[RELz] Project Nevada 2.0

Post » Thu May 19, 2011 6:05 am

Argh, you're right of course. It's always 100 base HP plus the endurance bonus plus the level bonus (unless thats disabled). The descriptions are missing those 100.
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Janette Segura
 
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Post » Wed May 18, 2011 7:48 pm

Well, mystery solved. Makes sense too, only 10*END would be ridiculously low. Thanks for the answer
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Lisa Robb
 
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Post » Thu May 19, 2011 4:45 am

Yes, remove the old package, install the new one. Or, if you installed manually, you can install the new version on top of the old one and overwrite anything thats already there.

Nice one :)
Thought I'd let you know there seems to be a little something not right when using both the new rebalancing module along with IMCN, drinking from waterholes E.G Goodspring sources (I think it's called) it has no effect so only way to quench your thirst would to be to drink from a bottle...it also stops you from being able to refill your empty bottles as well.

Not sure if there's anything you can do about it but if there is that would be great :)

PS. Nice addition with the customizable sprint key now I actually have a choice between walking, running and sprinting :celebration:
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Miguel
 
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Post » Wed May 18, 2011 11:05 pm

I'm having trouble getting any energy weapons to spawn at vendors. Even after waiting 3 days. I'm getting the Guns to spawn at Gunrunners, but no luck with energy weapons anywhere. :(
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leigh stewart
 
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Post » Thu May 19, 2011 3:16 am

Nice addition with the customizable sprint key now I actually have a choice between walking, running and sprinting :celebration:

I've had that for a while, Crash. Remapped the Shift key to toggle walk/run, and Alt was the run key.
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Lewis Morel
 
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Post » Thu May 19, 2011 12:09 am

would replacing XFO and FO3 weapon restoration with the new PN modules that do similar things possibly "break" a save game? i would guess removing XFO and FO3 weap res, clean saving, and then loading PN would work, but i just want to make sure :)
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Juanita Hernandez
 
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Post » Wed May 18, 2011 9:31 pm

i really miss the alternate starts :( atm theres just no good ones at all, and i feel like I am wasting so much time running around in circles with sunny >_<
Would be nice to start with a little more than a varmint rifle (i swear, that thing is completely useless) or a laser pistol (which also seems just about as useless :\ I swear, one time i expended the whole magazine on a powder ganger and he still wasnt dead)

edit
on the same vein, it seems kinda hard to run your repair balance from the start - i cant seem to find any wonderglue :(
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joseluis perez
 
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Post » Wed May 18, 2011 6:50 pm

This is what I've been waiting for. Time to get back into New Vegas! Thanks guys!
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alicia hillier
 
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Post » Wed May 18, 2011 11:57 pm

Do mine suppose to show up when cycling through grenades with the 'H' key? Is there a separate hotkey for mines?
The grenage hotkey now recognize custom grenades which is great :goodjob:, but I've got standard mines in my inventory (frag and plasma) and they're not showing anywhere.
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james reed
 
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Post » Wed May 18, 2011 7:39 pm

Hold the Grenade hotkey for a while, and you can toggle between grenades and mines.
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Milagros Osorio
 
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Post » Thu May 19, 2011 6:25 am

The one that changes grenades. Not the one to throw them.
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Charlotte Buckley
 
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Post » Wed May 18, 2011 10:25 pm

Hold the Grenade hotkey for a while, and you can toggle between grenades and mines... The one that changes grenades. Not the one to throw them.

Aha :), is that anywhere in the readme? I didn't see it.

Separating the Sprint to it's own key is great, I missed the toggle key (couldn't give up sprinting, saved my life more than once... thanx for that :)).

- Ok, after a little experimenting, when switching mines to grenades, the selected grenade is (looks like) the last added to the 'recognized grenades list', which is a bit awkward. saving the last selected type or defaulting to frags would have been better IMO.
- Isn't there a way to tie your HUD items transparency to the rest of the HUD (in DarnIU), I sorted it for myself, but still...
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RUby DIaz
 
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Post » Wed May 18, 2011 8:06 pm

So is there any way to change the timescale? Time goes by way too quickly.
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Hazel Sian ogden
 
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Post » Wed May 18, 2011 10:58 pm

would replacing XFO and FO3 weapon restoration with the new PN modules that do similar things possibly "break" a save game? i would guess removing XFO and FO3 weap res, clean saving, and then loading PN would work, but i just want to make sure :)

On the FO3 Weapons Restoration page on Nexus, it is specified that uninstalling the mod might (or will) broke a save and it is advized to start a new character.
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Alex Vincent
 
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Post » Wed May 18, 2011 10:09 pm

Nice one :)
Thought I'd let you know there seems to be a little something not right when using both the new rebalancing module along with IMCN, drinking from waterholes E.G Goodspring sources (I think it's called) it has no effect so only way to quench your thirst would to be to drink from a bottle...it also stops you from being able to refill your empty bottles as well.

Not sure if there's anything you can do about it but if there is that would be great :)

PS. Nice addition with the customizable sprint key now I actually have a choice between walking, running and sprinting :celebration:

Well guess the 2 just conflict. Try loading IMCN after the rebalance.esp, it wont really matter for PN if some of food/water records are overridden.

I'm having trouble getting any energy weapons to spawn at vendors. Even after waiting 3 days. I'm getting the Guns to spawn at Gunrunners, but no luck with energy weapons anywhere. :(

Wel, not all enery weapons will spawn at every vendor all the time. It's hard to keep track of all the vendor lists or inventories used by every single merchant.

would replacing XFO and FO3 weapon restoration with the new PN modules that do similar things possibly "break" a save game? i would guess removing XFO and FO3 weap res, clean saving, and then loading PN would work, but i just want to make sure :)

FO3 weapon restoration should make no trouble, though you'll use any old fo3 weapons added by this mod. About deactivating XFO, thats a question for its author. But besides changed XP-per-level values i cant think of anything that would make trouble.

Aha :), is that anywhere in the readme? I didn't see it.

It should be in the readme, and when first using the grenade key (either when installing the first time or after updating), youll get a tutorial message explaining how it works. You probably skipped it :)

So is there any way to change the timescale? Time goes by way too quickly.

Deactivate the PN primary needs changes so they are set to their default values (you should be able to leave the dynamic HTS rate option enabled if you wish so), then save and exit the game. After restarting and loading this save, PN will leave the timescale alone, so you can use Imps timescale mod or just make your own modifications.
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El Goose
 
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Post » Thu May 19, 2011 9:48 am

i really miss the alternate starts :( atm theres just no good ones at all, and i feel like I am wasting so much time running around in circles with sunny >_

I'm actually working on an alt start based on the one used in FWE. It's slowly coming. If you want to help, there's a thread on here somewhere where you can post ideas for histories and such. They're the last step before I start major scripting work to finish it off.
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Sabrina Steige
 
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Post » Thu May 19, 2011 8:24 am

Um, is there any way to remove the 'change ammo' hotkey binding from '2'? There are few enough bindable hotkeys for weapons as it is. I can't see any way to do it using the PN console > Hotkeys.

Thanks.
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Loane
 
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Post » Wed May 18, 2011 5:25 pm

Project Nevada has nothing to do with that. You can change it from the game's control options.
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Dylan Markese
 
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Post » Thu May 19, 2011 6:01 am

That would explain it, thanks.
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Czar Kahchi
 
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