Description: Tuckered Out FO4

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Description: Tuckered Out FO4

Post by Greslin »

Dynamic Weariness and Fall Management In Fallout 4
v1.0 series - (v1.22 released 03/12/2020)
by Greslin

You've been jogging down the highway near Lexington for, oh, about five miles now. You're lugging about 200 pounds of guns, armor and booze - thank God those 30000 caps don't weigh anything, eh? - and you're just trucking along. When you get ambushed by that Deathclaw and knocked off a thirty-foot cliffside, luckily you'll just bound back up and brush yourself off, fresh and alert as when you woke up for breakfast.

Then you can keep running! Right?

Tuckered Out makes you less of a entropy-free running-jumping-falling machine and more of a normal human being. If you take a fall, you'll be hurt more realistically - or at least, you will until you learn how to fall safely. If you run a fair distance, you will get tired and slow down. If you ignore your weariness, you will keep slowing down. If you're hurt or overburdened, you will get tired faster. Finally, if you just keep pushing through the pain, eventually you will suffer the painful consequences - but get fitter over the long term.

Luckily, you have options. You can be smarter about how you jump and fall. You can get some sleep and get over your achy muscles. Or you can just be sensible, crouch to catch your breath, not lug around so damned much, avoid jumping off rooftops and be a bit more careful about getting shot.

But hey, I ain't your mama. It's up to you. Enjoy life on foot in the Commonwealth.


In order to detect player movement accurately, Tuckered Out listens for player control events. Unfortunately these events don't seem to fire when using a game controller (via FO4's native controller support) rather than a keyboard and mouse. Until I can figure out an alternate solution, this mod is not natively compatible with game controllers.

As a workaround, you can use a program such as XPadder to map your controller inputs to the game keyboard controls. This will allow you to use a PC game controller and also use Tuckered Out's full functionality properly.

Note for FNV Version Players

If you've played my mod Pack Attack NPC Edition, you probably know what to expect from me.

I originally wrote this mod in 2012 for Fallout: New Vegas, and I started with a direct port of the latest release (v1.62) of that mod. If you played the FNV version, you should find most of this one pretty familiar. I kept most of the same rules.

Porting over to Papyrus, however, gave me a chance to fix and rewrite a lot of things that never worked right in the FNV version, or if they did, only did so because of some ugly code hacks. Virtually every line of this version has been revisited, most of them have been rewritten, and the core systems have been rethought in some fundamental ways. I'm confident that it's a much better mod than the one I wrote seven years ago.

That all being said, FO4 differs from FNV in some big ways, and so I've had to adapt to the FO4 way of doing things. There's a lot going on here, so please read through this documentation at least once before proceeding. Thanks.

Playing Tuckered Out

Tuckered Out changes your Fallout movement experience in a few fundamental ways, by forcing you to be smarter with your movement energy. This can be a lot of fun if you're patient and willing to adapt to circumstances and a somewhat different kind of gameplay.

Much of the time, and especially when you're in tip-top shape, the effects of Tuckered Out will sometimes be so subtle that you may wonder if it's doing anything. You'll start noticing when you get hurt, tired, overencumbered or you try to take a steep fall. Otherwise, Tuckered Out wants to stay out of your way and be a nudging background influence.

To fully enjoy your Tuckered Out experience:

* Play using Tuckered Out defaults at first, before messing with the MCM settings.
* Play in Survival Mode. Not a requirement, just a suggestion.
* Stop running everywhere. Walk instead, and then run or sprint when you have to.
* Don't go leaping off buildings if you can avoid it. But if you must, get forward momentum.
* Sneaking is your friend when taking falls or going downhill on long, steep slopes.
* If you can, always fall forwards rather than backwards or sideways. Don't twist around midair.
* Don't take a big fall when you can take several small ones. Look for crates, rocks, cars, etc.
* Keep your inventory weight as low as possible.
* Take care of your legs and they'll take care of you.
* Watch chems, items, mods, etc. that affect Endurance, Agility, Strength and HP.
* Keep Buffout and other similar END/STR/AGL drugs around.
* Don't fall with your weapon out if you can avoid it.
* Sleep or wait for two hours to neutralize weariness.
* Use gravity and momentum to your advantage.
* Make good use of power armor.
* Fly responsibly. Even in power armor, hard jetpack landings will hurt.
* Take a break. Crouch while immobile to unweary faster. Sit down to unweary even faster.

Most of all, be conservative with your energy (especially in combat) and be creative with how and where you move. Remember, you're traveling on foot, on often rugged terrain, in a humid, high temperature post-apocalyptic environment. It's a tough world out there. Take care of yourself.

There's a lot of technical stuff below, but you don't really need to read it if you don't want. It's there for FO4 players like me who want the details, or who want to suss out possible mod conflicts.

Notes on Scale

As you play Tuckered Out, from time to time you'll feel like you're being overpenalized for distance or falls. While this mod isn't perfect and is constantly being adjusted for realism, these particular effects aren't calibration errors. FO4 is much, much better than FNV was in that regard, but some scale discussion is still necessary. Also, everyone has their own definition of realism.

In the FNV version of Tuckered Out, I calibrated the weariness algorithm to a real life distance: the 7-mile road leading from Goodsprings, NV to Jean Airport (Jean Sky Diving in-game). It was designed for an END 6 player with no inventory to be able to jog that distance without becoming exhausted.

Thing is, even that distance is ridiculous, and for this port I did some reading on marathon runners. TO-FO4 is scaled for that same END 6 to be able to cover a 5K (3.1 miles) before exhaustion. In real life, the distance from the Old North Bridge (Sanctuary Bridge, in game) to Lexington is about 7.5 miles, placing the 3-mile mark at just outside of Concord on the Lexington side. So this is calibrated for a base END 6 exhaustion run from Sanctuary Bridge to just outside Concord.

Scale illusions play especially big roles in falls. While I find the FO4 falling system a lot more realistic than FO3/FNV (where you could generally take a 30-foot fall and walk it off), people die from 10-foot falls in real life every day. The fall system is calibrated to actual OSHA workplace accident stats, with hazardous falls starting at around 5 feet and seriously injurious ones at around 10 feet.

Also: Dropping 20 feet in two tons of steel power armor is no guarantee that you'll be balanced when you land. You probably won't be.

Notes on Fitness and Encumbrance


Speaking of scale, stop carrying 200 pounds of crap on your back, while expecting to keep a decent pace on. Encumbrance penalties are calculated based on the ratio of total inventory weight to maximum carry weight, and that ratio starts biting hard fast long before you even come close to filling up your backpack.

When computing building weariness, Tuckered Out looks first to your END stat. Generally speaking, an END 6 is considered average fitness for an on-foot traveller - anything less means that you're a fairly soft and pasty vault dweller, while anything more means you're hardened to move. An END 9 or 10 means you're a machine, almost walking power armor.

Next to END, encumbrance plays the second strongest role in weariness calculations. If your END is low or penalized, lighten your encumbrance ratio to make better distance. Heavy encumbrance also plays a role in fall calculations.

And don't forget: health and leg condition matters. Keep healthy and stay fit. Injuries will slow you down further.

One note - if suddenly you seem to be tiring out very fast and don't know why, check to see what actor effects are currently being applied to your player. Many of them incur END/AGL/STR penalties, especially if you're in Survival Mode or using immersion mods. Those END hits have big Tuckered Out impacts.

Long Term Fitness

This is new to the FO4 update of Tuckered Out. One regular comment about the original mod was that there was no way to increase the weariness arc simply through exercise. You could only do it by upgrading your END stat and applying various perks and modifiers.

In this version, rather than passing out when you reach the very limits of your fatigue, you begin to take AP and HP damage. However, each time you become tired (fast heavy breathing) or take an HP hit through the new exhaustion mechanic, you have a small chance at increasing a new "fitness" stat very slightly. This stat slowly increases during the course of your gameplay and is applied to the length of the weariness arc.

This is intended as a long term effect, so don't think that you can simply spend the early game running circles around Sanctuary until you're a superbly fit running machine. You'll kill yourself far more often than you'll help. But the script is taking note of your exercise efforts, and over time you will have an easier time of it. So don't be afraid to push it - just don't kill yourself.

How It Works: Weariness


Tuckered Out adds a dynamic weariness element and variable fall management to Fallout 4 movement. A huge majority of the time in vanilla play, the weariness system will be your primary experience with Tuckered Out.

This system factors your endurance (END) stat, ratio of inventory weight to carrying capacity, agility (AGL), current health, leg condition and power armor use to create a "weariness arc", tiring you out quickly and then dragging out the weariness more slowly until you finally become exhausted and hurt yourself. The better condition you're in, the more forgiving the arc will be. If you have low END, are seriously hurt and carrying near, at or over your capacity, you're going to be in real trouble.

Uphill motion, jumping and/or moving with your weapon readied will all make you tire faster, impacting at different rates. Downhill motion and/or moving with both legs at 100% health will make you tire a bit more slowly. When you walk, you no longer get weary and start recovering at a very slow rate.

Leg damage adds to your tiring speed, very significantly at high damage levels (negated a bit by AGL). With this mod, you need to watch your health conditions. Some damage won't impact you seriously, but HP and leg damage can quickly compound to create a serious problem. When that happens, stop running and start walking.

At the arc's 25% point, you get a "getting winded" message and will start hearing breathing sounds.

Beyond 25%, the effect will grow more pronounced and will level off after a certain point. At 50%, the breathing sounds will quicken. When you get to around 80%, you will get an "exhausted" message, and the breathing will be replaced by a fast heartbeat. When you hear the heartbeat, STOP: that's your warning that you're heading into the danger zone.

At 95%, you will begin experiencing serious exhaustion effects. First, your AP will be depleted, and when that's gone, you will begin taking HP damage until you stop, rest, and recover. (This replaces the "passing out" feature in TO-FNV 1.62, which doesn't seem to have any great equivalent in the Fallout 4 system.)

When you hear the heartbeat, you will be considered too exhausted to jump (jump control is disabled).

Weariness recovers at a small rate (determined by your END stat) naturally when you're not moving. Sitting down recovers weariness at a high rate. Weary resets completely after two hours of sleep or waiting (unless you're suffering from Survival insomnia). Once you have completely cleared your weariness, you will get a recovery message.

How It Works: Falling With Style

In addition to weariness, this mod also monitors your movement patterns for rapid rates of descending movement, followed by an abrupt stop - i.e., "fall down go boom". Generally, the FO4 fall detector is much better than in FNV, but it's still video game physics. This mod attempts to make fall dynamics a bit more realistic and interesting.

Note: All standard vanilla FO4 fall damages still apply - any fall that will hurt you in vanilla still will. This mod simply adds to what's already there, applying variable damages and effects at lower but realistic heights.

A fall is identified by measuring a significant negative change in the player's Z axis position, followed by a sudden stop, at a final fall angle (calculated based on Pythagorean X/Y axis displacement, against your effective fall height) that exceeds 45 degrees. If a fall of over approximately 5 feet in-game is detected, calculations are made to determine the likelihood and extent of injuries and pratfalls, based on fall distance and other factors.

And who said high school trigonometry isn't useful in real life?

Generally speaking, higher falls, heavy (>50%) encumbrance, existing leg injuries and limited Agility all decrease your odds of safely maintaining your balance and taking the fall without injury. In real life, an off-balance fall can get you anything from a pulled muscle to a broken neck. Balance is important in Fallout 4, too.

If you take what the mod recognizes as a hazardous fall, you will take percentage-based HP damage, variable limb damage, and possibly a broken leg or two. These risks go up as your effective fall height goes up.

Agility (your ability to maintain balance) is very important in fall risk and damage calculations. Your Agility stat will offset your encumbrance penalties, significantly at high Agility levels (an Agility 9 nearly neutralizes the encumbrance penalty). Agility also reduces your chances of broken legs, weapon drops and other unpleasant effects.

If you're injured in a fall, a number of things can happen. You'll take some HP damage. Your legs will take some damage, up to and including breaks. If you break a leg, you will be unable to jump. In addition, the HP and leg damage you take in the fall will contribute significantly to your weariness and make falls more dangerous, compounding your problems.


You may not realize it, but walking and running are different actions in Fallout 4. If you're like most players, you've never actually walked.

And I can't blame you. In vanilla, walking is more like crawling upright, a useless mechanic. In Tuckered Out, walking has a very direct benefit: it doesn't accrue weary, and in fact very slowly recovers it instead. So if you have a fatigue problem, hit Caps Lock and start walking.

To make this more practical, there's now an MCM setting to adjust your speed when walking. Bump it to something that you can use.

Combat Roll Effect

Since fall angles below 45 degrees aren't treated as true falls, in some situations you can employ a "Parkour"-ish effect to avoid fall damage by using forward momentum to your advantage.

If you can get decent run speed or jump distance first, you can sometimes use that momentum to lengthen out the fall and reduce its effective angle - essentially creating the same effect as a combat roll. You can also do this by using interim landing spots (a car, picnic table, crate, etc.) to break a hazardous jump into several safe ones. If you're successful and the fall angles come out at below 45 degrees each, you'll land without injury.

In other words, don't drop straight down hard to the ground if you think you have a shot at rolling the fall out. Instead, attempt to land as far away from the fall edge as you can to ease the downward force of landing. There's a flipside to this, however: if you attempt this via a jump and fail, the upward arc of the jump will naturally *increase* your fall distance and you'll land a bit harder than if you'd just taken the straight fall. It's your risk to run.

Jumping To Elevation

Tuckered Out tracks how you jump. If you jump to an elevated surface, there is a small chance of landing off-balanced and suffering a pratfall. This is mitigated by AGL (and a little by Luck), but you should always look for a way to ascend safely without tripping over something.

Safety and Controlled Drops

Another way to make a fall safer is to do a controlled drop by crouching into sneak mode first. As your legs are now bent, and you likewise land crouched, falling in this manner applies a mild bonus to your effective fall height, computing the fall as though it was taken from a shorter distance. This can help you take a fall in some cases with minimal injuries.

A further safety bonus can be had by doing a "safety drop" - crouching and facing backwards as you drop. Falling from a structure, this would be the equivalent of grabbing the edge and lowering yourself down.

These safety moves are very useful and highly recommended when moving rapidly down a steep, long hill. Otherwise, a stumble is possible and you may take damage on your descent.


If your balance is off, your Agility is down, your legs are already hurt, or you just have a bad day, you may lose your balance on landing and do a pratfall, getting knocked on the ground (not unconscious, just off your feet). Pratfalls become more likely as you take higher and harder falls.

Your pratfall odds are adjusted for your in-combat condition, Perception stat and fall orientation. Pratfall odds are lower if you're facing in the direction you're falling (<10º off fall bearing), a bit higher if you fall sideways, and significantly higher if you fall backwards (>45º). Also, if you happen to be in combat when you fall, you have a 35-65% chance (based on Perception) of avoiding a pratfall, regardless of the direction you are facing.

Falling with significant leg damage (+50% total, either one broken leg or two badly injured ones) dramatically increases pratfall odds.

When you pratfall, you may take minor arm or head limb damage, as well as minor AP/HP damage. If your weapon was readied when you fell, you have a 50% chance of it becoming unreadied in the pratfall. All of these odds are mitigated a bit by your Agility stat.

To avoid unreadying your weapon in a pratfall, simply unready it before you fall. Your weapon is only a factor if you fall with it unholstered.

If you pratfall from an elevated surface and ragdoll off an edge (off the roof of a house, for example), you may take a secondary pratfall, depending on how far you fell the second time. This secondary pratfall will generally do much more HP damage than the first one.

Noise and Stealth

Several Tuckered Out states create noise that local hostile NPCs may hear and investigate. If you are breathing heavy (i.e., weary), or if you fall - or especially pratfall - these circumstances now create detection events of varying strength and range. These events will alert nearby hostiles, who will come looking for you.

If you are not at least winded and haven't taken a fall, no detection events are generated.

Keep this in mind when trying to move stealthily in a dangerous environment: they can hear you!

This feature may be disabled or reenabled in the MCM config menu.

Power Armor

As Fallout 4 completely reimagined power armor, most of the TO-FNV system has been removed. And due to the quest requirements for power armor, the calibrations from the TO-FNV were seriously outdated. I had to start over.

Here's the thing. No matter how advanced those various servos, stabilizers, and shock absorbers are, there is still a squishy, occasionally crunchy blob of water and other assorted bits sloshing around inside it. And that blob is still going to feel gravity and stuff, even if the iron hulk surrounding it takes little damage in the process. So the challenge is in coming up with a balance that does respect to power armor, while at the same time not making it a god tool that effectively bypasses the fall system.

This is still a work in progress. However, as of 1.0, fall tolerances for a basic power armor frame are set to BARELY make that drop off the Concord Museum roof without a ridiculous amount of damage. You will likely take some HP and leg damage from the impact (as you should).

Pratfalls are a little trickier, because they're mainly about agility and preexisting limb damage. Even in Power Armor, you can land off balance and fall over on impact. Currently, there's a 75% odds reduction of that happening in power armor, but it's still possible, so don't be too shocked when you take a tough fall in your T-60 and you topple over. Stop being an AGL 2, for God's sake.

Power Armor gets weariness bonuses through END and STR upgrades, that in turn improve your carry weight. Also, any upgrades that affect fall damage, END, STR, AGL or other related factors should have corresponding benefits in the Tuckered Out system.

While the road to winded (0-25% weary) is only moderately extended when wearing power armor, the center part of the arc (50-75%) should widen significantly. In power armor, your real endurance gains will be realized over distance.

If you are wearing power armor and are helmeted, the normal breathing sound effects are replaced with power armor equivalents.


Vanilla PA jetpack usage should work fine and not accrue weariness. Tuckered Out also has official support for the CROSS Jetpack mod, including the impact stabilizers. Any other jetpack mod will probably require a compatibility patch.

In general, you shouldn't accrue much weariness while piloting a jetpack. However, with Tuckered Out, jetpacks are a lot more dangerous to use. If you drop from a significant height at a fast enough speed, the "landing" will be treated as a fall. (CROSS Jetpack impact stabilizers will mitigate this fall risk.)

Learn to fly safely. Jetpacks - even in power armor - are now a really, really great way to get really, really hurt.

Pro tip: tap jump briefly to score a soft landing.


Most of the TO-FNV perks have been adapted to the FO4 perk system. They are:

Adamantium Skeleton 1-3. (Formerly Legs of Iron) Leg damage incurred in TO falls is reduced by the vanilla percentages with each level.

Sneak 3-5. (Formerly Desert Wind) You have become a master at efficient run-sneaking. In standard TO play, run-sneaking reduces the impact encumbrance has on weary by about 20%. With this perk, that reduction is adjusted to 30, 40 and 50% with each level.

Ninja 1-3. (Formerly Mojave Traceur) You're getting good at jumping and falling. Minimum thresholds for hazardous fall heights are increased by 25, 50 and 75%, with each level.

Well Rested. (Formerly Deep Breathing) When Well Rested is in effect, you're relaxed and breathing easier. The weariness arc is extended by 25%, improving your overall performance by increasing the time before you begin to be winded.

In TO-FNV, there was a fifth perk (Burning Grace) that permanently reduced pratfall odds and was tied to an extremely long shot fall. Both it and the Burned Man fall event have been removed for the time being, but will probably be reintroduced soon.

Moving In Water

FNV was a giant pain in the ass when it came to detecting in-water movement accurately. Fallout 4 isn't, so the rules here are really simple. Moving in water at all is essentially like increasing your encumbrance by 15%, and swimming takes it to more like 50%. Expect to get tired fast in water.

Water does not cushion a fall.

Survival Mode

Vanilla Survival Mode diseases have the following effects:

Fatigue: Your rate of weariness accrual is increased by 25%.
Weakness: You incur an additional 25% to all leg and HP damage incurred by Tuckered Out falls.
Insomnia: Sleeping and waiting do not reset weariness arc.


Currently, Tuckered Out directly supports only one drug family: Jet. Any drug that creates the Jet-slow-time effect will also trigger 30 seconds of minimum weariness, allowing you to move as quickly as if you were fully rested.

Jet use has two catches, however. When the boost effect wears off, your weariness level will crash to 75% of what it was when you used Jet. It will also cause a small amount of damage to your long term fitness (equal to three times the gain made from a single exhaustion HP loss event).


Tuckered Out has MCM support, and most of the significant parameters of the weariness and falling algorithms can be altered there. This includes altering the length of the weariness arc, the rate of weariness recovery, and the various tolerances and thresholds of the fall detector.

You can also shut off either system entirely and adjust the volume of breathing/heartbeat sounds.



For the most part, Tuckered Out should be pretty compatible with most other mods. There are some danger areas, though.

Anything that messes with movement speed is likely a problem. TO detects falls by tracking player position in normal FO4 gameplay, so anything that dramatically changes that (vehicle mods, sprinting mods, etc.) will probably run afoul of the fall system. They may also trip up the weariness arc, depending on the nature of the other mod.

Obviously, anything else attempting to do the same job as Tuckered Out is going to create problems.

Finally, be aware that any mod that dynamically alters SPECIAL stats (particularly END and AGL) is going to have a direct effect on how Tuckered Out computes weariness accrual and falls. So just be careful to avoid unnecessarily stacking up effects.

I plan to extend compatibility as much as possible for popular mods that seem a good complement to the Tuckered Out system.

As of v1.0, Tuckered Out has built-in support for CROSS Jetpack and the fly/speed modes of Workshop Plus.


This mod was originally developed, tested and written (mainly through trial and error) on the vanilla Fallout: New Vegas engine, and this began pretty much as a straight port to the Fallout 4 system.

F4SE is required. Seriously. Tuckered Out won't work without it and never will.

MCM is STRONGLY recommended. Without it, you're mostly stuck with my opinions about running and falling. MCM will let you adjust the systems to any dynamic mix that you're happy with.

There won't be an ESL or console port. Don't ask.


This mod dynamically changes your SpeedMult ActorValue. If you simply uninstall it, your movement speed to remain stuck at whatever it was when you uninstalled. It's also possible that breathing and heartbeat sounds may get stuck.

Before uninstalling, use the "Factory Reset" MCM option to reset these settings back to vanilla original. Then just remove the ESP, and it shouldn't muck up your save games.


Thanks to my wife's continued patience for over 10 years of my Fallout-related nerdiness.

Thanks to everyone (Jeoshua, Scorpial, phoenix0113, TheEpicUsername, and many more) who helped so much in the development and playtesting of the original FNV version of Tuckered Out. Without them, this version wouldn't exist at all.

Thanks to Ebby Exaspimaru, who kept reminding me on Discord that I should do an FO4 port, while pointing out that there might actually be a few people who would want to play it.

Big thanks to Elaron, Tugatoga, Kruger, Zandrite and so many others who have pounded to death (and have been pounded to death by) my other big mod, Pack Attack NPC Edition (PANPC), and who have helped me refine it into something quite better than I ever originally planned.
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