Bonus move= screwed AP?

Aerothorn

First time out of the vault
Ok, I am using the v.105 patch to play Fallout 2. I took the "bonus move" perk. But now my AP bar is all screwed up. It pretends that 8 AP is 10 AP. For instance, if I take a shot with my gun that uses 5 AP a shot, only 4 AP dissapear from the AP bar. So I have 6. But if I try again it says I don't have enough AP. Apparently it's reserved 2 of the slots for the bonus move AP, making it impossible to tell how much REAL AP I have left. Was it always like this, or is this a bug? Is there any way to fix this?
 
NMA/Fallout etc. said:
For each rank of this Perk, your character can move an additional two hexes per turn of combat. The first hexes moved each turn cost no APs. At the first rank, your character would have to move three hexes just to be charged one AP. Bonus Move APs show up as yellow lights on the interface bar.
What it means is, you can only use the extra ap's for movement. I had this perk once, and used it by fighting normally until my ap's were gone, then moved behind something for protection. Of course you can use them at first if you want, but it's not as effective.
 
Guys I think he understands how the perk works but is having a legitimate problem with the "bonus move" AP obscuring the display of how many normal AP he has left.
 
It shouldn't obscure how much "real" ap he has left, because it's always at the end, and it's also yellow as opposed to red.
 
But it does obscure because it does not add two extra lights- it just uses 2 existing ones. I normally have 10 AP, but they are shoved into 8 lights, making it really confusing.
 
I think I know what you're meaning now. I believe what threw me off is that your original math doesn't quite add up.

If you had 10 AP total and the bar only showed 8 AP (I forget exactly how many AP the bar showed, but I think it was 8 ), you used 5, then it would show 5 AP left, right? The 6 is what threw me off here.

Anyways, onto the mathematics of how this works. In those last 5 AP, you have your original 3 AP (assuming you haven't moved at all yet), and the bonus of the 2 AP from the Bonus Move perk. You can't use the bonus AP for moving on firing a gun or doing anything else. I guess in your case you should just keep those extra AP in mind, that you have 2 to use solely for moving, and keep a mental tally of how many "raw" AP you have to use for everything.

Also, if this is about the 1.05 patch, then I will move it later to the modding forum so it will get more notice from Celestial so they can offer their own advice if this would be an issue concerning the 1.05 patch. This isn't much of an issue since it sounded like regular Fallout tech help, but we suggest that people post problems like this in the modding forum to see if it may be related. The main issue is, does this happen with the official patch as well? If so, then this is a plain tech issue, and if not, then it should be posted in the modding forum (which I'll just move this to if so, no problem).

Just a friendly reminder to people about explaining the problems a bit more in-depth and some troubleshooting help. :)
 
My apoligies about the math stuff.

Yeah, I do not remember this from the 1.02 Fallout 2- therefore I suspect it probably is the 1.05 patch. But I could just have a sucky memory.
 
To be honest I think I didn't take the bonus move perk at all while playing the 1.05 version. I'll check it out however.

EDIT:

I've checked it and the yellow lights appear in the 1.05 version so it's not the fault of the patch.
 
In a word ,bonus move will not change you AP points, just remember this, I think there will not be a mess.
 
Back
Top