[WIPz/Trailer] Project Nevada

Post » Fri Feb 18, 2011 7:08 pm

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.

Yes, it will make the trick, thank you
User avatar
Aliish Sheldonn
 
Posts: 3487
Joined: Fri Feb 16, 2007 3:19 am

Post » Sat Feb 19, 2011 9:15 am

I'm not sure if this has been brought up, but I'd like a very general ETA. Mid-late Summer or Spring, or what? I'm not sure how far each part is in development, or how much more you all plan to add.
User avatar
Anna Watts
 
Posts: 3476
Joined: Sat Jun 17, 2006 8:31 pm

Post » Sat Feb 19, 2011 1:51 am

I'm not sure if this has been brought up, but I'd like a very general ETA. Mid-late Summer or Spring, or what? I'm not sure how far each part is in development, or how much more you all plan to add.

Well, the current plan is to do a little more play-testing for Core and Cyberware, finish up all organizational tasks (or lets say: chores :(), ensure that the installer works right in all cases, then release those two modules at first. I hope that this will be done fairly soon.
User avatar
Latino HeaT
 
Posts: 3402
Joined: Thu Nov 08, 2007 6:21 pm

Post » Sat Feb 19, 2011 3:40 am

That's good to hear :)
User avatar
Kill Bill
 
Posts: 3355
Joined: Wed Aug 30, 2006 2:22 am

Post » Sat Feb 19, 2011 3:45 am

The legend returns! :D

But I'd like to ask you a question. There are some unported FO3 mods like Menu Based Hacking & Lockpicking, Haldurs Improved Workbench etc. will Project Nevada include this mods as included in FWE?
User avatar
mimi_lys
 
Posts: 3514
Joined: Mon Apr 09, 2007 11:17 am

Post » Fri Feb 18, 2011 11:31 pm

Yes, at least include those lock-detonating-with-explosive-skill scripts PLEEEAAAASE
User avatar
Stephanie Kemp
 
Posts: 3329
Joined: Sun Jun 25, 2006 12:39 am

Post » Fri Feb 18, 2011 8:40 pm

JPulowski, kalenics
But I'd like to ask you a question. There are some unported FO3 mods like Menu Based Hacking & Lockpicking, Haldurs Improved Workbench etc. will Project Nevada include this mods as included in FWE?

Not for now, but may be in the future more features from FWE will be in Nevada too. Nevada is far from final release for now.
User avatar
jessica robson
 
Posts: 3436
Joined: Mon Oct 09, 2006 11:54 am

Post » Sat Feb 19, 2011 9:17 am

Just to let you guys know, http://kotaku.com/5735649/modders-building-a-harder-faster-and-stronger-fallout-new-vegas. They sound just as excited for it as the rest of us do.
User avatar
Neliel Kudoh
 
Posts: 3348
Joined: Thu Oct 26, 2006 2:39 am

Post » Sat Feb 19, 2011 9:46 am

Steam News Page, Kotaku, and Bethblog. Holy crap.
User avatar
Dean Ashcroft
 
Posts: 3566
Joined: Wed Jul 25, 2007 1:20 am

Post » Fri Feb 18, 2011 7:30 pm

Steam News Page, Kotaku, and Bethblog. Holy crap.


That was my reaction after reading your post.

Well. This is awesome. :foodndrink:
User avatar
Jack Moves
 
Posts: 3367
Joined: Wed Jun 27, 2007 7:51 am

Post » Sat Feb 19, 2011 5:33 am

Just to let you guys know, http://kotaku.com/5735649/modders-building-a-harder-faster-and-stronger-fallout-new-vegas. They sound just as excited for it as the rest of us do.

Well since your testing it, I take the fact that you're still excited about it as a good sign! :)

Since I'm already posting, a note for our testers:
I added a page in the Wiki that contains some comments, most notably a link to the current WIP readme which contains some additional information on how things are supposed to work.

I usually fix the bugs instantly after you reported them, but I won't create a new test package for every small fix. I'm just saying that so you don't think you're reports are ignored :)
User avatar
Michael Korkia
 
Posts: 3498
Joined: Mon Jul 23, 2007 7:58 pm

Post » Sat Feb 19, 2011 3:59 am

Pleeeeeeeease bethesda, put this as a DLC =D
User avatar
louise hamilton
 
Posts: 3412
Joined: Wed Jun 07, 2006 9:16 am

Post » Fri Feb 18, 2011 8:31 pm

Steam News Page, Kotaku, and Bethblog. Holy crap.


Holy cow that's a lot of press! :)
User avatar
Tania Bunic
 
Posts: 3392
Joined: Sun Jun 18, 2006 9:26 am

Post » Fri Feb 18, 2011 9:13 pm

Just to let you guys know, http://kotaku.com/5735649/modders-building-a-harder-faster-and-stronger-fallout-new-vegas. They sound just as excited for it as the rest of us do.

Cool and thank you for answering questions from people on Kotaku.
User avatar
cosmo valerga
 
Posts: 3477
Joined: Sat Oct 13, 2007 10:21 am

Post » Fri Feb 18, 2011 7:09 pm

Not a problem. I figured since I wasn't doing testing right now, I could at least help spread the word, as it were. :lol:
User avatar
Brooke Turner
 
Posts: 3319
Joined: Wed Nov 01, 2006 11:13 am

Post » Sat Feb 19, 2011 4:23 am

Well deserved praise! :)
User avatar
Marilú
 
Posts: 3449
Joined: Sat Oct 07, 2006 7:17 am

Post » Fri Feb 18, 2011 9:19 pm

NVSE is neccesary?

Because looks like that my computer Cant handle It (The Instructions say I need 4GB and I just have 3GB)
User avatar
Kayla Keizer
 
Posts: 3357
Joined: Tue Dec 12, 2006 4:31 pm

Post » Sat Feb 19, 2011 4:40 am

Since I'm already posting, a note for our testers:
I added a page in the Wiki that contains some comments, most notably a link to the current WIP readme which contains some additional information on how things are supposed to work.

I usually fix the bugs instantly after you reported them, but I won't create a new test package for every small fix. I'm just saying that so you don't think you're reports are ignored :)


I found the Updates page that details everything that's happened, that's what i look for. BTW, i like the Stealth Armor changes. In the current version it's just as useless as in the base game, i hope you separate the suit and helmet like in FWE too.

And yes, NVSE is required. Like FWE it uses some impressive scripted features that are impossible without it.
User avatar
Alister Scott
 
Posts: 3441
Joined: Sun Jul 29, 2007 2:56 am

Post » Fri Feb 18, 2011 10:50 pm

NVSE is neccesary?

Because looks like that my computer Cant handle It (The Instructions say I need 4GB and I just have 3GB)

You don't need 4GB for NVSE.

I only have 2GB memory and the game runs with NVSE just fine.
User avatar
Kayla Bee
 
Posts: 3349
Joined: Fri Aug 24, 2007 5:34 pm

Post » Sat Feb 19, 2011 10:32 am

Any chance of getting a beta version to try out?

The version in the trailer looked playable enough for me.
User avatar
Erin S
 
Posts: 3416
Joined: Sat Jul 29, 2006 2:06 pm

Post » Fri Feb 18, 2011 7:31 pm

Looks like I need to reconnect my PC to my TV so I can play this on the big screen.

It'd be pretty flippin wicked if this came out as DLC for the 360 as well as PC, but I won't hold my breathe.

Needless to say, phenomenal work you guys! This is all much needed polish to what always felt to me alike a slightly rushed/ unfinished game.
User avatar
George PUluse
 
Posts: 3486
Joined: Fri Sep 28, 2007 11:20 pm

Post » Sat Feb 19, 2011 1:10 am

Any chance of getting a beta version to try out?

The version in the trailer looked playable enough for me.


It generally is pretty stable, but the current build has some bugs that need to be squished first. Trust me, it will be worth the wait when its completely refined. :)
User avatar
Gemma Flanagan
 
Posts: 3432
Joined: Sun Aug 13, 2006 6:34 pm

Post » Fri Feb 18, 2011 11:54 pm

Indeed it will.
User avatar
Hella Beast
 
Posts: 3434
Joined: Mon Jul 16, 2007 2:50 am

Post » Sat Feb 19, 2011 5:45 am

Indeed it will.


By the way T3T, your in game artwork in both Project Nevada and WMX are awesome. I wish I had that kind of talent. :smile:
User avatar
Smokey
 
Posts: 3378
Joined: Mon May 07, 2007 11:35 pm

Post » Sat Feb 19, 2011 7:47 am

Any estimated release date?
User avatar
SHAWNNA-KAY
 
Posts: 3444
Joined: Mon Dec 18, 2006 1:22 pm

PreviousNext

Return to Fallout: New Vegas