[RELz] Project Nevada 2.1

Post » Sat Jul 02, 2011 7:23 am


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


Team: snakster, Kai Hohiro, delamer, T3T, Zealotlee, Yukichigai, Gopher, TheCastle, x-quake, Gribbleshnibit8, Mezmorki
Contributors: Pelinor

Current Version: 2.1

>>> 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:

* The http://nvse.silverlock.org/, http://nvse.silverlock.org/beta/nvse_2_beta4.zip. Running a newer version is NOT recommended at this time.

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

* The http://www.newvegasnexus.com/downloads/file.php?id=42363 add support for Project Nevada features to official DLC and other mods.

* Project Nevada comes with an integrated version of http://www.newvegasnexus.com/downloads/file.php?id=42507 by Pelinor. To enable MCM support for other mods as well, you have to install the http://www.newvegasnexus.com/downloads/file.php?id=42507.

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

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>

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 ENHANCED
The old control panel has been completely replaced by http://www.newvegasnexus.com/downloads/file.php?id=42507, which enables more user-friendly and visually appealing menus.
It's still accessible from the pause menu, and every Project Nevada Core feature can be enabled/disabled at runtime.

* Inventory Sorter NEW
To keep your inventory managable, even when carrying lots of items, the inventory sorter prefixes items based on categories.
It's fully scripted and easily extendable by other mods, even without depending on Project Nevada itself.


<Cyberware>

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


<Rebalance>

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
* Rarer ammo

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>

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:
Pelinor, included Mod Configuration Menu
Antistar, fixed weapon meshes
pintocat, inventory sorting scheme
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. For a more detailed list, please see the credits section on Nexus or the Readme.

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
Neko Jenny
 
Posts: 3409
Joined: Thu Jun 22, 2006 4:29 am

Post » Sat Jul 02, 2011 7:16 am

Another comment about the Rail Cannon: the texture used in scope view has so intense color that it's pretty difficult to aim it at night, especially if using darker nights mods. Easy solution: make the scope have night vision.
User avatar
NO suckers In Here
 
Posts: 3449
Joined: Thu Jul 13, 2006 2:05 am

Post » Sat Jul 02, 2011 7:23 am

I hate to bring something up right after the release but reduced health doesn't seem to effect companions. Boone has 300 something health in my game.
User avatar
Rebecca Dosch
 
Posts: 3453
Joined: Thu Jan 18, 2007 6:39 pm

Post » Sat Jul 02, 2011 10:35 am

I hate to bring something up right after the release but reduced health doesn't seem to effect companions. Boone has 300 something health in my game.

Actually it should, companions use the same settings to modify health as any NPC does. Do you have any mod that alters Boone?

Also note that the companions have a fairly high base health value.
User avatar
Andres Lechuga
 
Posts: 3406
Joined: Sun Aug 12, 2007 8:47 pm

Post » Sat Jul 02, 2011 2:27 pm

Actually it should, companions use the same settings to modify health as any NPC does. Do you have any mod that alters Boone?

No none at all. I'll check the other companions and a few basic NPCs. Maybe it broke down all the way in my game.
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Shirley BEltran
 
Posts: 3450
Joined: Wed Jul 26, 2006 4:14 pm

Post » Sat Jul 02, 2011 3:01 pm

No none at all. I'll check the other companions and a few basic NPCs. Maybe it broke down all the way in my game.

You could just try leveling yourself up via console and see if Boone gains any health on level ups.
User avatar
Pat RiMsey
 
Posts: 3306
Joined: Fri Oct 19, 2007 1:22 am

Post » Sat Jul 02, 2011 12:15 pm

Is this compatible with CFW?

And I am pasting my late post from the previous post below:
---------------------------------------------------------------------------------
[repost from Nexus]

Loved the new repair system. But kinda have a few comments. I am using XFO's 5b module which gives me TAG skills that give double the skill points. I selected repair and reached 100 very early on. The amount of money you can make is mind boggling :D

The repair list sometimes includes expendable grenade like items. If you use them the item gets repaired to full condition no matter the previous condition was.

Also I would love to this repair system built upon and made more complex. I have a few suggestions.

Repairing energy weapons with scrap electronics and sensors etc is very realistic feeling. I would like to see a destroy option that destroys the item and gives me components. Energy weapons would give sensors, screap electronics, and all other items that makes sense and in the game. Also a few other items that will give more depth introduced by you and some generic items like stock, trigger etc. The items that comes out should be a factor of the item condition and your repair skill.

Guns on the other hand will have similar items. Since not much exist ingame by itself like sensors to energy weapon whatnot other than scrap metal that would fit to repair of guns some items should be introduced. Chamber, barrel, etc items should be introduced. These can have variations Rifle (large) stock, Pistol (small) chamber.

Also the BAN Reloaded has recipes for getting steel and lead that is needed for normal and AP ammunitons. You just destroy the Paperweight on the workbench and get lead. Destroy some tire irons and get steel. Likewise destoy lead pipes and get lead. There may be similar items that you can use for components. Cameras are one that comes to my mind.

Another depth that can be implemented is the condition of the item. With low repair skill you are not supposed to fix a superb complex plasma rifle by using 10s of that similar item and get a perfect item in the end. Items with very low condition must be items that are really badly damaged. You should need 100 repair to fully repair an item from 0 condition. Even with low skill you should be able to maintain a complex weapon by polishing and cleaning it. There can be a level component too. So you dont need 100 repair to repair a totally repair a 0 condition varmint rifle but 40 should be ok.

Also IMO slightly repairing an item that is more than %90 condition should only take away repair tools. Big repairs should take the most expensive repair parts and multiple repair tools. (For ex %0-60) Also as I said the repair skill must be sufflicent. The following repairs (60-80, 80-90,90-95) should gradually require lesser parts. And 95-100 shouldnt require anything but repair tools.

These are some ideas that come to me. I have no idea if they are appealing to you also or if they can be implemented or how hard it would be.
User avatar
Peetay
 
Posts: 3303
Joined: Sun Jul 22, 2007 10:33 am

Post » Sat Jul 02, 2011 6:49 pm

Is this compatible with CFW?

And I am pasting my late post from the previous post below:
---------------------------------------------------------------------------------
snip


rana, we have already seen your suggestion in the comment section and in the last thread :)

And you can use it with CFW, but you will have duplicate weapons with different stats (i.e. weapons that appear both in CFW and PN). You also need to create a merged patch probably for the leveled lists.
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stevie critchley
 
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Post » Sat Jul 02, 2011 5:55 am

Could a health option be added that still has HP leveling but has a lower player endurance factor? Like instead of 20 * END + 5/level, it's 10 * END + 5/level?

The problem with double-rate tag skills is that the cap is not 200 like it was in Fallout 1 and 2. Therefore, it fills up real fast.

EDIT: Nevermind, the new MCM features solved the HP problem. :D
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Chica Cheve
 
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Post » Sat Jul 02, 2011 8:01 pm

rana, we have already seen your suggestion in the comment section and in the last thread :)

And you can use it with CFW, but you will have duplicate weapons with different stats (i.e. weapons that appear both in CFW and PN). You also need to create a merged patch probably for the leveled lists.

The thread got locked 10 minutes after I posted it :D

Yes, I always make a merged patch. Thanks. But a CP that removes the reduntdant weapons would be cool. Maybe Linerunner puts something like that up!!
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Miss Hayley
 
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Post » Sat Jul 02, 2011 2:58 pm

The thread got locked 10 minutes after I posted it :D

Yes, I always make a merged patch. Thanks. But a CP that removes the reduntdant weapons would be cool. Maybe Linerunner puts something like that up!!

You might wanna post a comment in the CFW section regarding that.
Alternatively you have of course the option to use PN without the equipment module and run CFW instead.
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Nany Smith
 
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Post » Sat Jul 02, 2011 6:14 pm

Ok Boone's hp is down to 230 and doesn't change when I level up. But still the math isn't right. Endurance multiplier is 10. Level multiplier is 0. Shouldn't he have 150 hp? Cass has 250 hp. 50 of it is Calm Heart perk. She has 4 endurance which would mean 140 hp right? Also Lily has 500 something hp. Marcus has exactly 500. Veteran rangers have 6 endurance but have 150 hp. Everything's messed up.

I didn't make a clean save before installing. Is that the cause? I'm banging my head to the wall if it is.
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Arrogant SId
 
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Post » Sat Jul 02, 2011 3:39 pm

The safe falling height slider in the new MCM system apparently is very far out of range or something. I see no slider, and both the increment and decrement arrow buttons only decrease the value.
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Jon O
 
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Post » Sat Jul 02, 2011 10:55 am

Ok Boone's hp is down to 230 and doesn't change when I level up. But still the math isn't right. Endurance multiplier is 10. Level multiplier is 0. Shouldn't he have 150 hp? Cass has 250 hp. 50 of it is Calm Heart perk. She has 4 endurance which would mean 140 hp right? Also Lily has 500 something hp. Marcus has exactly 500. Veteran rangers have 6 endurance but have 150 hp. Everything's messed up.

Nonono, that's exactly as it should be :)
The formula you see in the menu is only for PC
For NPCs the formula is basically the same, but the base health (100 in the player's case) is different from NPC to NPC.
And creatures work entirely different altogether, they use BaseHealth*Level, which we also don't alter (mutated creatures and robots are supposed to be tough)
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DarkGypsy
 
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Post » Sat Jul 02, 2011 5:30 pm

Well, it's just the description that's yet again inaccurate :(
For NPCs (including the player) it should be
BaseHealth + end*endMult + lvl*lvlMult.
Base health for the player is 100, so the current formula is only from the players perspective.

For Boone in this case it's

BaseHealth + (Endurance+EnduranceOffset) * EnduranceMult + Level * LevelMult =
190 + (5+(-1)) * 10 + 0 = 230
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jason worrell
 
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Post » Sat Jul 02, 2011 10:24 am

Nonono, that's exactly as it should be :)
The formula you see in the menu is only for PC
For NPCs the formula is basically the same, but the base health (100 in the player's case) is different from NPC to NPC.
And creatures work entirely different altogether, they use BaseHealth*Level, which we also don't alter (mutated creatures and robots are supposed to be tough)

Well, it's just the description that's yet again inaccurate :(
For NPCs (including the player) it should be
BaseHealth + end*endMult + lvl*lvlMult.
Base health for the player is 100, so the current formula is only from the players perspective.

For Boone in this case it's

BaseHealth + (Endurance+EnduranceOffset) * EnduranceMult + Level * LevelMult =
190 + (5+(-1)) * 10 + 0 = 230

Wonderful you guys almost gave me a heart attack. :lmao: Well everything else seems to work flawlessly so great work. :thumbsup:

P.S. I accidentally turned off the sneak indicator by the way. Descriptions yeah. :tongue:
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Paula Ramos
 
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Post » Sat Jul 02, 2011 3:32 pm

I was looking through the changelist (awesome as always by the way), and I wondered if you made any changes to Cyberware that made adding more easier?
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James Shaw
 
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Post » Sat Jul 02, 2011 9:51 am

I was looking through the changelist (awesome as always by the way), and I wondered if you made any changes to Cyberware that made adding more easier?

[Cyberware] Improved implant system so it's now possible for other mods to add their own implants


The safe falling height slider in the new MCM system apparently is very far out of range or something. I see no slider, and both the increment and decrement arrow buttons only decrease the value.

That's confirmed. No biggie though, right now you can just use the button to decrease and if you wanna go back up use the default button from the slider dialogue. Will be fixed of course, added it to the bugtracker.
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des lynam
 
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Post » Sat Jul 02, 2011 2:48 pm

The safe falling height slider in the new MCM system apparently is very far out of range or something. I see no slider, and both the increment and decrement arrow buttons only decrease the value.

Confirmed :( The slider uses a value range for percentages (5-100) instead of 100-1000 or so. Since we currently don't have any additional features in the pipeline, you can expect a bugfix patch in a week or so when some more stuff has accumulated.
Until then, you'll have to do a few extra clicks if you want to lower this, or set it manually in the console with
set PNxRConfigFallingHeight to X
(you might have to open the control panel afterwards for the manual change to setting to take effect).

Edit:

@mortimer
What kai said. The procedure is not documented yet, but I'll update the modder's guide soon.
In a nutshell:
1. Add your new implant(s) to the form list for the appropriate body part (PNxYImplantsHeadList etc)
2. Add your new implant(s) to PNxYImplantsUniqueList if it should not be allowed to attach it twice in the same body part.
3. Create a quest that has to implement 3 specific stage functions. See PNxYImplantsWorker for an example what those are supposed to do.
4. Add this quest to PNxYImplantsWorkerList.
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Michael Korkia
 
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Post » Sat Jul 02, 2011 7:23 am

I have been playing with 2.1 and have been enjoying it immensely! Thanks for your guys' hard work. Nice to see Kai back and posting too!

Just a feature request for the Core module - would it be possible for you guys to implement a Manual Reload function similar to http://newvegasnexus.com/downloads/file.php?id=37090? It hasn't been updated in a while, and while I know nothing about scripting, you guys do some of the best scripting work around. Just a suggestion - it's a great mod that fits right in with the rest of the core features.

Otherwise, having a blast. Thanks again.
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Wanda Maximoff
 
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Post » Sat Jul 02, 2011 4:32 pm

The manual reload mod works fine (apart from weapons with extended magazines) and is fully compatible with PN, so there's really no need to merge it. After all, they wanted a modular, non- all expansive monstrosity like FWE :hehe:

Still, if you create a similar function that works with extended magazine modded weapons, i wouldn't say no.
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oliver klosoff
 
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Post » Sat Jul 02, 2011 2:08 pm

Yeah, the problem with the Manual Reload mod is just that - the extended magazine issue, which is a pain but not the biggest issue.
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Lady Shocka
 
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Post » Sat Jul 02, 2011 5:35 pm

Hi there Project Nevada folks! Really great job on this mod. I remember when this was just starting out and I was really, really excited. Unfortunately, I took a break from New Vegas for awhile and I'm only now returning. This mod sure has added on alot of features!

Now, my big question of the moment is how the Needs system works. How does it compare to Imp's More Complex Needs? Is there a way to run these two harmoniously? I'd be head over heels if it did.

Second, would there be a way to selectively disable some weapons included in the equipment package? With all due respect to their creators, I feel some of them are a bit jarrying when looking at the coloring or models of the vanilla or in some rare cases, modded items. Is there any way to remove some of the ones that really aren't to my taste?
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Lily Something
 
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Post » Sat Jul 02, 2011 12:19 pm

Hi there Project Nevada folks! Really great job on this mod. I remember when this was just starting out and I was really, really excited. Unfortunately, I took a break from New Vegas for awhile and I'm only now returning. This mod sure has added on alot of features!

Glad you are back :)
Now, my big question of the moment is how the Needs system works. How does it compare to Imp's More Complex Needs?

It is very simple. With time you need to eat and drink. Good food satisfies your hunger for a longer time, compared to the poor food.
Only good food can be used in the recipes.
Only good meat and vegetables can be extracted from flora and fauna. But random loot and traders can have not only good food- it can be in bad condition after long time in the open air.

Is there a way to run these two harmoniously? I'd be head over heels if it did.

As I know- no. But all is possible if you know how. I don't know :)
Second, would there be a way to selectively disable some weapons included in the equipment package? With all due respect to their creators, I feel some of them are a bit jarrying when looking at the coloring or models of the vanilla or in some rare cases, modded items. Is there any way to remove some of the ones that really aren't to my taste?

No easy way, except just don't look at it and don't use it. Sorry.
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Becky Cox
 
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Post » Sat Jul 02, 2011 2:11 pm

For IMCN users, I'm working on a patch that will remove all the new foods. That way you can use rebalance without having to worry about weird foods.

However, as delamer said, there is no easy way to remove, by any means, the new weapons. They are integrated too deeply into the game via leveled lists. You would have to go in and remove the records either in Edit or GECK. While theoretically possible to allow you to choose which ones you want at game start, once enabled they would have to stay so, since leveled list edits persist through saves.

The only other remotely viable method would be to ref walk in every cell and do replacements. Which could actually be done in reverse, replacing PN weapons with vanilla ones. Still, as an overall solution, it's not practical.
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OTTO
 
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