[RELz] nVamp - New Vegas Advanced Mod Project

Post » Sun May 29, 2011 2:43 am

The socketed FormID exists, and becoming considerably easier now that v1.5 is coming out. Instead of one giant master file that has become exceedingly unstable and cannot load in Geck anymore, there will be a more modular approach to nVamp. Each module is a master containing only the mods (merged and built by nVamp team) pertaining to that module, as well as the masters from core mods pertaining to that system. This should allow entire portions of nVamp to be disabled if you do not want to use it, like we've already done with the graphical overhaul and spawn system.

Since each master will have it's own FormIDs and a limited number of mods internally, it will become very easy to refactor standalone mods to match the nVamp version. Once we have accomplished that, it's a simple process of comparing nVamp's master to a standalone mod for updates without the headaches I go through now, and when standalone mods are updated, we can load them after nVamp to get their changes until they're built into the master.

As soon as v1.5 is finished and launched, we can then work with each mod author to get the FormIDs refactored to the nVamp set. This will only be required for internal mods, not the core mods. It will not require any changes to functionality, just the FormIDs only. However this will cause new versions to not be compatible with old versions of the same mod.

-V
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Portions
 
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Post » Sat May 28, 2011 5:56 pm

@Antistar

Whoa, holding off on PN for PPA? I'm stunned. If you want to do away with the offending vision overhaul though, you can do so by opening up PPA in FNVEdit and deleting the PPATokenFOV armor object (or by removing the script attached to it). As for that post-VATS FOV bug, I'm pretty sure PPA is the cause because I've noticed it too. Your FOV can be restored by holding down the aim button, so I'm pretty sure I can fix it by tapcontrolling the aim button after you exit vats. The next PPA update should be released this weekend though, so you won't have to wait long.

@Vaernus

Keep in mind that in order for a standalone update to override the integrated esm, it will need to have that esm as a master, so mod authors will need to either provide their users with instructions on how to add a file as a master in FNVEdit (something that is sure to cause more headaches than its worth) or release two versions of their update, one for standalone users and one for nVamp users.

The way I'm picturing it, the modules that consist of integrated mods should probably each come in two parts - an esm that contains the original mods merged together but otherwise verbatim copies of the originals, and an esp that contains any changes that nVamp needs to make for compatibility's sake. That way you could compare the esm to the updated standalone version to see what's changed, update the esm, then compare it to the compatibility .esp to see if anything needs to be altered for compatibility. This would also allow the changes made by the compatibility files to persist for users that install the standalone updates. The load order would look like this:

nVamp Merged01.esm

Standalone Update.esp (alternate version with nVamp Merged01.esm as master)

nVamp Compatibility01.esp (has nVamp Merged01.esm as master)
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Pawel Platek
 
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Post » Sat May 28, 2011 2:04 pm

Whoa, holding off on PN for PPA? I'm stunned. If you want to do away with the offending vision overhaul though, you can do so by opening up PPA in FNVEdit and deleting the PPATokenFOV armor object (or by removing the script attached to it). As for that post-VATS FOV bug, I'm pretty sure PPA is the cause because I've noticed it too. Your FOV can be restored by holding down the aim button, so I'm pretty sure I can fix it by tapcontrolling the aim button after you exit vats. The next PPA update should be released this weekend though, so you won't have to wait long.


Great news on all fronts - and thanks for the info.

As for holding off on PN; well, like I said, I'm still busy modding a few things before I start my next playthrough, so it was largely academic. ;)
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lucile
 
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Post » Sat May 28, 2011 6:15 pm

Congrats on making the Top 25 of the past 2 weeks on Nexus.

In fact your mod is now in the #2 position!

http://www.newvegasnexus.com/downloads/top/
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Leilene Nessel
 
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Post » Sun May 29, 2011 1:33 am

Harder than.esp, I have no idea what thats from, but the mod containing it on nexus was apparently taken down.
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D IV
 
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Post » Sat May 28, 2011 1:55 pm

1.5 has officially launched, along with the 1.51 patch resolving some issues. Full changelog can be found on the website at http://www.risegaming.com/nvamp.

Particular, this has begun the socket system for nVamp. What is the socket system?

With 1.5, our biggest focus (beyond stability and modularity) was the socket system. We've now made it possible for the community to control nVamp. Up to this point, it was typically myself and the team adding content, and we've worked hard to find unique mods that handle a particular gameplay aspect missing in the game and do it really well.

Now with 1.5, the community can control nVamp's destiny. This is not only the fans using it, but the authors involved with it (whether directly or indirectly). Find a feature lacking across the board? The socket for it can be removed without breaking nVamp. A mod that has an amazing feature that would increase the immersion of New Vegas? Contact the author and see if they want to register a socket for their mod and add it in. We've documented the system very well on our website.

The beauty is that technically, once we know a socket is registered (so we don't have two mods on the same socket) and the author uses the dummy master files as a master for their mod, they can launch the mod, hop on our forums, and tell folks to download the mod from their Nexus location and load it. And it will just work. From there, the team can build it into nVamp but it doesn't need to be instant as it will just work.

This now has become truly a platform for the entire community to build a better Fallout New Vegas that is a fully combined effort of all mod authors and fans. Rather than trying to build countless compatibility patches, giant load orders, special tools to reorder mods, headaches, etc., now a mod can just be built into nVamp and then handle the compatibility/expansion internally by a specialized team.

And in situations where a mod wouldn't necessarily require "compatibility" in the sense of it doesn't work with other mods, compatibility also means having that mod interact with all other mods inside nVamp. That means new armors showing up on applicable and lore-friendly NPCs rather than just sitting in a container for the player. New creature variations and bosses showing up in AWOP locations. New gameplay systems being available to mods completely isolated from the system, as well as NPCs utilizing these new tactics. And plenty more. It's something that is completely unachievable when just downloading all the mods separately, setting load order and merged patches, without all the authors getting together to build an intricate patch framework together. And that is the nVamp experience.

-V
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Christine
 
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Post » Sat May 28, 2011 6:02 pm

i dont quite understand all that you said but i understand that i like it :D
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Marie Maillos
 
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Post » Sun May 29, 2011 1:33 am

Well, after nearly morphing into a banshee trying to install everything I think I've got it sorted. One last thing is the bashed patch. I see it removes empty sublists, quite a lot of them which I'm not sure is a good thing.
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Jade MacSpade
 
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Post » Sun May 29, 2011 2:58 am

how do i get a new bash patch.esp
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Emily Jones
 
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Post » Sun May 29, 2011 1:21 am

how do i get a new bash patch.esp


I just saved an empty esp in the geck and called it bashed patch, 0 with the author BASHED PATCH. Not sure if you need the capitals or not.
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Katie Pollard
 
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Post » Sat May 28, 2011 8:39 pm

I'm about to install the game anew and get the whole nVamp and my question is this: what are the major differences between getting WME or WMX?
Also, does any of the internal mods or those bits of overhauls that are neccessary affect carry weight?

UPDATE: I encountered a small problem while installing the mod. When I try to create a merged patch in Wrye, I can't get the nVamp - Very Voracious Vermin.esp into it. It doesn't appear with the others in that small window with checkboxes. Also, when I right-click on it in the load-order list and select Mark Mergable, I get this error: "Unsupported types: DIAL."
Any ideas?
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Darlene DIllow
 
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Post » Sun May 29, 2011 12:36 am

1.54 has been released.

Been playing with it all day and its great. Very stable, much more well balanced as opposed to 1.53 (imo) Also more modular and increased support for more well known mods.

Thanks nVamp team :)
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Penny Wills
 
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Post » Sat May 28, 2011 9:03 pm

Im sorry if I have missed this, but can I choose to not install certain mods or do I need everything to get it to work proper?
For example, I find Electro city somewhat immersion breaking with the engineers and the HQ. Can I choose to turn that off?
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Sweets Sweets
 
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Post » Sat May 28, 2011 11:07 am

I want to be honest.

Seems to me, with FOIP/FCOM, it was like tying strands of different colored rope together to make a continuous rope.

nVamp feels more like putting a bunch of shredded multi-colored threads into a bucket and hoping it'll hold when tugged.
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Lavender Brown
 
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Post » Sun May 29, 2011 12:33 am

Im sorry if I have missed this, but can I choose to not install certain mods or do I need everything to get it to work proper?
For example, I find Electro city somewhat immersion breaking with the engineers and the HQ. Can I choose to turn that off?


Electro city is part of an optional module named "effects nVamped" You do not have to install it if you do not want to. Or you can install it and then deactivate the mods you don't want to use (in case you want part of it) That's what I have been doing. I installed all of them then played around in game to see which I liked and didn't like and then just unchecked the ones I didn't want to use in FOMM

http://risegaming.com/nvamp/?page_id=313
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Marine x
 
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Post » Sat May 28, 2011 8:07 pm

@The Third Type: While I respect your opinion, as I've mentioned in another thread about the regenerating geckos, this is a beta. And you're right, it was much easier when looking at FOIP/FCOM because both of them were strictly a compatibility framework. FCOM, for instance, did not need mods to be built into it's system because the core mods did the job perfectly (considering they themselves merged or created a huge amount of functionality internally). It's a helluva lot easier to work with 4 mega stable mods (we're talking a modding community that was already pretty stable and established before FCOM came about). FOIP was strictly a bunch of patches to make core mods work together properly and that's honestly where it ended, so FOIP as a comparison to nVamp is a small portion of it.

nVamp has one major "full" overhaul in FOOK (if comparing to the systems from Oblivion, it's the closest thing), and overhaul systems that focus on gameplay functionality Project Nevada, XFO, and PMT, but nothing like the mega mods in Oblivion to work with. So we work at compatibility with the quality mods that are available, and have focused on increasing the atmosphere of the game by both creating new features, and building in the quality mods of the community to enhance the core functionality.

I think anyone that took up the task would be hard pressed to have a perfectly working system in any reasonable length of time. FCOM, just as a core framework, took half a year to build a solid system for just those mods. Now begin to work with 8-9 core mods from an external point of view, and over 100 mods internally. It's a whole different picture.

Now this beta is working for many people (the endorsemants, the gameplay footage, the PMs/emails I get, the posts, etc.), and I don't sit around "hoping" this will hold together. If you have watched development, we have gone through multiple versions, multiple hotfixes, and multiple patches in a very short amount of time. It has it's problems and we work daily to resolve them. It's an ongoing process and that's what the beta tag is meant for. Honestly your post here and in the other thread sounds like a borderline insult to the nVamp team and the work being put into this from many contributors from the community. Frankly it doesn't condone any sort of professionalism on your part. Especially from the team you are representing, with whom I hold with great regard for the quality put into Project Nevada. As I've said to folks on multiple communication mediums with nVamp (Nexus, our forums, email, PM, on a daily basis), we can't fix what is broken if all we get is complaints or rope metaphors on the system.

The people that are roughing it out and finding the issues on the day to day basis (and reporting them in a courteous and professional attitude) are the ones making nVamp a better system. For themselves and for the community. And I appreciate every moment of time folks put into this as we clear up the problems. It will be fixed soon enough the way things are going now.

-V
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Cat
 
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Post » Sat May 28, 2011 10:55 pm

Hey V, just want to express my appreciation for your team's efforts on nVamp. I have released a grand total of one (yes 1!) mod of totaling about six (6!) kb, and with work and no family i can barely play, let alone work, so i can only imagine how much harder it must be for you. :tops:
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Ella Loapaga
 
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Post » Sat May 28, 2011 9:43 pm

With all the new content like VVV and World of Pain, it seems to me that there is a need to scale back the XP gain or else level way too fast. I see from the intsall instructions you do not put in the XFO XP leveling esps .... is that just because it isn't mandatory or will it break something?

Assuming it doesn't break anything, who is recommended - mild, medium or large?
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Rude Gurl
 
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Post » Sun May 29, 2011 12:00 am

Hello :)
I found garbage(?) entries in RepairNVAssaultCarbine of "nVamp - Weapon Mods Expanded.esp".
When merge FormIDList in the bashed patch, it becomes impossible to begin a game by this cause.
Thanks.

http://dl.dropbox.com/u/515667/WTFRepairNVAssaultCarbine%20.png
# nVamp v1.54, CFWNV Full v2.9
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Arrogant SId
 
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Post » Sun May 29, 2011 1:06 am

Hello :)
I found garbage(?) entries in RepairNVAssaultCarbine of "nVamp - Weapon Mods Expanded.esp".
When merge FormIDList in the bashed patch, it becomes impossible to begin a game by this cause.
Thanks.

http://dl.dropbox.com/u/515667/WTFRepairNVAssaultCarbine%20.png
# nVamp v1.54, CFWNV Full v2.9


If i remember, CFWNV 2.8 removed a couple of guns i think they were the AK-112 and R91.
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FITTAS
 
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Post » Sat May 28, 2011 10:40 pm

Is Nvamp compatible with Fellout?
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Terry
 
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Post » Sat May 28, 2011 4:00 pm

In the installation instructions it says I need to install PMT, but on the Nexus I see 16 different files for PMT. Do I need to install them all? Or only the three mentioned in the detailed guide?
Download PMT
Install all data and these files into data folder:
PMT – Explosive Robots.esp
PMT – Gravity Kills.esp
PMT – Slower Reloading No Visible Perk.esp
I guess I'll only download those.

And something else:
Do I need
Electro-City - darker nights.esp
LUMENARIUMandELECTROCITY - Nevada Skies Replacer.esp?

Edit:
I only installed said PMT-mods and didn't install the darker nights/replcer esp's and it's working like a charm!

Thanks for a brilliant mod-compilation-framework-thingy!
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Krystal Wilson
 
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Post » Sat May 28, 2011 9:35 pm

...is this still being worked on or was it abandoned? Its been a while since anybody's posted anything.
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Farrah Lee
 
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Post » Sat May 28, 2011 10:54 am

From what I've read on the Fookunity forums, the project was passed on to a new project lead and I guess new devs. And furthermore, the new leader is incredibly sick right now and progress doesn't seem to have moved anywhere.
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DAVId MArtInez
 
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Post » Sat May 28, 2011 6:44 pm

...is this still being worked on or was it abandoned? Its been a while since anybody's posted anything.


With the new leader being ill I doubt anything will get done anytime soon unless he gets some help. Its a shame really as this mod has huge potential,
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gemma
 
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