[WIPz] nVamp - New Vegas Advanced Mod Project

Post » Sat Feb 19, 2011 8:35 am

I believe SpaceOden is handling that. Talk to him a bit on the FOOK forums, so I'll pass him the load order list we have currently.

In other news, we just completed v0.04 of nVamp. You can find the details on the original post under current status. Expecting a release within the week.

-Vaernus
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Nuno Castro
 
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Post » Sat Feb 19, 2011 12:37 pm

Have you asked the Project Nevada team if you can make it play nice with the other mods?
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Mashystar
 
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Post » Fri Feb 18, 2011 10:24 pm

I have spoken to The Castle, whom is working with the Project Nevada team, and we are waiting until it launches before we setup any compatibility inside nVamp.

-Vaernus
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Lynne Hinton
 
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Post » Fri Feb 18, 2011 10:43 pm

To Nissa: We really appreciate everything you said. And we want to ensure that nVamp is working to the best of it's abilities on launch, which is an expected ETA of one week.

Combat AI is a major focus for nVamp. I've seen good improvements using the AI adjustments made by Arwen's and XFO, and want to go well beyond that within nVamp. So far, we see great results with the embedded Reactive People at least in terms of proper responses when aiming your weapon at individuals, and responses nearby. The AI needs to be greatly improved though, and that is one of our objectives in this next few weeks. I don't think we'll see those changes at launch, but probably within the first patch.

As for CLO, we were waiting until the latest version was launched as the last was very buggy. Newest version is looking solid so far, so I'm about to pop a message over to CaesarInvictus about adding the mod in. Will update the main post with the status.

-Vaernus


That sounds wonderful, thank you.

I can be patient if I know it's going to be worth it.

My best wishes go with you and the team :)
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CSar L
 
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Post » Sat Feb 19, 2011 4:44 am

Wow this is awesome! I just got the game and have not played it yet. I enjoyed a 300+ hour FCOM Oblivion game a few years ago. When you mentioned this being akin to FCOM it compels me to wait till you release this mod before I start my first game :)

Thanks a lot!
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Tiffany Carter
 
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Post » Fri Feb 18, 2011 11:16 pm

If you're looking for a Combat AI overhaul mod, I think I can link you to something very interesting. Shame is, it's a mod for FO3, and the authorwon't continue to work on it, but nevertheless I'd say that i't the best AI overhaul made for FO3: Grandson of Sam's Combat and sneaking Overhaul, GsoS' CasO. Again, I don't know if you can take anything from looking at the AI progammation, but take a look at this page: http://www.fookunity.com/forum/showthread.php?t=3549 (I'm talking about the version for FOOK2 1.1 b2).

EDIT: Also, here is his goodbye, though he sometimes comes to the forums http://www.fookunity.com/forum/showthread.php?t=5045
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Natalie Taylor
 
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Post » Sat Feb 19, 2011 6:47 am

Right now, Imp of the Perverse is looking into rebuilding the entire combat system for nVamp, possibly as something standalone. We are anolyzing XFO's and Arwen's combat systems and both mainly changed out combat styles. Grandson of Sam's system looks very interesting and it probably wouldn't be a huge effort to port into New Vegas and use as a base to see what he did.

On a sidenote, I have been discussing a new system for nVamp that we feel would best work out for the community. We are in the process of setting up nVamp's internal functionality into "sockets" of FormIDs. Each mod (whether something we got permission for, or a completely brand new upgrade that we've built for nVamp) would connect into one socket of 4096 FormIDs, i.e. if load order for nVamp's master file was at 0D, then our first mod would have 0D000000 to 0D001000. For any mod author that wanted to support this system, it would accomplish three major features:

1) Updating any functionality inside nVamp would be as simple as comparing the mod to nVamp's master file directly. As all the FormIDs for the standalone mod would be the same last 6 digits, it would match perfectly in it's chosen socket in nVamp. As it stands currently, it is very difficult to update functionality inside nVamp considering the FormIDs do not match. The new system would counter this issue completely.
2) Functionality in nVamp could easily become standalone mods by pulling out an entire socket into it's own .esp file. This works the same for continual improvements to merged mods that have given permission to build into nVamp. We could work with the mod authors to continue development and have the updates work immediately in nVamp and in the standalone version.
3) The version built into nVamp can be seen as a base. Since all the mods share the same FormIDs, any updates to any internal functionality can easily be achieved by downloading the latest copy of the mod and placing it after nVamp's core in the load order. While in certain situations, this may override some functionality in nVamp, overall this would continue to allow mod authors to gain awareness for their mods as they are updating them until the latest copy is updated inside nVamp.

One major aspect of nVamp is that I do not want anything "exclusive" to nVamp. Even internal functionality, I would prefer building into a separate plugin and offer separately as well as part of the nVamp system.

What's your thoughts on the system above? We value any comments and suggestions.

-Vaernus
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Shianne Donato
 
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Post » Sat Feb 19, 2011 10:06 am

Version 0.10 is just around the corner. We just received permission to use CaSO (Combat and Stealth Overhaul) of Fallout 3 from Grandson of Sam, a member of the FOOK team, as a base for the combat system within nVamp. Along with the adjustments in Reactive People and Reactive People 2 (which also focused on stealth, diversions, etc.), combat will never be the same. We're going to be focusing this week to get all those changes in and build a combat overhaul truly worthy of New Vegas. V0.10 has also included vivanto's wonderful Flashlight NVSE, along with Gopher's head mounted armor. This has made a considerably difference with how dark nights and interiors are now, so we hope this counters the weak Pip Boy light and allows the community to use nVamp even during the darkest nights.

We have also received permission to use CaliberX from EARACHE42 as the core mod for ammo distribution. This will be built into the 0.10 build.

We've received permission to include Collosus Armors into nVamp. This is a series of power armors that will end up being added to different factions with nVamp. We still await word back from the asset creator, and will have to tweak it a bit to work with the character meshes in New Vegas, but we're hoping to have this included in release in a few days. Particularly, we are looking at the rusty power armor pieces being mixed in with scavengers like the Fiends and the Legion (which already have other scavenged power armor currently) so along with the huge combat overhaul above, topped with Increased Wasteland Spawns adding a much larger population of them in the areas, it's going to be a deadly wasteland folks.

I think the biggest news is that Bob's Armory, just as it was a major piece of the puzzle for FCOM in Oblivion, is now a part of nVamp with it's New Vegas incarnation. Mr. Dave, the creator of Bob's Armory, has agreed to have it as a major part of nVamp. This will be a huge boost in content for New Vegas with a multitude of weapons, armors, furniture, world objects, etc. We hope to build them in slowly at times (he has been approaching Bob's Armory NV in packs of new objects) and newer versions of nVamp will have all the new content.

Overall, we have received all the permissions necessary for nVamp's launch. We're finalizing a few aspects of the system, doing extensive bug testing, and we're expecting this to launch on Friday. From there, we will begin focusing on expanding nVamp with custom built functionality within, while adding support for any mods the community feels, and mod authors, would greatly enhanced the game.

-Vaernus
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RAww DInsaww
 
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Post » Sat Feb 19, 2011 12:22 am

That's great news! I just hope the armor and weapons added are fairly lore friendly.
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Nienna garcia
 
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Post » Sat Feb 19, 2011 10:24 am

Well, what can I say that hasn't been said already except my/our reasons to support nVamp. I'll do this because I think this project deserves more than a chance and to show that it has our support and maybe we can be an example/incentive for others to follow.

FOOK and nVamp have a lot in common when it comes to the their general goal and that is to improve and extend the game in every possible way and area. We try both to combine the best work of the community and the best modders within our projects so one might even ask what the difference is.
The difference here is the scale and general organisation. FOOK definitely combines a lot of other mods but we also spend a lot of time on our own content and have our own vision on the game which is of course reflected in our mod. And while we try to improve a lot of different areas of the game there is just a limited amount of resources in our hands. To make it short, we can't work on our own mod and provide at the same time something like FCOM. A project of this size needs its own dedicated team and someone who takes care of it and that's where nVamp / Vaernus come in.
He and the people supporting him can take things a step further and do with FOOK and other popular mods what FOOK does for example with smaller mods (who often don't get the recognition which is of course a shame), combine them and thus create something even greater (and I'm not talking about pure "size" here).
That's afterall why FOOK was created in the first place, to give players a better gaming experience without the need to have hundreds of small mods loaded without any coherency and there is of course also the huge problem of conflicts and ease of use that comes with having so many smaller mods. We know that some people prefer their freedom when it comes to picking what changes are made to the game and that some modders might even feel assimilated by FOOK or similar projects but that's an issue which can't be avoided and in the end everyone is free to play the mods he likes. FOOK as well as nVamp just want to provide something that is bigger than the sum of its parts, something you won't get out of throwing mods from nexus together.

This doesn't mean we weren't sceptical at first when Vaernus approached us. What nVamp wants to accomplish is an enormous task and anyone with some experience in any modding community knows that very ambitious and huge projects have a high chance to fail (FWE and FOOK were pretty much the only bigger team projects that survived in FO3) but we want to have some "faith" in the modding community and thus far Vaernus has worked very hard on this and has been fully dedicated to this project.
Most of the times it's all talk you get and no results but nVamp made already a lot of progress in the last few weeks and that's why I'm confident that this project is worth our time and why others should also show some faith and support this project because I'm sure it can become something really great if just done by the right people and supported by the community.

I know that I talked a lot about FOOK in this post but its important to me to give our feedback and opinion on this project. FOOK might be one of the core mods but we still develop our mod independently from nVamp while nVamp has its own team (and vision) and is "merely" supported by us (like I said we believe in the idea).
So just to make this clear, nVamp is by no means just an enhanced/bigger FOOK nor consider or expect we nVamp to be that and noone else should do that either. It is a totally seperate project in which we have not more or less to say than any other modder that supports this project.
I put so much emphasis on this because I know that bigger/popular mods tend to outshine the other ones and kinda be the center of attention, this is something I definitely want to avoid. nVamp is a chance for everyone to contribute to a bigger community effort and FOOK is NOT the center of this project, it can and should be one of many great mods.
FCOM was a great achievement for Oblivion, something that was missing in FO3 and that's why I hope that nVamp can become for NV what FCOM was to Oblivion.
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Mandy Muir
 
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Post » Fri Feb 18, 2011 9:59 pm

Let me just add on that when we have mentioned FOOK as the "cornerstone" of nVamp, we meant this in the same meaning as Oscuro's Oblivion Overhaul was the "cornerstone" of FCOM. FOOK, to us, is the base of nVamp. It is something that provides a system of balance for the game in which we can use as a reference for all new content added into it. Rather than just jumble up a bunch of weapon mods (for instance), all with their own tweaks and stats that will undoubtedly be overpowered or underpowered depending upon their setup , we make sure they match the balance within FOOK. It is, in a sense, a similar approach to OMOBS in Oblivion, where they used the MOBS (Medieval Oblivion Equipment Balance System) and Oscuro's had provided its touch on the system which the community enjoyed using.

By no means are we saying that FOOK is the center of the project. Every mod within nVamp, from the individual mods built into the system, to the core mods built into the patch framework (which includes balancing, leveled lists, etc.) is a crucial piece of the puzzle, none greater than the other. We've spent a while finding the perfect mix that, as a sum of the parts, has created a game that far outshines vanilla. Overall, we feel extremely confident than when we launch on Friday, you will feel the same. :)

-Vaernus
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AnDres MeZa
 
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Post » Sat Feb 19, 2011 12:38 pm

Looks like FWE is coming to FNV, named Project Nevada....

Any consideration of incorporating this?

http://www.gamesas.com/index.php?/topic/1163939-relz-project-nevada/

They said in their thread about your project:

Well nothing is really needed to make them "work" together, since PN plays along fine with almost anything you throw at it. But we would support them in any way we can if needed.


Just wondering if their vision fits with what you guys want to do
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brenden casey
 
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Post » Sat Feb 19, 2011 12:09 pm

Looks like FWE is coming to FNV, named Project Nevada....

Any consideration of incorporating this?

http://www.gamesas.com/index.php?/topic/1163939-relz-project-nevada/

They said in their thread about your project:



Just wondering if their vision fits with what you guys want to do


PN was discussed about earlier on in this thread. I believe the OP said they were going to see what they could do when PN was released.
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Kate Murrell
 
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Post » Sat Feb 19, 2011 12:40 pm

Besides the fact that nVamp ia also a overhaul, how is nVamp different/better than FOMM? Assuming that I might have read correctly that this is like FOMM.
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Lory Da Costa
 
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Post » Sat Feb 19, 2011 5:20 am

I believe there is a misunderstanding here. FOMM is the Fallout Mod Manager that allows you to setup your load order for all your mods in an easy fashion. nVamp is like "FCOM" which is a mod framework for Oblivion that combined the changes of the 4 largest overhauls since they tended to change the same things. The name FCOM came from Francesco's, Oblivion Warcry, Oscuro's Oblivion Overhaul, and Martigen's Monster Mod.

nVamp is part a framework to put all the major changes together without conflicts which results in a large amount of new content for players to immerse themselves with. Typically without a system like nVamp, you would have to rely on mod authors to build an intricate set of patches, like FOIP did within Fallout 3, to allow a setup like nVamp to work properly.

Now, in the same fashion as FCOM, instead of just being a series of patches, we are also building quality mods into nVamp to enhance the core overhauls. This is both mods created by the community which have given us permission, as well as mods made by our team (like the combat overhaul that's in the works, with version 1 already being implemented in the release coming soon). So one could look at nVamp is an overhaul of overhauls.

As for Project Nevada, now that it is launched, we would definitely be interested in seeing it as part of nVamp. I will be in contact with the authors soon. :)

-Vaernus
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Quick Draw
 
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Post » Sat Feb 19, 2011 6:19 am

As for Project Nevada, now that it is launched, we would definitely be interested in seeing it as part of nVamp. I will be in contact with the authors soon. :)

-Vaernus

So I have to ask because I've been receiving mixed signals, but is nVamp a compatbility project, or just a mashup of all kinds of mods into one big esm? ie are IWS, WMX and FOOK still in seperate plugins or also just included in the nVamp files?
Because the former we support all the way, the later not that much I'm afraid, as in we wouldn't want PN mashed into another mod, because supporting and updating it would be a [censored] (and it would defeat our goal that anyone no matter their load order can play PN)
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Aaron Clark
 
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Post » Sat Feb 19, 2011 6:44 am

I believe there is a misunderstanding here. FOMM is the Fallout Mod Manager that allows you to setup your load order for all your mods in an easy fashion. nVamp is like "FCOM" which is a mod framework for Oblivion that combined the changes of the 4 largest overhauls since they tended to change the same things. The name FCOM came from Francesco's, Oblivion Warcry, Oscuro's Oblivion Overhaul, and Martigen's Monster Mod.

nVamp is part a framework to put all the major changes together without conflicts which results in a large amount of new content for players to immerse themselves with. Typically without a system like nVamp, you would have to rely on mod authors to build an intricate set of patches, like FOIP did within Fallout 3, to allow a setup like nVamp to work properly.

Now, in the same fashion as FCOM, instead of just being a series of patches, we are also building quality mods into nVamp to enhance the core overhauls. This is both mods created by the community which have given us permission, as well as mods made by our team (like the combat overhaul that's in the works, with version 1 already being implemented in the release coming soon). So one could look at nVamp is an overhaul of overhauls.

As for Project Nevada, now that it is launched, we would definitely be interested in seeing it as part of nVamp. I will be in contact with the authors soon. :)

-Vaernus


Ohhhhhhh ok. I thought it was like FOMM. Hmm I guess I know whats the next mod to download is :D ty!
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MISS KEEP UR
 
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Post » Sat Feb 19, 2011 6:05 am

Its major focus is compatibility between the core mods. All the mods listed as core in our original post are required downloads directly from their Nexus location to ensure the latest version. nVamp ensures that all their changes work seamlessly together without having to rely on a large amount of custom made compatibility patches between all the core mods that may interact. On top of that, we are enhancing the core mods by building certain functionality into nVamp directly, both mods that have been approved by their authors, and mods that we are in the process of building. These internal mods are meant to fill gaps that are missing in the core mods, or enhance them (such as adding new content, new features that work well with the core mods, etc.).

So ultimately, mods like IWS, FOOK, Project Nevada are not mashed into an esm.

-Vaernus
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Neko Jenny
 
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Post » Sat Feb 19, 2011 12:10 pm

So, any idea on a release date? ^^
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carrie roche
 
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Post » Sat Feb 19, 2011 7:48 am

Working on it. :)

Hopefully today if I can squash these last few issues. If not, by Sunday at the latest. We had some nasty bugs show up the last few days and I'd prefer a bug-free product launched.

-Vaernus
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Dorian Cozens
 
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Post » Sat Feb 19, 2011 12:48 am

Its major focus is compatibility between the core mods. All the mods listed as core in our original post are required downloads directly from their Nexus location to ensure the latest version. nVamp ensures that all their changes work seamlessly together without having to rely on a large amount of custom made compatibility patches between all the core mods that may interact. On top of that, we are enhancing the core mods by building certain functionality into nVamp directly, both mods that have been approved by their authors, and mods that we are in the process of building. These internal mods are meant to fill gaps that are missing in the core mods, or enhance them (such as adding new content, new features that work well with the core mods, etc.).

So ultimately, mods like IWS, FOOK, Project Nevada are not mashed into an esm.

-Vaernus

Ah alright! Thank you for taking the time to clarify this :)
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Samantha Mitchell
 
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Post » Sat Feb 19, 2011 7:19 am

Hopefully today if I can squash these last few issues. If not, by Sunday at the latest. We had some nasty bugs show up the last few days and I'd prefer a bug-free product launched.


Sweet!!
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Dina Boudreau
 
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Post » Sat Feb 19, 2011 1:48 am

Building a trailer showcasing all the changes of nVamp v0.10 that is expected to launch shortly. Will be my first time dealing with video editing software (C++ programming is my profession) so bare with me here. If anyone would want to support us building a solid trailer, we would really appreciate it.
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Chris Jones
 
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Post » Sat Feb 19, 2011 12:26 am

Building a trailer showcasing all the changes of nVamp v0.10 that is expected to launch shortly. Will be my first time dealing with video editing software (C++ programming is my profession) so bare with me here. If anyone would want to support us building a solid trailer, we would really appreciate it.


I am SO excited for this!! :celebration: Serious, I have my wine ready
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Jessica Thomson
 
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Post » Sat Feb 19, 2011 11:01 am

so bare with me here.

somebody join the man! :D this project is certainly worth baring for!
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Nice one
 
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