[WIPz] nVamp - New Vegas Advanced Mod Project

Post » Sat Feb 19, 2011 4:26 am

nVamp - Fallout Advanced Mod Project

Tired of trying to get the many quality mods to work together properly? Constantly having to adjust your load order and still not seeing the full benefits of every mod? Overloaded with patches to make everything work properly? Or are you just looking for a brand new experience for New Vegas? Well, you're in luck for nVamp is here!

nVamp website: http://www.risegaming.com/nvamp
nVamp forums: http://www.fookunity.com/forum/forumdisplay.php?f=120

Team:

Vaernus - Project Lead
Laxon - Project Support/Web Designer
MyGoodEye - King of Visual Goodness (Electro-City/Lumenarium/Imaginator/CinemaTech)
Marcurios - Graphics Team (URWL for New Vegas/Nevada Skies URWLified/Imaginator)
Tapioks - Graphics Team (FNV Enhanced Shaders)
Gopher - Graphics Team (CinemaTech/Unified HUD Project/Advanced Recon Thermal Gear/Fiendish Power Armor/and more)
Someguy2000 - Director of Mission Control (New Vegas Bounties)
Djmystro - Missions/Locations Team (A World Of Pain)
Galahaut - Missions/Locations Team (Bobblehead Hunt)
Imp Of The Perverse - Boss of Gameplay Fun (Powered Power Armor/Ambient Temperature/IMCN/and more)
Exposure - Gameplay Team (Superior Firepower, A Poor Mans Wasteland)
Sagiittarius22 - Gameplay Team (Reactive People)



  • What is nVamp?


nVamp (New Vegas Advanced Mod Project) provides a framework that allows the best mods from many fronts to work together seamlessly and efficiently. This in turn gives the community a bold and new experience when playing Fallout New Vegas. It has nothing, I repeat, nothing to do with vampires!

With nVamp, we have taken the largest overhauls to date (FOOK, IWS) and combined this with many other large scale mods (WME, Electro-City, and more) to give users a wide array of new functionality. From bug fixes and new game features, to new armor and weapons, nVamp will not disappoint.

At its core, nVamp provides a patch framework to allow these core mods to work seamlessly, while also combining many of the quality mods that enhance the core mods and adding functionality of its own. It provides an easy and seamless path to add additional functionality in the future with other mods and overhauls that can provide an even better experience for the community.

nVamp is not for the faint of heart, at least not at its default settings. This will challenge your understandings of the game as the entire Mojave Wasteland comes alive. Enemies abound everywhere and they are smarter, quicker, and much better equipped. The factions have come alive and battles can be seen all throughout your travels. And dangerous, yet mysterious, areas have shown up to tempt the Courier with riches and technology for prospecting. It’s up to you to tame this new and foreboding wasteland.




  • What are the parts of nVamp?


Core Mods (Final release on Nexus and main page will link to all mods, as well as release thread, but these can be searched right on Nexus):

? Major Overhauls

§ FOOK – Approved For Use - Credits to FOOK Team
§ IWS – Approved For Use - Credits to The Castle
§ MORE (Perks, Traits, and Challenges) – Approved For Use - Credits to Dree

? Major Fixes

§ Community Bugfix Compilation Patch – Approved For Use - Credits to Linmor and Nexus Community

? New Looks

§ Lumenarium – Approved For Use - Credits to MGE
§ Electro-City – Approved For Use - Credits to MGE
§ Nevada Skies URWLified – Approved For Use - Credits to Yossarian for original Nevada Skies and Marcurios for URWLification (that a word?)
§ Imaginator – Approved For Use - Credits to MGE and Marcurios
§ CinemaTech - Approved For Use - Credits to Gopher and MGE

? New Locations

§ A World Of Pain – Approved For Use - Credits to djmystra
§ A World Of Pain Add-on (Serial Killer) – Approved For Use - Credits to reco22

? New Missions

§ New Vegas Bounties – Approved For Use - Credits to Someguy2000
§ Tales From The Burning Sands – Approved For Use - Credits to Puce Moose

? New Weapons

§ WME – Approved For Use - Credits to Jonnyeah
§ WMX – Approved For Use - Credits to Antistar
§ CFW – Approved For Use - Credits to Linerunner
§ Superior Firepower – Approved For Use - Credits to Exposure
§ CaliberX – Approved For Use - Credits to EARACHE42




Internal Mods (Final release on Nexus and main page will link to all mods, as well as release thread, but these can be searched right on Nexus):

? New Features

§ Realistic Repair – Approved For Use - Credits to Defear
§ Bottle That Water – Approved For Use - Credits to LFox
§ Reactive People – Approved For Use - Credits to Sagittarius22
§ Thermal Vision – Approved For Use - Credits to Lucyblue
§ Thermaputic Power Helmets – Approved For Use - Credits to Lucyblue
§ TUPAM – Approved For Use - Credits to Drag0ntamer
§ Powered Power Armor – Approved For Use - Credits to Imp Of The Perverse
§ NCR Rearmed – Approved For Use - Credits to OpposingFarce, toxa01, and gunnars02
§ Expansion Vendors – Approved For Use - Credits to phoenixfang
§ Save Cass – Approved For Use - Credits to adul
§ Flashlight NVSE – Approved For Use - Credits to documn and Gopher
§ Active Wasteland – Approved For Use - Credits to Hindsight
§ Perk Every Level – Approved For Use - Credits to phoenixfang
§ Skill Based Perks – Approved For Use - Credits to xatmos
§ BAN – Reloaded – Approved For Use - Credits to BAN
§ Cyborg – Approved For Use - Credits to Gopher
§ Detect Traps – Approved For Use - Credits to Gopher
§ Boone’s Spotter Perk Enhanced – Approved For Use - Credits to Gopher
§ Imp's More Complex Needs – Approved For Use - Credits to Imp Of The Perverse

? New Assets

§ Better Smoke and Ballistics – Approved For Use - Credits to Toasty Fresh
§ High-Res Clutter – Approved For Use - Credits to MikaelGrizzly/Tagaziel
§ High-Res RadX – Approved For Use - Credits to MikaelGrizzly/Tagaziel
§ Classic Radaway – Approved For Use - Credits to MikaelGrizzly/Tagaziel
§ Detailed Normals – Approved For Use - Credits to RegentEagle
§ Enhanced Blood Textures – Approved For Use - Credits to dDefinder1
§ Improved Sounds – Approved For Use - Credits to dDefinder1
§ FNV Enhanced Shaders – Approved For Use - Credits to Tapioks
§ Ambient Temperature – Approved For Use - Credits to Imp Of The Perverse
§ HUD Expanded – Approved For Use - Credits to Imp Of The Perverse
§ Unified HUD Project – Approved For Use - Credits to Gopher
§ Bob's Armory – Approved For Use - Credits to Mr. Dave

? New Missions

§ Bobblehunt – Approved For Use - Credits to Galahaut
§ Goodsprings Filler – Approved For Use - Credits to Lingwei
§ The Collector – Approved For Use - Credits to Gunmaster95

? New Populations

§ Populated Casinos – Approved For Use - Credits to xMrAx
§ Gun Runners Expanded – Lore Version – Approved For Use - Credits to GOXSTRAP
§ NCR Revamped – Approved For Use - Credits to CelsiuZ
§ Legion Revamped – Approved For Use - Credits to CelsiuZ
§ Deathclaw Supreme – Approved For Use - Credits to Esipode

? New Armor

§ Tactics Advanced Power Armor – Approved For Use - Credits to captain-ultima and scruples
§ Boomer T-57c – Approved For Use - Credits to AnOneTwo
§ Brotherhood Armor – Approved For Use - Credits to MikaelGrizzly/Tagaziel
§ Fiendish Power Armor – Approved For Use - Credits to Gopher
§ Advanced Recon Stealth Armor – Approved For Use - Credits to Gopher
§ Armored Bounty Hunter Duster – Approved For Use - Credits to Gopher
§ Black Leather Armored Duster – Approved For Use - Credits to Gopher
§ Advanced Recon Gear – Approved For Use - Credits to Gopher




  • Current Status:


v0.10:

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.

As for the fixes in 0.10 (Release Candidate):

  • - Built in combat and stealth overhaul. This will be based loosely on Grandson of Sam's Combat and Stealth Overhaul of Fallout 3, mixed with our own changes, with a touch of Reactive People 1 and 2.

  • - System updated to support CaliberX as the ammo base core mod. The beauty of CaliberX is that it's easy for weapon mods to reference it to use the different ammo types on the fly, as explained on their Nexus page. Considering the modular aspect of nVamp, this will allow mods to support nVamp, and subsequently CaliberX, much more easily in the future with new content.

  • - Added Flashlight NVSE to provide a solid flashlight in the game. This will help to counter the darker nights and even darker interiors.

  • - Added the first round of Bob's Armory into nVamp. This is a handful of new items, furniture, etc. More content will be designed over time and added into subsequent versions of nVamp, with this content be added by hand to the world where it provides a great improvement to immersion and fun.

  • - nVamp has been rebuilt to support much more modularity. Every mod that is currently built into nVamp has been setup into a proper "socket" within the master file. Once we launch, we can work with mod authors to rebuild a "nVamp friendly" version of the mod. This will not require changes to the mod itself, merely the Form IDs within, and should be a quick process. By doing this, mods can continually be updated even when merged into nVamp, and all we have to do now is compare the new versions of the mod to the base to update it. A positive side effect is that we can help the mod authors continue development of these quality mods and the community can download the changes made in nVamp, or right from the mod itself. No more will there be "exclusive" versions of merged mods within nVamp, or incompatibility between nVamp and merged mods considering as changes occur, we can recommend downloading the merged mod from it's location on Nexus and load it after nVamp to see the changes on the fly until we merged the changes into the master.


v0.05:

Djmystro has joined the team to handle location development and work closely with Someguy2000 with New Vegas Bounties in order to have a proper scheme for new missions and locations in the future.

As for the changes in 0.05:

  • - Fixed another small problem, a location error, with the Bobblehead functionality by Galahaut built into nVamp. Working fine now.

  • - Caesar's Legion Overhaul is being removed from the test bed until further notice is given by it's author. We hope to hear back from him soon and I heavily recommend folks try the mod out, especially with the latest updates, at http://newvegasnexus.com/downloads/file.php?id=36503.

  • - Website is slowly being built to include installation instructions, proper load order, and full details on nVamp. Download link on first release is expected to be on there as well Nexus mid this week.


v0.04:

Imp of the Perverse has joined the team as our boss of gameplay fun, and Exposure has joined (when he has time) to support the weapon side. Imp will be leading a team to enhance the functionality already in nVamp, and build new functionality that is either missing or light in the current build. On the plate is: gun recoil, energy weapon overheating, much advanced combat AI, and more.

Heavy bug testing is starting, and if anyone would like to test the current build, just pop me a message on here or on Nexus and I will get the latest copy out. I do not want to officially launch this until we have squashed as many bugs/issues as possible. Particularly, I want to be sure that all the core mods are functioning as they should be.

As for the fixes in 0.04:

  • - Repaired some errors in the master file. All's well on that front.

  • - Fixed a small problem, albeit serious, with the Bobblehead functionality by Galahaut built into nVamp. Working fine now.

  • - Arwen/XFO support has been removed from nVamp until further notice from their respective authors. This will allow us to launch in a week without permission troubles.

  • - Added boss Deathclaw to the game compliments of Deathclaw Supreme. Watch out for this bugger as he's killed me quite a few times now.

  • - WME and WMX are both fully supported in nVamp. You can use either weapon mod system, and it's respective weapon plugin for nVamp, to gain the benefits of whichever system you prefer using.

  • - Caesar's Legion Overhaul is currently being tested inside nVamp, mainly to see how interactions occur between IWS, patrols, and the new CLO-based raid fort and NPC enhancements. Still awaiting permission response before it's officially built in.

  • - Full support for Unified HUD Project. Have added all functionality from Imp's mods like Ambient Temperature, HUD Expanded, and Powered Power Armor along with adjustments from Gopher's Advanced Recon Thermal Gear and the HUD system itself.


v0.03:

We're up to v0.03 of nVamp for internal WIP and things are looking solid for a launch in another week. We still await a response from a few core mod authors (XFO and Arwen to name a few), and need to contact a few other authors for internal functionality. But overall, we should be ready to broadcast this out shortly. We feel that parts of XFO and Arwen have been crucial to the entire experience of nVamp, especially when it comes to combat AI which is greatly enhanced with both, and without those we feel that a large portion of this experience is loss. If anyone has a way to get some communication open with their authors, we would be greatly appreciative.

In other news, MGE of Electro-City, Marcurios of URWL New Vegas, Tapioks of FNV Enhanced Shaders, and Gopher of Advanced Recon Thermal Vision and CinemaTech have joined the nVamp team to setup a standard for graphics within the community. With this think tank, we look to build a completely new experience and push the New Vegas engine to greater heights. Who needs the Creation engine when we're done!

Someguy2000 of New Vegas Bounties has also come onboard to head mission/locations design throughout nVamp to ensure a proper and consistent system. We are looking to bring in mission designers like Puce Moose and location creators like djmystro to create a think tank to ensure high quality missions and locations, as well as overlap between the missions as a special plugin of nVamp that can be expanded in the future. More to come soon.


We have completed what looks like all the adjustments to leveled lists to allow all the functionality of the core mods to work with everything else, including the internal functionality created. Particular adjustments (well perhaps the full feature list of nVamp) include:

  • - Large overhaul of game mechanics to provide a much better gaming experience between FOOK, select portions of XFO, and select portions of Arwen's Realism Tweaks. Overall, the game feels much more alive and it's no longer a pushover to beat the game, assuming you don't get sidetracked by all the new content to accomplish anyway.

  • - Merger of all CFW and FOOK based weapons which are being used by all NPCs

  • - Merger of WME mods on all FOOK/Vanilla based weapons. CFW will have to use it's own for the time being obviously.

  • - Merger of AWOP weapons to utilize above weapons list rather than their own duplicates. Didn't quite understand the next for duplicates.

  • - Bounties, Tales, and Rust Town all are now utilizing the above weapons list, as well as all armor adjustments below.

  • - Merger of names and stats, where applicable without affecting the balance FOOK is achieving, of FOOK, CFW, Arwen's, Superior Firepower, WME, and Enhanced Ballistics. All weapons have true names (unless I've missed a few).

  • - Merger of adjustments to armor between FOOK, TUPAM, Powered Power Armor, Thermal Vision, and Advanced Recon Thermal Gear. Power Armor can now be modded with many enhancements. Helmets also have new functionality built in for thermal vision that can be activated when needed. Power Armor itself is much more deadly now with enhanced stats. Running into someone, or something, with Power Armor will not be a simple endeavor anymore.

  • - Merger of repair functionality between FOOK/Vanilla, Realistic Repair, TUPAM, Powered Power Armor. One can now repair equipment with scraps and junk, as well as pieces of other armor.

  • - Fiend bosses now utilize the wonderful Fiendish Power Armor made by Gopher (figured if they own a complete Vault and have such numbers and energy weaponry, they should at least be on par with the legion in terms of scraping together a few sets of power armor)

  • - Fiends have a less than 5% chance to have either a random Fiendish power armor or helmet. Really has shaken up the fiend-controlled areas.

  • - Boomer guards and captain of guards is using the wonderfully designed T-57c Air Force based Power Armor (again, figured they own a rather large air force base, it's feasible that the Air Force could have been playing around with designing a power armor to support their needs)

  • - Brotherhood leaders (Hardin and Ramos) are now sporting the Tactics-based Advanced Power Armor. (I think that we can marginally say Tactics was moderately canon, and if that is true, the armor could have made it's way to the west on select individuals if there was any, at all, contact between the splinter cell and the main headquarters.)

  • - Brotherhood knights have been revamped to use the same armor they sported in Fallout 1 and 2 rather than the recon armor.

  • - Small chance that any Brotherhood patrols and some soldiers may be utilizing the advanced armor as well.

  • - NCR Troopers have been upgraded to support much more reliable weaponry. There are three types of service weaponry they will typically have to counter the dangers now faced in the Mojave from nVamp and the increased legion threats. IWS/NCR Revamped has further increased their power by setting up stronger patrols and checkpoints in many areas. However IWS has also further increased the dangers from other enemies like Fiends, Vipers, Jackals, Powder Gangers, etc. It's going to be a rough time in the desert now.

  • - NCR Rangers now sport a series of armors rather than the patrol armor. They can now be seen with armors created by Gopher from the Advanced Recon Stealth Gear that fits their persona. This includes some armored dusters, and recon gear.

  • - NCR Veterans have also got some love with upgraded versions of the black combat armor, as well as two trenchcoat based armors that suit their leadership when not on the field.

  • - Combat AI has been greatly enhanced on multiple fronts. Between the AI adjustments in XFO and Arwen's, combat is much more challenging and the enemies react much more intelligently on the battlefield, both individually and in teams. Along with Reactive People, you no longer can run around pointing your gun at folks as they will react. This has also provided the added side effect that if someone has a very weak disposition, you can force them to surrender and take all their things.

  • - Heavy expansion of perks, challenges, and traits, along with the ability to have more perks for your companions. Comes in hand with the fact that the Mojave has become much more dangerous, so we've also added both perks every level to support these new perks, and a tag skill system akin to Fallout 1/2 where every tagged skill increases by 2 per point allotted towards it, and a larger bonus when a tag skill is chosen at start. There is also skill-based perks that you can achieve by getting skills to certain levels.

  • - Large amount of quality locations to visit and missions to do. The quality mission mods New Vegas Bounties, Tales from the Burning Sands, Goodsprings Filler, and The Collector provide many hours of excitement and fun to extend an already exciting game. Coupled with the many new locations added by A World of Pain and it's add-on, and Rust Town, and you're looking at plenty to do for the next few weeks.

  • - Overall revamp of the atmosphere of the game. Every aspect has been adjusted and tweaked. Lighting has been revamped through Electro-City and Lumenarium. Weather has been heavily enhanced with Nevada Skies URWLified. Ballistics, blood and smoke has been updated to look much more realistic. Between FOOK and nVamp, many textures have been upgraded. And the sounds have been completed changed out with new and improved versions. The game environment will never be the same.

  • - Plenty more built-in

Current bugs:

  • - Haven't done a huge amount of testing with this version as I just completed it. However, overall I have no run into anything out of the ordinary yet.


Current issues:

  • - Messages galore (this was in the last update, but I haven't gotten to building a unified message system for nVamp yet). Going to try to reduce the amount of messages to a dull roar. Only core mods if they require it, like FOOK, to access hotkeys. Perhaps in the future there can be added a single message for all nVamp-based hotkeys. And I want to increase the amount of mystery with the additions into nVamp so removing all messages about the Power Armor, Gun Runners, etc. that can be removed without any items required for the mod to work properly.

  • - Mod-based items need to be reduced into a single menu for all mods built into nVamp that require settings/status updates.


-Vaernus
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saxon
 
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Post » Sat Feb 19, 2011 4:05 am

My head just exploded :blink:

This...nice. Only thing I wish I could have seen is some sort of compatibility with WMX, then again integrating WME+WMX would be difficult...nevertheless, though...

Anyway...awesome!
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Joe Alvarado
 
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Post » Sat Feb 19, 2011 6:49 am

Just recently sent a message out to Antistar about the possibility of being able to choose either WME or WMX for weapon mods inside nVamp. Stay tuned for more information on that. :)
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james reed
 
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Post » Sat Feb 19, 2011 3:47 am

That works. :)
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Jade Payton
 
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Post » Sat Feb 19, 2011 11:08 am

a must have in the making! :goodjob:

my main concern is customizability, being able to choose which parts of what mod takes precedence over the others in case of major conflict in features. not a major concern tho since i can just make my own patch.

definitely keeping an eye on this.
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zoe
 
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Post » Sat Feb 19, 2011 3:21 am

This is pretty cool :)
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IsAiah AkA figgy
 
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Post » Sat Feb 19, 2011 1:15 pm

To Ren Lotus: Antistar has approved the use of WMX. I will build a plugin for WME and WMX that will allow the community to choose which aspects of weapon mods they want in the game.

To Norbingel: Generally we've made nVamp flexible enough that for anywhere that there is major overlap, you can switch around the load order of those mods and achieve the results you want. Currently, though, we're only using all of FOOK, select parts of XFO, and select parts of Arwen's Realism Tweaks. Beyond that, there really is no other areas that are conflicting with each other. Anywhere we found conflicts, we built them into nVamp's patch framework to resolve. We haven't found anywhere that really has conflicted enough where functionality was lost. Arwen's did change certain aspects of weaponry that weren't completely passed down to the framework, so if we get enough support for it, in the future we can design an nVamp plugin for Arwen's specifically to override the base nVamp weapons to support the realism changes.

The Castle: Wouldn't be nearly as cool without IWS. ;) Thank you again for allowing us to use it inside nVamp. :)

-Vaernus
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Sophie Miller
 
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Post » Fri Feb 18, 2011 10:38 pm

IMCN or gfto. Well, not that hostile, but please, consider IMCN. It's super sweet.
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Minako
 
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Post » Sat Feb 19, 2011 8:59 am

I'd prefer they just leave it compatible. I'm still working on my mods, but as soon as they become part of an overhaul things sort of become set in stone, at least for the people using the overhaul. Besides, not everyone's into IMCN.
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Iain Lamb
 
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Post » Sat Feb 19, 2011 2:07 am

Done deal. I will setup a new plugin to handle more hardcoe functionality if someone wants it to go along with the current adjuster plugins for AI difficulty and spawn rates. Sending a message out to Imp to see if we have approval to use IMCN. I'll keep everyone posted. Considering this will extend the HUD more, I may just go ahead and build in Gopher's Unified HUD Project so I can allow the changes from Imp's and Gopher's mods to use the HUD properly for immersion purposes.

-Vaernus
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Tania Bunic
 
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Post » Sat Feb 19, 2011 10:50 am

That's my thoughts Imp. If you wanted to see IMCN in here, I see it as a separate plugin for hardcoe purposes that, for the time being, is ICMN with a few small parts from the main overhaul mods. But it's your call. :)

-Vaernus
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El Goose
 
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Post » Sat Feb 19, 2011 9:37 am

While you're at it, might as well build in http://www.newvegasnexus.com/downloads/file.php?id=34814 - I just made a patch for Nevada Skies/URWL that offers seasonal weather and/or increased control over the weather.

I am curious though, how will you keep nVamp current with mods that are still under development?

*Edit - Aside from the timescale changes, IMCN should be compatible with anything you include in nVamp. As such, an optional plugin probably isn't necessary when they can just install the mod itself. Are you planning on tackling the timescale adjustment headache, or will you leave it up to standalone mods?
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RaeAnne
 
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Post » Fri Feb 18, 2011 9:58 pm

We've been trying to find a happy medium between core mods requiring downloads, and internal functionality. The more we have as core mods, the longer the setup and the more prone to problems with load order and such. So with any mods built directly into nVamp, we have already split up the entire nVamp system into multiple plugins handling particular aspects of the system: Armor, Core (leveled lists mainly), Effects, Gameplay, Locations, Missions, Populations, and Weapons (Now supporting either WME or WMX). This has generally allowed us to make it easier to update any mods that are changed from internal functionality. If we find that it's becoming tedious, we have already pulled out a few mods that had hundreds of forms that made more sense being a core mod like New Vegas Bounties and Rust Town. In the future, we would like to work with the community for any mods constantly being updated to connect easier with the nVamp system, but for now we have plenty of time to work on updating any changes to the mods currently in the internal format.

Edit - I know Arwen's is affecting the timescale system. We are already building a separate plugin to allow Arwen's system to override changes in FOOK and XFO if someone wants to use them. So in that case, if someone wants to use ICMN, they could load the harder hardcoe plugin of nVamp after the Arwen plugin to utilize your timescales. And there are some other aspects of nVamp that would fit into a harder hardcoe that could meld with ICMN, in the same way that we added functionality like Realistic Headshots and parts of XFO into the harder/hardest AI plugins only. This is all preliminary though because the team doesn't utilize hardcoe mode, so we're at the mercy of the community to decide the best direction for this aspect. :)

-Vaernus
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Milad Hajipour
 
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Post » Sat Feb 19, 2011 12:21 am

If you haven't received permission from Arwen regarding her tweaks, I'm a little skeptical of her providing it - I remember her getting a bit upset over having been "assimilated" into FWE.
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Krystina Proietti
 
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Post » Fri Feb 18, 2011 11:34 pm

Yea, and we haven't heard anything from Xodarap either. It's a shame because both of them have very solid combat systems for the AI amongst the other features. Without their changes, I see a considerable difference with nVamp installed. Does anyone know of a good combat styles based mod that has similar changes? It's been interesting seeing the interactions between IWS providing added spawns throughout the game, and then the combat AI taking over and seeing them actually react properly together. A particular scene that comes to mind inside nVamp is the Viper (Jackal?) gas stop place after Primm. With nVamp installed, you've got two troopers caught in a crossfire between two escaped convicts and at least 10 Jackals (Vipers?) who reacted much more appropriately than just standing their flinging bullets.

I'm hoping to hear a reply from both of them by end of weekend. If not, I am removing XFO and Arwen's from the system for the time being. I won't put something inside nVamp unless the author knows about it and approves.

In the case of Arwen being removed, IMCN/Timescale Adjuster would be providing the changes to the timescale exclusively.

-Vaernus
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ruCkii
 
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Post » Sat Feb 19, 2011 3:26 am

This sounds flippin' awesome! I was hoping a mod like this would come around, and voilà!
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Kristian Perez
 
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Post » Sat Feb 19, 2011 11:26 am

It's funny because I was sleeping one night a month ago, and I got some message about Centrofly wanting this sort of mod in my mind. What a coincidence..... :)
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Emma louise Wendelk
 
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Post » Fri Feb 18, 2011 10:03 pm

I think Arwen said something in her thread about wanting to get her mod finished before working on compatibility with other mods. That said, I don't know why she'd have a problem letting you combine features of her mod into a huge compatibility package like this if you're willing to do the work on your own.

And umm XFO's overhaul is still a beta afiak so I'm sure that he's probably a bit hesitant to let it be integrated into compatibility mods right now but I can't say for certain.
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Gracie Dugdale
 
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Post » Sat Feb 19, 2011 12:46 pm

That's fine. As core mods, having them integrated or removed won't destroy the system. We've generally built the system around FOOK as a base, which is fully behind nVamp. I'd rather wait until I get a 100% answer on those rather than attach them now and find they didn't want them in nVamp. We respect the wishes of every mod author with this system as it depends on the mod authors and the community, and we really don't want to burn any bridges this early in development.

We're beginning work on core systems not reliant on other mods that will enhance and complement the current mods supported and built into nVamp. Imp of the Perverse has agreed to join the team and lead the gameplay side of things, with some ideas on building in gun recoil, energy weapon overheating, a new combat AI system, etc. Exposure has agreed to join when he has some free time to help on the weapon's side. Still awaiting responses from a few other key mod authors so we can then focus on all the unique aspects of nVamp and expand them. Also we're going to get the graphics team together to conjure up a new experience on graphics. I know we spoke recently about a wish to have dynamic shadows in the game, as well as other key graphical enhancements. The sky's the limit with this team, and we're aiming high.

One thing I will say. At no point in nVamp will we ever design specific mods only for inside nVamp. By this, I mean that if we continue work on Powered Power Armor, the version inside nVamp will be identical to the version on Nexus. What we may do is adjust forms so the IDs match the nVamp version so updates are seamless and painless, but that's it. Also if the community likes specific features that are unique to nVamp, we can launch those as separate mods altogether.

-Vaernus
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Damian Parsons
 
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Post » Sat Feb 19, 2011 1:23 pm

This compilation sounds terrific. I am very much looking forwards to its release, and would like to express my gratitude towards the people that are currently sweating over it.

I am more and more convinced that beyond producing mods, custom content authors should also really pay attention to their ease of use and future integration with other content. This is not saying that players, like me, should be lazy, and not learn how to use FOMM or Wrye Flash (which I am currently using, along with FNVedit, to create patches). However, I have literally been burnt by attempts (not only for FNV) at getting mods to work within my game, only to realize in the end that they were designed to work only in some very specific conditions (as a standalone, Arwen's tweaks, for example), or were buggy to start with, and not supported throughout time (Pipboy Readius, for example).

That is when I can appreciate the efforts that went into mods, some of which already are of extraordinary quality (bug-free, compatible), that were made even more "accessible" thanks to compatibility patches released very early after going public. http://newvegasnexus.com/downloads/file.php?id=38719 and http://newvegasnexus.com/downloads/file.php?id=37310 come to my mind, just to name these two, with a special mention for http://newvegasnexus.com/downloads/file.php?id=38961, which allows me to customize the interface of my game to my liking.

My point is that such mods, allowing greater flexibility, compatibility and lowering risks of nasty bugs, have become more and more valuable to my eyes, and I would like to modestly and humbly encourage everyone, custom content authors of original content and the people working on such transversal projects, to aim for this and same goal.

Again, thank you to the custom content community of FNV as a whole, for making our games so much more enjoyable :)


PS : As an afterthought, if I had to have just a small suggestion, I would very much like to see a true AI being worked on for a project of the scope of nVAmp.

Most of the mods aiming at making the game more challenging that I have tried (http://www.newvegasnexus.com/downloads/file.php?id=34759, http://www.newvegasnexus.com/downloads/file.php?id=37871, http://www.newvegasnexus.com/downloads/file.php?id=35715) seem to focus on optimizing game settings, or altering weapons/armors. If I have observed significant changes for the better, I have yet to see enemies that were anything but cannon fooder to my sniper rifle, or harmless preys to my sneak-attacks at gunpoint, because they lacked any real sense of team work. I shouldn't be able to take down almost effortlessly a whole bunch of enemies on my own, unless proceeding with extreme caution and good tactics. This really makes me feel the game becomes "too easy" after some point.

Companions' AI also would need some tweaking... talk about rushing into a battle carelessly, and dieing...

Anyway, I am not even sure if it is even possible with the current engine, but I still wanted to ask.


That's fine. As core mods, having them integrated or removed won't destroy the system. We've generally built the system around FOOK as a base, which is fully behind nVamp. I'd rather wait until I get a 100% answer on those rather than attach them now and find they didn't want them in nVamp. We respect the wishes of every mod author with this system as it depends on the mod authors and the community, and we really don't want to burn any bridges this early in development.

We're beginning work on core systems not reliant on other mods that will enhance and complement the current mods supported and built into nVamp. Imp of the Perverse has agreed to join the team and lead the gameplay side of things, with some ideas on building in gun recoil, energy weapon overheating, a new combat AI system, etc. Exposure has agreed to join when he has some free time to help on the weapon's side. Still awaiting responses from a few other key mod authors so we can then focus on all the unique aspects of nVamp and expand them. Also we're going to get the graphics team together to conjure up a new experience on graphics. I know we spoke recently about a wish to have dynamic shadows in the game, as well as other key graphical enhancements. The sky's the limit with this team, and we're aiming high.

One thing I will say. At no point in nVamp will we ever design specific mods only for inside nVamp. By this, I mean that if we continue work on Powered Power Armor, the version inside nVamp will be identical to the version on Nexus. What we may do is adjust forms so the IDs match the nVamp version so updates are seamless and painless, but that's it. Also if the community likes specific features that are unique to nVamp, we can launch those as separate mods altogether.

-Vaernus

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Logan Greenwood
 
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Post » Fri Feb 18, 2011 11:23 pm

theres another legion enhancement mod which expand on some camps, legion safe house, armor, legion ranks, and npc is Caesars Legion Overhaul by CaesarInvictus
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Captian Caveman
 
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Post » Sat Feb 19, 2011 11:55 am

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
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Justin Bywater
 
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Post » Sat Feb 19, 2011 12:27 am

will the weapon addons be optional and will this include or be compatible with Fallout New Vegas Redesigned
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Suzy Santana
 
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Post » Sat Feb 19, 2011 6:09 am

Weapon Add-ons are currently built directly into nVamp. Was required in order to build proper leveled lists for the game. In the latest version that we're finishing up, you will have the option of choosing either WME or WMX for mods.

As for Fallout New Vegas Redesigned, we were originally including this in nVamp as it covered enhancing all the NPCs. Unfortunately, we were not given permission to include Redesigned in the patch system so we had to remove it. Dracomies mentioned that when he is finished, there is a possibility to add it in but until then, we cannot officially build it in. That's, of course, not stopping anyone using nVamp to use it and build a patch for themselves using FNVEdit which I'd highly recommend. :)

-Vaernus
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Hearts
 
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Post » Sat Feb 19, 2011 11:49 am

it would be nice if you could inform BOSS about proper load order prior to or soon after release. im sure the BOSS thread would get flooded with requests otherwise :D
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Gracie Dugdale
 
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