[RELz] Project Nevada 2.0

Post » Wed May 18, 2011 9:30 pm


P r o j e c t
============
NEVADA


Team: snakster, Kai Hohiro, delamer, T3T, Zealotlee, Yukichigai, Gopher, TheCastle, x-quake, Mezmorki

Current Version: 2.0

>>> http://www.youtube.com/watch?v=juMWKWR_BCo&hd=1 <<<

>>> http://www.newvegasnexus.com/downloads/file.php?id=40040 <<<

*********************** IMPORTANT ****************************

The following mods/utilities are required for Project Nevada:

* http://nvse.silverlock.org/

* http://www.newvegasnexus.com/downloads/file.php?id=36901 is HIGHLY recommended for properly installing and setting up Project Nevada.

*************************************************************

Introduction

Project Nevada is a mod aiming to make Fallout: New Vegas a more interesting - eventually more challenging - but surely more fun experience for you.
Created by the team responsible for the Fallout 3 Wanderers Edition (FWE), we're leaving the barren DC wasteland behind and move on west to new, exciting regions.

Project Nevada is not an overhaul, instead it's organized as a set of themed modules.
Each module can address different aspects of the game and target different audiences, but they are also designed to work in conjunction.
Our vision is to allow players picking the modules they want and using them together with any mod they like, instead of forcing them to make the all-or-nothing choice.
See the next sections for detailed descriptions and features of all current modules.

Further general objectives and design concepts are:

* Easy installation and setup; no load order or complicated dependencies.

* Great customization through different modules and an ingame menu

* Rather keep things straight forward and enjoyable than overly complicated and tedious.

* Avoid changes that could conflict with other mods unless they are absolutely necessary.

* Blend features in as good as possible - players shouldn't feel reminded that they're using a mod.


Module Overview

<Core>

Module Version: 2.0

The Core module is the foundation of Project Nevada, and as such required by all other modules.

It adds the gameplay features found in popular first-person-shooter games that were missing in New Vegas.
Some of those features are improved versions of already well-known Fallout 3 mods, like the Grenade Hotkey, Bullet Time or Sprint.
All of them are rewritten from the ground up, with exciting new features like the support for several VATS perks in Bullet Time and support for throwing weapons with the grenade hotkey.
Others are brand new, like the Dynamic Crosshair that changes it size according to the current weapon spread.
Each of those features can be individually enabled or disabled in-game. They are fully script-based to play along well with other mods.

To allow customization, the Core module implements a Control Panel, which can be accessed directly from the pause menu.
Other mods may extend the Control Panel without conflict and make use of the provided methods for streamlined hotkey assignment.

Since the Core module avoids conflicting changes, players are free run it alongside any other mods, including their favorite overhaul.

Details:

* Dynamic Crosshair
This feature causes the crosshair to expand and contract dynamically based on the player's current gun spread.

* Bullet Time
A classic feature that doesn't need much introduction - press a hotkey to slow down time, at the cost of Action Points.

* Sprint
Yet another classic - as the name suggests, Sprint allows you to increase your speed until your action points are used up.
When bouncing into an opponent you may knock him down if your Strength is overpowering his.

* Grenade Hotkey ENHANCED
Press a hotkey to quickly equip and prepare an explosive, then release to throw it. Another hotkey is used to cycle throw the
different throwables in the players inventory. Besides grenades and thrown weapons, mines and placed explosives are now supported as well.
Any unknown explosives are automatically supported once they have been equipped.

* Variable Zoom for scoped weapons
All scoped weapons get multiple zooming steps. This automatically works for mod-added weapons as well.
The number and magnification of those additional zooming steps is based on range of the weapon, so it will not turn a pistol into a sniper rifle.
Selected weapons have a digital zoom (Gauss, Scoped Laser Rifle).

* Slower Backpedaling
When moving backwards, the player's speed is reduced based on his/her agility.

* First-person Visor Overlays for helmets
Helmets and other headgear now get immersive first-person overlays and vision effects.
Based on the item condition, cracks and scratches will show up on the visor as well.

* Immersive Health Visuals
With decreasing health, the player's vision gets weak and blurry, creating an immersive feedback mechanism for you current health.

* Enhanced Stealth Field
The stealth field of armors or Stealth Boys can now be toggled on and off by hotkey.
To keep things balanced, the field can only stay stable for a short while. The current stability is displayed in the HUD.

* Enhanced Vision Modes
Power Armor helmets and other high-tech gear now enable enhanced vision modes like Night Vision, Heat Vision and EM Vision.
If there's no Power Armor equipped as a power source, energy cells are required while these modes are active.

* Explosive Entry NEW
This feature makes it possible to burst open locked containers and doors with explosives.
It uses no special interface, just detonate something close enough to a lock and you may break it.

* Immersive Primary Needs NEW
As hunger, thirst or sleep depriviation increase, the player is notified by periodic sound effects.
These effects kick in shortly before the first penalties occur, so the player is given a chance to eat, drink or sleep in time.

* Control Panel
The control panel is accessible directly from the pause menu. Every Project Nevada Core feature can be enabled/disabled at runtime.

History:
2.0:
* Enhanced vision modes and Stealth field are no longer tied to Cyberware and can be enabled and disabled in the control panel
* Added Explosive Entry feature that allows to break locks with explosives
* Added sound effects for primary needs
* Sprint: Added freely configurable hotkey (no longer restricted to walk/run)
* Grenade Hotkey: Added item categories to support mines and placed explosives
* Grenade Hotkey: Added auto detection of new explosives (once they have been equipped at least once)
* Stealth Field: Added support for stealth girl perk
* Enhanced Vision: Added trap highlighting to EM vision
* Enhanced Vision: Tweaked grain and brightness for clearer sight in all vision modes
* Enhanced Vision: Added vision modes for Reinforced Combat armor (and Mk2 variant)
* Bullet Time: Added perk descriptions
* Scanner: Tweaked threat estimation (Deathclaws are no longer a low threat...)
* Visor Overlays: Changed underlying system to enhance extendability and simplify addition of custom overlay textures


<Cyberware>

Module Version: 2.0

Even though humanity nuked itself back into the Stone Age, you don't have to fight with sticks and stones.
Some of man's most advanced technological creations have been preserved - and the Cyberware module gives you the chance to obtain them!

Practically this means new features are associated with cybernetic implants and high-tech equipment.
Examples include enhanced vision modes for power armor helmets and bionic legs allowing you to charge towards your enemies with super-human speed.

While for equipment existing items are used, the cybernetic implants come with a custom interface to attach and manage them.
Unique implants that grant powerful abilities are placed all over the wasteland in rewarding locations.
Other, less powerful implants can be obtained from selected vendors, though with the proper Science skill those can be upgraded up to 3 times.

The whole system is balanced by several mechanisms, like limiting the number of implants that can be attached at the same time, or requiring energy supply for special equipment.

Details:

Head Implants
* AR Scanner: Real-time target anolysis
* Bionic Eyes: Enhanced vision modes
* Empathy Synthesizer: Charisma +1
* Logic Co-Processor: Intelligence +1
* Optics Enhancer: Perception +1
* Probability Calculator: Luck +1
* Voice Modulator: Speech +2(3,4,5), Barter +2(3,4,5)
* Wired Synapses: Bullet time slowndown increased by 20% NEW

Torso Implants
* Adrenaline Booster: AP regeneration bonus for kills
* Hypertrophy Accelerator: Strength +1
* Monocyte Breeder: Health regeneration
* Nociception Regulator: Endurance +1
* Reflex Booster: Agility +1
* Stealth Nano-Bots: Controllable stealth field
* Sub-Dermal Armor: DT +4
* Synthetic Lungs: 25% lower Sprint AP drain, water breathing

Arm Implants
* Kinetic Accelerator: Attack and reload 25% (50%) faster during bullet time
* Nanobionic Weave: Limb regeneration
* Hand Stabilizer: Lockpick +2(3,4,5), Repair +2(3,4,5)
* Motor Memorizer: Guns +2(3,4,5), Energy Weapons +2(3,4,5)
* Neural Datatool: Science +4(6,8,10)
* Razor Nails: Unarmed critical chance and damage increased by 25% (40,55,70)

Leg Implants
* Kinetic Accelerator: Surroundings slowed down by 25% (50%) during sprint
* Nanobionic Weave: Limb regeneration
* Tread Damper: Sneak +4(6,8,10)
* Weight Absorber: Carry weight +10(20,30,40)

Perks NEW
* Man Machine: Two additional torso implant slots
* Tin Head: Two additional head implant slots

History:
2.0:
* Added level 14 perk to give 2 more torso implant slots to the player
* Added level 14 perk to give 2 more head implant slots to the player
* Added a short quest that's started when the player picks up the first implant and completed once the player opens the surgery panel
* Added new head implant that grants slower bullet time
* Added restoration of original implant perks if Cyberware is disabled
* Fixed implant placement in Vault 22 so it still can be obtained after the respective quest


<Rebalance>

Module Version: 1.0

This module aims to bring back the challenge and balance known from Fallout3 Wanderers Edition and includes many tweaks to the FNV gameplay and difficulty.
Combat will be quicker and deadlier and survival much harder.
These changes are aimed to be very subtle and non-intrusive, making the game more challenging without inconveniencing the player.

Details:

Character Options
* Reduced Leveling Speed
* Less Skill Points per Level
* STR-focused Carry Weight Formula
* AGI-focused Action Point Formula
* One Perk per Level
* STR-based Throwing Range Multiplier

Damage and Combat Options
* Less Hitpoints for Player and NPCs
* Customized DT Bleedthrough
* Increased Radiation Rate
* Reduced Safe Falling Distance
* Reduced Influence of Skill to Damage
* Explosion Knockdowns and Explosion Ringing Effect
* Increased Limb Damage
* Headshots Bypass DT when Head is Unprotected

Stealth and Movement Options
* Higher Sneak Difficulty
* Experimental Detection AI
* Reduced Running Speed
* Increased Speed with Holstered Weapon
* Reduced Speed with Crippled Legs

Miscellaneous Options
* No Food Healing
* Alternative Repair System
* Higher Primary Needs Increases per Minute
* Survival Skill and Food Quality Influence Primary Needs Rates
* Hidden Karma Messages
* Hidden Sneak Indicator
* Tweaked Death Physics Force
* Tweaked Gore Chances

Item Rarity Changes
* Rarer Stimpaks
* Rarer high quality food
* Ammo is more common at vendors
* Weapon are mods more common at vendors
* Higher quality foods are more common at vendors
* Craftable bullet components are more common at vendors

Food Changes
For every existing food item, there are now three variations, classified as Terrible, Bad and Good. With decreasing quality, the food is less nutritious. If the respective option is enabled, eating bad or terrible food will temporarily increase the hunger rate. More details can be found https://spreadsheets.google.com/spreadsheet/ccc?key=0AoiEH8ar3jtxdGlzdnVDY3lGUEV5RWhNdXhzRHJBT0E&hl=en_US.


<Equipment>

Module Version: 1.0

The Equipment module brings new weapons and armor to the Mojave Wasteland.
Source of these items are the many excellent creations produced by the modding community, as well as those created by our own team.

We aim to include only weapons and armor of high quality that fit well within the New Vegas environment and the Fallout universe in general.
To ensure a seamless integration, the new items are carefully balanced and placed at appropriate locations, including vendors and loot lists.

Details:

Guns
* 10mm Alloy Steel Pistol
* Alloy Steel Assault Rifle
* Alloy Steel Combat Shotgun
* Assault Rifle
* Chinese Assault Rifle
* Chinese Pistol
* Combat Shotgun
* Dart Gun
* Double-Barrel Shotgun
* Dragoon Assault Rifle
* Dragoon Pistol
* Infiltrator
* Lever-Action Rifle
* Railway Rifle
* Replica Repeater
* Saturday Night Special
* Chinese Sniper Rifle [http://www.newvegasnexus.com/downloads/images/40040-3-1307105119.jpg]
* The People's Rifle [http://www.newvegasnexus.com/downloads/images/40040-5-1307105331.jpg]
* 5mm Submachine Gun [http://www.newvegasnexus.com/downloads/images/40040-3-1307104964.jpg] [http://www.newvegasnexus.com/downloads/images/40040-4-1307104965.jpg]
* Three Shooter [http://www.newvegasnexus.com/downloads/images/40040-1-1307104962.jpg] [http://www.newvegasnexus.com/downloads/images/40040-2-1307104964.jpg]
* European Battle Rifle [http://www.newvegasnexus.com/downloads/images/40040-1-1307105329.jpg] [http://www.newvegasnexus.com/downloads/images/40040-2-1307105330.jpg] (http://www.newvegasnexus.com/downloads/file.php?id=37553, by Albrecht and Vashts)
* Liberator Rifle (http://www.newvegasnexus.com/downloads/file.php?id=37553, by Albrecht and Vashts)
* .44 Pistol (http://newvegasnexus.com/downloads/file.php?id=37002, by Linerunner and War1982)
* High Roller [http://www.newvegasnexus.com/downloads/images/40040-1-1307105449.jpg] [http://www.newvegasnexus.com/downloads/images/40040-2-1307105450.jpg] (http://newvegasnexus.com/downloads/file.php?id=37002, by Linerunner and War1982)

Energy Weapons
* Alien Atomizer
* Alien Disintegrator
* Captain's Sidearm
* Microwave Emitter
* Rail Cannon [http://www.newvegasnexus.com/downloads/images/40040-3-1307105638.jpg] [http://www.newvegasnexus.com/downloads/images/40040-4-1307105639.jpg]
* Auto-Gauss [http://www.newvegasnexus.com/downloads/images/40040-1-1307105118.jpg] [http://www.newvegasnexus.com/downloads/images/40040-1-1307107034.jpg] (http://newvegasnexus.com/downloads/file.php?id=37703, by DaiShiSUN)
* Cryo Revolver [http://www.newvegasnexus.com/downloads/images/40040-4-1307105119.jpg] (http://newvegasnexus.com/downloads/file.php?id=40174, by Omegared99)
* Gauss Minigun [http://www.newvegasnexus.com/downloads/images/40040-5-1307105120.jpg] (http://newvegasnexus.com/downloads/file.php?id=36056, by DaiShiSUN)
* Tesla Rifle Prototype [http://www.newvegasnexus.com/downloads/images/40040-1-1307115022.jpg] [http://www.newvegasnexus.com/downloads/images/40040-2-1307115025.jpg] (http://fallout3nexus.com/downloads/file.php?id=1901, by Kikaimegami)
* Flamer Pistol [http://www.newvegasnexus.com/downloads/images/40040-3-1307105330.jpg] [http://www.newvegasnexus.com/downloads/images/40040-4-1307105331.jpg] (http://www.newvegasnexus.com/downloads/file.php?id=35752, by DaiShiHUN)
* Wattz Laser Pistol (http://www.fallout3nexus.com/downloads/file.php?id=3002, by joefoxx)
* Wattz Laser Rifle (http://www.fallout3nexus.com/downloads/file.php?id=3002, by joefoxx)
* Plasma Disruptor [http://www.newvegasnexus.com/downloads/images/40040-3-1307105451.jpg] [http://www.newvegasnexus.com/downloads/images/40040-4-1307105451.jpg] (http://www.fallout3nexus.com/downloads/file.php?id=8983, by Chai)
* Plasma Repeater [http://www.newvegasnexus.com/downloads/images/40040-1-1307105637.jpg] [http://www.newvegasnexus.com/downloads/images/40040-2-1307105638.jpg] (http://www.fallout3nexus.com/downloads/file.php?id=8983, by Chai)

Melee Weapons
* Chinese Officer's Sword
* Deathclaw Gauntlet
* Dragoon Sword
* Shock Baton
* Shishkebab
* Flag Pole
* Crowbar (http://newvegasnexus.com/downloads/file.php?id=37002, by Linerunner and War1982)
* Rising Sun [http://www.newvegasnexus.com/downloads/images/40040-1-1307106047.jpg] [http://www.newvegasnexus.com/downloads/images/40040-2-1307106048.jpg] (http://www.newvegasnexus.com/downloads/file.php?id=41053, by Shogo)

Explosives
* Nuka-Grenade
* Remote Frag Mine
* Remote Plasma Mine
* Remote Pulse Mine
* Remote Pipe Bomb
* Cryo Grenade
* Cryo Mine
* Molotov Cocktail (http://newvegasnexus.com/downloads/file.php?id=37002, by Linerunner and War1982)
* Dynamite Charge (http://www.newvegasnexus.com/downloads/file.php?id=39438, by djabend)

Armor/Apparel
* Surgical Mask
* Armored Vault 21 Jumpsuit
* A Suit Named Slickback (Eulogy Jones Suit)
* A Hat Named Slickback (Eulogy Jones Hat)
* Army Jumpsuit
* Desert Recon Armor
* Eyebot helmet
* Outcast Armor
* Medic Power Armor Mk II
* Advanced Recon Armor (http://www.newvegasnexus.com/downloads/file.php?id=34683, by Gopher)
* Advanced Recon Helm (http://www.newvegasnexus.com/downloads/file.php?id=34683, by Gopher)
* Armored Duster (http://www.newvegasnexus.com/downloads/file.php?id=34683, by Gopher)
* Death Walker Duster (http://www.newvegasnexus.com/downloads/file.php?id=34683, by Gopher)
* Ranger Recon Armor (http://www.newvegasnexus.com/downloads/file.php?id=34683, by Gopher)
* Ranger Recon Helm (http://www.newvegasnexus.com/downloads/file.php?id=34683, by Gopher)
* T57-C Power Armor (http://www.newvegasnexus.com/downloads/file.php?id=37261, by AnOneTwo)
* Vault-Tec Power Armor (http://www.newvegasnexus.com/downloads/file.php?id=41279, by AnOneTwo)


Installation

We really recommend using the Fallout Mod Manager to install Project Nevada!
It will automatically copy the right files and take care of any conflicts with already installed mods.
So before you can get started, you have to choose whether you want to do the FOMM installation (recommended) or a manual installation.

Remember: The Core module is required in any case! If you don't like a specific feature, you can disable it in-game.

Automated Installation with FOMM

1. Start FOMM and click on Package Manager.

2. In the top-right button menu, click on Add FOMod and select the downloaded archive file.

3. Project Nevada will now appear in the list. Select it and click Activate.

4. In the installer window, select the modules you want, then click Install. If you are prompted to overwrite anything, click Yes to All.

5. Done!

OR

Manual Installation

1. Locate the Data/ folder in your Fallout New Vegas installation directory. Typically it's found at Program Files/Steam/SteamApps/common/fallout new vegas/Data/.

2. Extract the contents of the downloaded archive file to your Data/ folder.

In case you are using any mod that modifies the interface:
3. Locate the Data/optional/ folder. In there, copy the contents of following directory your Data/ folder, depending on which interface mod you are using:
* Darn UI, if you're using DarNified UI.
* MTUI, if you're using MTUI.
* Remember, if you're using the default interface you can just skip this step.

4. In the New Vegas Launcher, click on Data Files and select the plugins you want.

5. Done!


Troubleshooting

* Problem: My game crashes right after starting it!

Yes, that's pretty annoying! There are basically two things that can cause this:

1. A missing master file (some plugins depend on other plugins, and if they can't find them the game crashes)
If related to Project Nevada, this happens if you didn't install the Core plugin (which is required by all other modules).
Fix it, by installing the Core module as well.

2. A missing interface file.
This one is a little trickier. If an interface file is used somewhere that does not exist anymore, the game crashes.
To fix it, delete the menus/ folder in your Data/ directory, then reinstall any interface-related mods (for example MTUI, DarnUI, but also Project Nevada since it uses those interface files as well).


* Problem: After I load a savegame, a message box tells me that Project Nevada wasn't properly installed.

There are multiple things that could cause this:

1. Project Nevada wasn't properly installed :) If you did a manual install and forgot to follow step 3 in the guide above, this is what happens. To fix it, install Project Nevada properly as described in Section 3.

2. Archive Invalidation is not activated. The recommended way of activating it is using FOMM, and enabling it in the Tools menu.

3. You installed Project Nevada with an older version of FOMM. In this case it may happen that even though FOMM confirms a successful installation, some important changes were not made.
So if your FOMM version is older than 0.13.21, upgrade it and re-install Project Nevada.

4. If this problem suddenly occurs when you were already running Project Nevada successfully, this means some other mod overwrote an interface file.
With FOMM, this should be fixed by simply deactivating Project and then activating it again. When using multiple mods that add new elements to the HUD, we recommend the http://www.newvegasnexus.com/downloads/file.php?id=38961 to resolve any potential problems.
If you don't use FOMM, then this is where things will get complicated. First you have to find out which other mod causes the conflicts, then with that specific information you can ask for help in the Nexus comments or in this thread.


* Problem: After I installed Project Nevada, my game is lagging/stuttering more than usual.

Even though we tried to optimize our scripts as good as possible, they can still cause considerable strain especially if your computer barely meets the minimum system requirements for Fallout: New Vegas.
You should try out the http://www.newvegasnexus.com/downloads/file.php?id=34832, in most cases it will will significantly increase performance.
If that doesn't help, try deactivating some of the features, for example the crosshair recoil or visor overlays.


* Problem: Since I installed Project Nevada, my game is very unstable and crashes all the time!

Personally, I've been playing with Project Nevada for over 20 hours without a single crash. Same goes for our other testers.
So currently the mod is not known to cause any instabilities. The problem is most likely somewhere else.


* Problem: After I installed Project Nevada MANUALLY, another interface-related mod is no longer working.

Unfortunately, when doing a MANUAL installation this can't be avoided. Either the last installed UI mod automatically overwrites files of all previous ones, or installation will become very complex for the user.
We chose the former. If you can't fix the problem yourself by editing the XML files, the solution is simple - just use the FOMM installer, it should automatically resolve any conflicts.


If your problem wasn't covered here, describe your issues in the thread. Surely someone will be able to provide assistance.


Credits

General:
lespaul678 - Sprint exhaustion sounds (male)
Gopher, Heat vision effects
Max Tael, MTUI compatibility files
DarN, DarNified UI compatibility files
Ugluxy, textures for the visor damage effects

Equipment:
Vashts1985 and LT Albrecht, Albrecht and Vashts FN FAL Rifle
Linerunner and War1982, Classic Fallout Weapons - New Vegas
DaiShiSUN, Classic M72 Gauss Rifle
DaiShiSUN, Classic MEC Gauss Minigun
DaiShiSUN, Classic Flamer Pistol
Omegared99, M-2081 Pistol
Kikaimegami, Liberty Rifle
Chai, Plasma Weapons Redesign Rebalance
Shogo, Laser Katana
djabend, Pipe Rifle And Other Junk Weapons
Gopher, Advanced Recon Stealth Armor
AnOneTwo, Air Force Power Armor T-57c
AnOneTwo, VaultTec Power Armor
Pelinor, Tesla Rifle custom scope reticle
Crawlius, Plasma Disruptor sound effects
mateomateo002 and Nubblecakes, Cryo Explosion sound effect
joefoxx, Wattz Laser Weapons

We thank all of them for granting us permission to use their work in our mod.

Thanks to our external testers, who helped a great deal with improving the overall quality of this mod:
gyshall, mikekearn, Ren Lotus, robber804, ToJKa (in alphabetical order)

And - last but not least - thanks to the NVSE team, because without their Script Extender creating this mod wouldn't have been possible.


User avatar
[ becca ]
 
Posts: 3514
Joined: Wed Jun 21, 2006 12:59 pm

Post » Wed May 18, 2011 7:19 pm

Whoo! Hotkeyed mines at long last! :celebration:
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Floor Punch
 
Posts: 3568
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Post » Thu May 19, 2011 12:24 am

Woo!
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Maria Garcia
 
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Joined: Sat Jul 01, 2006 6:59 am

Post » Thu May 19, 2011 3:52 am

Awesome job! Its working swimmingly so far (hour played!)

One thing I couldn't find in the modder's guide was how to add things like cybernetic implants to the already existing ones in PN. I've been trying to track down every script item and effect added but if there's a much simpler process I would greatly appreciate the help!
User avatar
vanuza
 
Posts: 3522
Joined: Fri Sep 22, 2006 11:14 pm

Post » Thu May 19, 2011 5:14 am

Awesome job! Its working swimmingly so far (hour played!)

One thing I couldn't find in the modder's guide was how to add things like cybernetic implants to the already existing ones in PN. I've been trying to track down every script item and effect added but if there's a much simpler process I would greatly appreciate the help!

Good to hear :)

The reason why adding implants is not described in the modders guide is that, well any other features described in there are designed to be extended by multiple mods without conflict, mostly utilizing form lists. There's no way to add new implants this way, at least not the way it currently works. Adding a new implant basically is the ultimate pain in the ass, even for me who knows how it works :) I think it would be possible to redesign it to be extensible, the same way it's now possible to add custom overlays or custom grenade icons in PN 2.0, but that wouldn't be so easy.
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Cathrine Jack
 
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Post » Wed May 18, 2011 7:38 pm

dude...there are no words.
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sas
 
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Post » Thu May 19, 2011 7:52 am

Curiously, my ability to tackle has disappeared. I was playing New Vegas Bounties II where you enter the Shadow Company bunker, and I opted for the guns blazin' method, necessitating power armor. I went Bowling For Shadow Goons... and nothing. Upon exiting, I tested on some powder gangers, checking with GetAV Strength to check that my strength was higher than theirs (5 start + 1 intense training + 2 power armor versus 7 base for the powderhead). And I simply just ran into him. No bowling him over, just motion impeded.

On power armor and tackling... does power armor give any bonus for tackles besides simply from the strength additions? Running full tilt in those things, even just the unpowered NCR salvaged gear, has a lot of momentum.
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saxon
 
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Joined: Wed Sep 19, 2007 2:45 am

Post » Wed May 18, 2011 11:46 pm

From someone who cannot play Fallout 3 without FWE, it was a total joy to see you guys have a project for New Vegas as well. Keep up the awesome sixual modding work.
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M!KkI
 
Posts: 3401
Joined: Sun Jul 16, 2006 7:50 am

Post » Thu May 19, 2011 4:08 am

I just tested by clean saving on Project Nevada, and even fresh out of the box I cannot tackle my powder ganger tackle test victim subject. So something's a bit outta whack there...

EDIT: Just did another test, where I bumped my strength up to 10 without power armor via the console, and knocked test subject down to 1. Bowling For Powder Gangers! After that successful test, I then bumped his up to 9 (1 less than mine). Over he went again.

However, with power armor, even if I keep my sprint aim on him for a period of time... nothing. He should be going right over because I have 8 strength all told and he has only 7. Is something reading the player's base actor value when it shouldn't in your formula?

EDIT 2: Aaaand now it's working. I don't know what its deal was before. Would the fact that I had him hold still with SetRestrained before be a factor?
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Bad News Rogers
 
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Joined: Fri Sep 08, 2006 8:37 am

Post » Wed May 18, 2011 7:26 pm

Hm I don't really know, sounds a bit like a random glitch to me cause the sprinting code wasn't updated. The tackle uses pushActorAway, whenever that works (player.pushActorAway tackleTarget tackleForce), tackle should work as well.

Here's the relevant portion of the sprint script:
http://pastebin.com/ta7bYVjm

sprintClock is the time you've been sprinting. Maybe this gives you some hint what went wrong there.
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Tyrel
 
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Joined: Tue Oct 30, 2007 4:52 am

Post » Thu May 19, 2011 6:30 am

This is swell mod. However, something weird which is not game breaking but scratched me very wrong way happened: I was playing with Arwen's mod (and I changed the time scale with that mod) and this mod seem to override Arwen's time scale mod and set it to vanilla. Is this just me?
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Lyndsey Bird
 
Posts: 3539
Joined: Sun Oct 22, 2006 2:57 am

Post » Wed May 18, 2011 7:08 pm

This is swell mod. However, something weird which is not game breaking but scratched me very wrong way happened: I was playing with Arwen's mod (and I changed the time scale with that mod) and this mod seem to override Arwen's time scale mod and set it to vanilla. Is this just me?


I'm having this issue as well. I've changed my timescale through the console (i prefer 12), but it keeps changing it back to 20. Is this supposed to be the case?
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stacy hamilton
 
Posts: 3354
Joined: Fri Aug 25, 2006 10:03 am

Post » Wed May 18, 2011 6:09 pm

This is swell mod. However, something weird which is not game breaking but scratched me very wrong way happened: I was playing with Arwen's mod (and I changed the time scale with that mod) and this mod seem to override Arwen's time scale mod and set it to vanilla. Is this just me?

Maybe use the bashed patch timescale tweak and then move these before it?

I absolutely LOVE this mod already, it definitely has a permanent place in my load order. It integrates so well into the game and it makes the game a bit more challenging but also makes it so fun, the only part I don't use is the sprinting because I find the default run speed perfect already and any more just seems too fast.

Only thing I noticed was that if I aim my weapon in third person and then switch to first person the dynamic crosshairs will be there in iron sights mode. I don't know if there's anything you can do about that. It goes away when you stop aiming and then aim again anyway so it's not a big deal I just thought I would mention it just in case you did want to do something about it.

Also shouldn't water sources not give health if you disable it for food it whatnot. I noticed that and was wondering if it was merely overlooked or if that was part of balancing everything.
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D LOpez
 
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Joined: Sat Aug 25, 2007 12:30 pm

Post » Wed May 18, 2011 6:43 pm

Maybe use the bashed patch timescale tweak and then move these before it?

I absolutely LOVE this mod already, it definitely has a permanent place in my load order. It integrates so well into the game and it makes the game a bit more challenging but also makes it so fun, the only part I don't use is the sprinting because I find the default run speed perfect already and any more just seems too fast.

Only thing I noticed was that if I aim my weapon in third person and then switch to first person the dynamic crosshairs will be there in iron sights mode. I don't know if there's anything you can do about that. It goes away when you stop aiming and then aim again anyway so it's not a big deal I just thought I would mention it just in case you did want to do something about it.

Also shouldn't water sources not give health if you disable it for food it whatnot. I noticed that and was wondering if it was merely overlooked or if that was part of balancing everything.


I might try that but I believe this mod changes the timescale through a script thereby negating whatever you change it to. I could be wrong though.

As to the water sources healing - is it actually healing? Or does it just display how much it heals (even if it doesn't)? I believe it was like that in Fallout 3 with FWE.

Oh and by the way guys, I'm loving it so far. I couldn't play Fallout 3 without FWE and PN is shaping up to be as good or even better in several cases. The cyberware is probable my favorite part. Keep up the good work guys :D
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JAY
 
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Joined: Fri Sep 14, 2007 6:17 am

Post » Wed May 18, 2011 8:16 pm

I never tried to see if it actually healed just noticed that it said it does which is why I assumed it does. I'll try it to be sure although I don't see why it would say it heals when it doesn't, XFO didn't.

edit: an option for no companion kill xp would be nice.
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Maddy Paul
 
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Joined: Wed Feb 14, 2007 4:20 pm

Post » Thu May 19, 2011 6:39 am

Is there any way to disable the rarer stimpacks? I'm having a difficult time without them. :(

And also, is there an option to turn the running speed up higher?

Great mod :goodjob:

EDIT: One more thing, I haven't been able to see the new items in merchant's inventories. Do I need to wait for their stock to reset?
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Danel
 
Posts: 3417
Joined: Tue Feb 27, 2007 8:35 pm

Post » Thu May 19, 2011 8:40 am

I might try that but I believe this mod changes the timescale through a script thereby negating whatever you change it to. I could be wrong though.


You are correct, this is what schlangster said about it:

Timescale is part of the HTS rate changes. If you want to change it manually:
1. Set the menu option to default
2. Make your changes manually in FNVEdit or in the GECK.

If a setting is disabled, the script will leave it alone.

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Kelly Tomlinson
 
Posts: 3503
Joined: Sat Jul 08, 2006 11:57 pm

Post » Wed May 18, 2011 5:28 pm

Does the Timescale adjuster in PN have the same basic functionality of Imp's? Imp's timescale mod causes CTD on certain things such as implanting Rex's new brain and possibly other script-induced time passage...
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Lucky Girl
 
Posts: 3486
Joined: Wed Jun 06, 2007 4:14 pm

Post » Wed May 18, 2011 5:51 pm

I can't seem to be able to sprint. I've activated my sprint hotkey via the mod panel as L-shift, but when I hold Left shift, I just walk instead of run. My always walk key is L-ctrl, so it's not like my controls are conflicting or anything. Any help?

Nevermind, it was a fault with my installation. All better now! Amazing job! You guys have really outdone yourselves!
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Aman Bhattal
 
Posts: 3424
Joined: Sun Dec 17, 2006 12:01 am

Post » Thu May 19, 2011 12:59 am

Thanks for awesome mod :thumbsup:
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April
 
Posts: 3479
Joined: Tue Jun 20, 2006 1:33 am

Post » Wed May 18, 2011 9:39 pm

Does the Timescale adjuster in PN have the same basic functionality of Imp's? Imp's timescale mod causes CTD on certain things such as implanting Rex's new brain and possibly other script-induced time passage...

Hm I dont't know what Imps mod does to prevent these CTDs, so probably not. What causes these crashes? The PN timescale change is not that drastic (from 30 to 20).

Tojka already quoted me on how to disable the PN timescale change. Same can be done for any timescale adjustment mod, just disable the modified Hunger/Thirst/Sleep rates in the PN config and use a custom timescale mod.
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Paula Ramos
 
Posts: 3384
Joined: Sun Jul 16, 2006 5:43 am

Post » Thu May 19, 2011 8:22 am

This is swell mod. However, something weird which is not game breaking but scratched me very wrong way happened: I was playing with Arwen's mod (and I changed the time scale with that mod) and this mod seem to override Arwen's time scale mod and set it to vanilla. Is this just me?


If memory serves, due to the fact that both are overhaul mods, PN and Arwen's aren't compatible. Pretty much one or the other.
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KU Fint
 
Posts: 3402
Joined: Mon Dec 04, 2006 4:00 pm

Post » Wed May 18, 2011 11:15 pm

Is there any specific way in which your supposed to install this when updating from version 1.0...or should I just un-install that and install this one????
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Anna Watts
 
Posts: 3476
Joined: Sat Jun 17, 2006 8:31 pm

Post » Wed May 18, 2011 6:47 pm

Is there any specific way in which your supposed to install this when updating from version 1.0...or should I just un-install that and install this one????

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.
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sam smith
 
Posts: 3386
Joined: Sun Aug 05, 2007 3:55 am

Post » Wed May 18, 2011 6:28 pm

Hey all

First of all, great job on the mod. I've been following development for a while (waiting for the rebalance module before trying it out) and so far it's everything I hoped it would be. Really rekindled my interest in the game, got me to buy the DLCs and start over for a third run.

However I have a question about one of the changes. Namely the HP rebalance. The menu says hp is 10*END (7*END for NPCs), but to me it looks more like 100 + 10*END (with, presumably, 100 + 7*END for NPCs). So I'm wondering which one it''s supposed to be, and if it's supposed to be 10*END as the menu says, then where do those additional 100 HP come from?
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u gone see
 
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