water (no Radiation damage from drinking), empty bottles and bottles of Dirty Water are converted to bottles of Purified Water.
      • Bottle types converted:
        • Empty Nuka-Cola Bottle
        • Empty Soda Bottle
        • Empty Whisky Bottle
        • Large Whiskey Bottle
        • Milk Bottle
      • If any bottles were filled, you do not drink from the water source. Activating a water source again without any empty bottles in inventory will allow you to drink from it as normal.
      • When you drink or consume certain items, you get an Empty Soda Bottle back. This is obviously incorrect because you might have drunk a bottle of whiskey. However, to avoid making new objects, we are using the Soda Bottle.
      • Script does not work for terrain water, such as lakes and rivers.