A turn-based Fallout 3 mod, completed

Blackened

I should set a cutom tite
I just found a video on YouTube featuring a mod that turns Fallout 3 turn-based and I'm surprised that (almost) nobody knows about this yet! Here's the link: http://www.youtube.com/watch?v=oFABEnF7b6I

Umh, I'm not sure I'm the first one to post this, I didn't searched the forums very well for a such thread.

If Bethesda included something like this, but optional, Fallout 3 would have been a MUCH better game and have much more sales, costing them less than a third of the efforts needed to make a DLC, and resulting in maybe more than three times more profit than the profit from a DLC. This could prove a very useful argument when arguing with a Bethesda fanboy :mrgreen:
 
I saw it before. I believe it got posted around these forums too.

Did you try the mod? or did you only watch the youtube vid?
 
I just watched the vid. It should be noted that the video is not demonstrating the mod, it is demonstrating just turn-based combat in Fallout 3. The mod itself should be different. And it made me realize again that it's not the lack of turn-based combat that ruined Fallout 3.
 
The vid you linked to was posted by my wife, who put in 20-25 hours of playtesting up to and including v0.95 of Finally Turnbased. She's not home right now, and I haven't tried the mod since 95 (she has though), but I can ask her to post here about it if you'd like?

EDIT: IMO the big problem with FTB is that enemies don't get a simultaneous turn. And they really ought to, because the alternative is painfully slow.

There's a couple of cosmetic issues (the animation doesn't always stop when enemies end their turn, so they.. jiggle), and FTB does not work at all during scripted combats. I don't know if it turns itself off in advance (IIRC Jedidia meant for it to do that), but there's a toggle/hotkey you can use so it shouldn't be a problem if you've played the game before.
Also, FTB includes an all-compatible (mods too) chem overhaul, making chems work over time rather than instantly.
 
From what it looks like it suffers from a problem thats BIG:
*Each actor gets their own turn, which makes things way to slow

Each faction going by who is hostile to who, or maybe all at the same turn? On the same turn that is :P
 
Will you guys get over the turn based thing? Fallout 3 may not be that great but a Fallout game doesn't need to be turn based to be good.
 
Good, maybe one day we will have a full turn based combat.

When it's in FPP (like in the video) the player still can use VATS, but also aim different parts of the body without using VATS. That makes it a bit...not in place IMO. Using a cursor like in the previous Fallouts would be much better, and ISO perspective to have a better view because having your enemies hiding behind the walls is pointless in strategic games. It works only with real time combat.

I'm not saying that TB combat should be in ISO view because of the previous games, but because TB combat and ISO work so fucking well together.
 
Hi people, this is Kaoten.
del_diablo said:
From what it looks like it suffers from a problem thats BIG:
*Each actor gets their own turn, which makes things way to slow

Each faction going by who is hostile to who, or maybe all at the same turn? On the same turn that is :P

I'm not totally sure what your question is, but perhaps I can answer by explaining how FTB works. For the sake of clarity, let's call 1 actor's activities a turn, and span between the players turns a round.

When TB is switched on, combat starts in one of two ways:
  • You successfully alert an enemy by attacking it.
  • An enemy who is alert to you, comes within a fixed distance of you.
When TB combat is in progress, actors behave like this:
  • Each actor gets an initiative/round order according to its abilities and situational awareness.
  • Each actor has an AP pool, and every action except turning on the spot has an AP cost.
  • Actors outside LOS are sped up by a factor of 4 (in reality, it is more like *2).
  • An actor can voluntarily end its turn at any time.
  • AI actors have their turns ended if they can't decide what to do in a timely manner (it doesn't happen often).
  • Actors have their turns ended automatically when they run out of AP.
What all that means, is that rounds generally have less than 5 actors. That's true if you play unmodded, or if you play with MMM's Increased Spawns and a damage overhaul like T3T's. Other mod combinations may change things.

The video I uploaded does a pretty good job of showing how long a typical round is with FTB, because since that video was made, AI turns have been sped up considerably.

Since scripted fights aren't TB, the only two general exceptions are MMM's ghoul spawns (forgot the name, sorry) and times when you're sneaking an enemy camp and killing people. I use ghoul spawns, and I think they're okay. You might feel differently. When sneaking, simply flip the TB switch twice between attacks.

Yazman said:
Will you guys get over the turn based thing? Fallout 3 may not be that great but a Fallout game doesn't need to be turn based to be good.

Absolutely adorable :)

I wish hubby didn't mind me keeping trolls *Sigh*

Public said:
Good, maybe one day we will have a full turn based combat.

FTB has been in working order since the first beta. The current v0.96 does not work during scripted combats, and has some visual glitches. Apart from that it is stable, and to my knowledge, bug free.

When it's in FPP (like in the video) the player still can use VATS, but also aim different parts of the body without using VATS. That makes it a bit...not in place IMO. Using a cursor like in the previous Fallouts would be much better, and ISO perspective to have a better view because having your enemies hiding behind the walls is pointless in strategic games. It works only with real time combat.

Default attacks (Lmouse) approximate FO fast attacks. Aimed (Rmouse) and VATS approximate FO aimed attack. The only difference between aimed and VATS attacks in FO3, is that VATS lines up the crosshairs for you. %Hit, #Location, #DMG, %Crit are identical.

If you still don't like it, I'm sorry. No, really. Jedidiah originally disabled aimed shot. He re-enabled it because I kept pestering him, so blame me. I don't have the mod handy, but I think the relevant line is still in his script, complete with debug info, so you should be able to disable it yourself. Otherwise you can do it through the console, or by making a plugin to automate it for you.

Before you do, understand what you are getting yourself into. You can only disable aimed shots by temporarily disabling Rmouse input. The game wasn't build with that in mind, so it causes strangeness under some conditions (player death and others). But the best reason not to mess with it, is that disabling aimed shots nerfs sniping in a big, big way. You might be able to make up for that by making a plugin with massively increased VATS range, but as of two months ago, doing so messed up VATS.

Beta 0.96 has a limited pan-able camera. You switch it on/off with a keystroke and pan from side to side with another two keys. It works fine, but in my opinion, it is too much of a pain in the ass to use.

I don't think it is a problem. The zoom distance is increased by a good bit in v0.96, and having the camera centred on your avatar makes good LOS awareness an integral part of the game. I think that is a good thing, but YMMV.

Walls matter. Cover matters in FO3, and in FTB it makes the difference between a dead player and a victorious one, almost every time. Entering/leaving sneak mode costs AP as of v0.95 because ducking is critical.

I'm not saying that TB combat should be in ISO view because of the previous games, but because TB combat and ISO work so fucking well together.

You should play FTB is you prefer the strategic and proactive combat turns involves, over the more reactive and adrenaline fuelled combat real time involves. Don't play it because you want FO3 to be FO2. You will just be disappointed.

I mentioned how well the default camera works already, so if the lack of a real isometric camera is all that holds you back, do yourself a favour and check out FTB. You just might love it. I do, and I get the feel our combat gaming interests are similar.

One last thing before I end this monster post. FTB is compatible with almost everything, and if you like the concept, you should use it along MMM and a mod that uses T3T, like FOOK or FWE. Unmodded, you don't end up dead every time because you run out of AP before you reach cover. With T3T's damage tweaks and MMM's baddies, you will die when you do dumb things. If that sounds too brutal, remember FTB auto-saves when TB mode is on.

I hope this post is useful to you guys. I know it is messy and in broken english, but it wasn't my idea, I'm not a native speaker, and I have spend several days trying not to get shanghaied into writing here (I'm a Bethesda fan, this is like a sin or something).

Take care all you glittering gems of niceness.
 
This mod has been updated so that creatures beyond your point of view move much faster than normal and you only enter combat on level 3 detection (as in "DANGER" mode)

It works fairly well. It's a bit buggy and the base Fo3 ai doesn't work well with it. Also, certain gameplay elements like dodge chances based on agility don't come into play. It's literally just Fallout 3's combat on a start/stop mechanic. However, at such a basic (and buggy) level, it's still more fun than Fo3's default combat.
So check it out, and I hope it's improved and has features added.
 
I recently acquired Fallout 3 and deleted the game after realising that I'm not cut-out for FPSs, can't coordinate myself etc. So seeing this thread is a godsent, joined the forum after seeing it. :D

Hope to see v1.0 in near future. Great stuff! :clap:
 
The folks over at www.fallout3mod.com have actually gotten permission to use the original source files for that video's work as well as modify it as needed for the Fallout 1 Re-creation mod. The guy who created the original work said he doesn't plan on ever finishing it so GL on your work with the project. :)
 
Uhm thanks but still, when I click on the link there I get the following :

Not Found

The requested URL /downloads/file/download.php was not found on this server.

Additionally, a 404 Not Found error was encountered while trying to use an ErrorDocument to handle the request.
 
Yeah, kinda had that NoScripts plug-in for Firefox that was blocking me from downloading... :oops: downloaded it and will check out the mod soon!
 
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