[WIPz/Trailer] Project Nevada

Post » Sat Feb 19, 2011 8:03 am

This looks damn awesome! :fallout:
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JD FROM HELL
 
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Post » Sat Feb 19, 2011 5:24 am

This sounds AMAZING!!!

I'm so excited I've given up on FONV and I'm playing Fallout 2 so I can get the in jokes while I wait.
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Mari martnez Martinez
 
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Post » Sat Feb 19, 2011 4:41 am

I want to be real with you all, this interface for cyberware is honest to god magical wizardy, it feels natural and flows, doesn't feel like a mod at all.

You're going to be blown away.
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Vickytoria Vasquez
 
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Post » Sat Feb 19, 2011 11:36 am

Can we expect this mod to be released or in beta this month or should I not wait and finish my guns character. Can't wait for this mod and EVE NV to come out so I can play an energy weapon using power armored tank.
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Vivien
 
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Post » Sat Feb 19, 2011 6:54 am

I don't know when exactly we're releasing, but I wouldn't count on before the end of the month.
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Natalie J Webster
 
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Post » Fri Feb 18, 2011 8:19 pm

Could it be possible to give the sprint ability to the NPCs? Because in the trailer I saw that poor enemy with the pool cue (light machinegun part) didnt even have a chance to get close to you. Will there be any kind of ammo loot decrease in your mod or we have to use one from another modder (XFO)?
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Angela Woods
 
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Post » Sat Feb 19, 2011 10:34 am

Could it be possible to give the sprint ability to the NPCs? Because in the trailer I saw that poor enemy with the pool cue (light machinegun part) didnt even have a chance to get close to you.

No, unfortunately thats not possible. However, I don't know what exactly you are referring to from the trailer since you cant sprint backwards, and you can't strafe while sprinting. Additionally, we decreased the backwards moving speed, so overall fighting while moving backwards will be harder.

Will there be any kind of ammo loot decrease in your mod or we have to use one from another modder (XFO)?

There will be loot decrease, though we haven't decided which items this is going to affect besides healing.


And regarding our progress:
The Core module is done (since several month, so it has already been tested a lot internally)
Cyberware features have just been fully implemented, but it's gonna need some more testing.
Rebalance covers whats listed in the OP, but I'm not sure if I'm really happy with the way damage works yet, so this will need a little more work.
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phillip crookes
 
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Post » Sat Feb 19, 2011 5:23 am

No, unfortunately thats not possible. However, I don't know what exactly you are referring to from the trailer since you cant sprint backwards, and you can't strafe while sprinting. Additionally, we decreased the backwards moving speed, so overall fighting while moving backwards will be harder.


It is not possible to give them the spirit ability but you may be able to increase there speed when in combat. This will will make characters using melee weapons a tad more dangerous because they will be able to dart to you before you can wipe them out with your mini-gun

There will be loot decrease, though we haven't decided which items this is going to affect besides healing.


And regarding our progress:
The Core module is done (since several month, so it has already been tested a lot internally)
Cyberware features have just been fully implemented, but it's gonna need some more testing.
Rebalance covers whats listed in the OP, but I'm not sure if I'm really happy with the way damage works yet, so this will need a little more work.


I wish I was a cartoon so my mouth get drop to the ground. that's what it wants to do at least.

oh and by the way schlangster the More... link in your footer should be http://www.fallout3nexus.com/modules/members/index.php?id=28794
The one you have currently link users to there own mods, not yours.
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Stefanny Cardona
 
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Post » Sat Feb 19, 2011 11:29 am

oh and by the way schlangster the More... link in your footer should be http://www.fallout3nexus.com/modules/members/index.php?id=28794
The one you have currently link users to there own mods, not yours.

What are you talking about, you're not making any sense!
(... thanks for the hint ;))
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Lew.p
 
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Post » Sat Feb 19, 2011 1:17 am

Will the helmets have a breathing noise?
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Maya Maya
 
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Post » Sat Feb 19, 2011 5:31 am

Darth Vader FTW!

I'm surprised you guys are so advanced with the mod. You didn't take any breaks, did ya'? XD
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jesse villaneda
 
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Post » Fri Feb 18, 2011 8:33 pm

Would you believe we were working on it months before FO:NV was even released?
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Kelly Upshall
 
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Post » Sat Feb 19, 2011 5:08 am

Could I ask in what way? Ideas or did you actually start scripting, modellign etc.?
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Philip Lyon
 
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Post » Sat Feb 19, 2011 3:39 am

Could I ask in what way? Ideas or did you actually start scripting, modellign etc.?

We started most of the scripting for Core features in FO3, then ported it over once New Vegas was released and NVSE became available. At this point they were merely prototypes though. And most of the initial planning and ideas have also been changed over time.
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Kristian Perez
 
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Post » Sat Feb 19, 2011 6:11 am

Very interesting, thanks for the info :)
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nath
 
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Post » Sat Feb 19, 2011 1:47 am

I was just going to leave it a mystery, but hey, it's all good.
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liz barnes
 
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Post » Sat Feb 19, 2011 4:30 am

I am so unbelievably excited about this. FWE totally spoiled me. When I moved over to New Vegas, the story was the only real thing that kept me playing, as I missed all the awesome features FWE had. I've been making do with a collection of various mods, but it will be so much nicer to have almost everything in one mod, with a nice interface to tweak things and all that. Good luck with development. Can't wait to see what you guys come up with next! :thumbsup:
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RAww DInsaww
 
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Post » Sat Feb 19, 2011 3:25 am

We will do our best, thank you for your kind words of encouragement.
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Oceavision
 
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Post » Fri Feb 18, 2011 7:55 pm

Since we're a little short in manpower these days, and because our focus will now shift towards the Rebalance module, I think it would be a good idea to recruit some additional testers (~2 - 5)

What we would require:
- You're actively playing the game :)
- You know how to install mods (it's not the time for user support yet! Unless there's a bug in the installer or anything you're expected to get it working on your own)
- You have good knowledge of the game to see when something isn't right, and you know to give proper feedback
- You're active in this forum (just to make sure you're not just curious about the mod and we will never hear from you again)

If you're interested, PM me.
Once (and hopefully if) there are enough people interested, I'll pick some :)


Alright, the testing crew should be complete for now :) That was fast :o Thanks to the volunteers!
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Alan Cutler
 
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Post » Sat Feb 19, 2011 4:25 am

A bit busy these days :(

I have a request though: could you guys implement the weapon scanner from FWE? IIRC while in inventory you pressed S and it would can the weapon revealing most of it's stats (base damage, spread etc.). Doesn't have to be in v1.0 but later down the road if you guys are too busy with other features.
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priscillaaa
 
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Post » Sat Feb 19, 2011 9:36 am

Cybernetic Implants=win. That has to be the most seamless interface for a mod ever. It feels like a vanilla feature. Incredible.

I do have some bugs to report, would you prefer them here or in a PM? :)
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JD bernal
 
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Post » Sat Feb 19, 2011 12:35 am

Will this be compatible with IMCN? I'm not sure if the core changes the survival mechanism, and not just the realism module.
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CArla HOlbert
 
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Post » Sat Feb 19, 2011 8:03 am

Also just want to let our testers know en masse that they can contact me if they have any constructive criticism on any of the art assets done by myself. I'm always open to suggestion.

With schlangster's approval of course.
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K J S
 
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Post » Sat Feb 19, 2011 4:26 am

Will this be compatible with IMCN? I'm not sure if the core changes the survival mechanism, and not just the realism module.


I'm not associated with this project, but from the "Module Features and Changes" section of the OP, it sounds like the only change that could effect IMCN is disabling food healing, which is done by the Rebalance module. If that's the case, all you'll need to do is load IMCN later than that module and everything should work hunky dory.
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Alan Whiston
 
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Post » Sat Feb 19, 2011 3:46 am

I'm not associated with this project, but from the "Module Features and Changes" section of the OP, it sounds like the only change that could effect IMCN is disabling food healing, which is done by the Rebalance module. If that's the case, all you'll need to do is load IMCN later than that module and everything should work hunky dory.


Thanks. I was just making sure that nothing else was changed, or if any new scripts or anything were added (doubtable, but not impossible.) I've been using your mod from the minute I discovered it, since New Vegas's hardcoe was a bit disappointing.
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Antonio Gigliotta
 
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