[WIPz/Trailer] Project Nevada

Post » Fri Feb 18, 2011 10:43 pm

So I noticed in the trailer, it appears you're getting rid of iron sights? Please tell me it aint so :nope:

It ain't so ;p (check they trailer again, they are there!)

Iron sights are there scarecrow, they just have appended the crosshairs into them.

Except from the fact that it shows the current spread by expanding/contracting, there's nothing different about the new crosshair. Its part of the HUD like the old one, copies the color from the old one (i.e. red when targeting an enemy) and has the same visibility the default crosshair would have.
In the trailer the True Iron Sights option is disabled (Gameplay settings), so the crosshair is visible all the time. WIth True Iron Sights enabled, it disappears when aiming (unless the weapon has no iron sights).
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Jesus Lopez
 
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Post » Sat Feb 19, 2011 2:58 am

It ain't so ;p (check they trailer again, they are there!)


Except from the fact that it shows the current spread by expanding/contracting, there's nothing different about the new crosshair. Its part of the HUD like the old one, copies the color from the old one (i.e. red when targeting an enemy) and has the same visibility the default crosshair would have.
In the trailer the True Iron Sights option is disabled (Gameplay settings), so the crosshair is visible all the time. WIth True Iron Sights enabled, it disappears when aiming (unless the weapon has no iron sights).

Ah, I always play with true iron sights on, and have never disabled it, so didn't realize that there was a way to enable a crosshair when in iron sights. Learn something new every day.
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YO MAma
 
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Post » Sat Feb 19, 2011 2:53 am

Excellent Trailer. Looking forward to this. You had my interest peaked the moment that helmets had dynamic shapes in first person. Everything else was just overkill that was required.
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carly mcdonough
 
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Post » Sat Feb 19, 2011 4:13 am

Right now I am waiting for your mod, Future Weapons Today and WME. Will these become compatible?
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Ebou Suso
 
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Post » Sat Feb 19, 2011 4:20 am

I've watched the trailer a few times. Kudos especially to the team for a good implementation of the Helmet POV mod. In Fallout 3, I had a hard time using it, but the NV version looks a lot less intrusive. So kudos to Schlangster and everyone else who helped implement it!

But anyway...

Right now I am waiting for your mod, Future Weapons Today and WME. Will these become compatible?


I'm curious about this as well.

Speaking of compatibility...I would actually like to ask if it will be possible to have compatibility between future overhaul mods? Mainly the newer XFO? I'm not expecting compatibility between FOOK or anything, but Xodarap has some pretty neat things in his mod that I like (i.e. perk paths and hybrid DR/DT). So do you guys think that there's any chance of compatibility between any overhauls? Or do you think that would require a FCOM/FOIP-like approach?
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Cameron Wood
 
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Post » Sat Feb 19, 2011 8:59 am

Right now I am waiting for your mod, Future Weapons Today and WME. Will these become compatible?


I should fully check if WME changes loot lists to make mods more common and if future weapons today adds more ammo types. Also, as mentioned in the original post, the goal for the project is maximum compatibility as much as possible. The Rebalance portion is the one most likely to have some conflicts while the others are very compatible with any overhaul.

edit: sorry for all the on the fly edits on this post.
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Sunny Under
 
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Post » Fri Feb 18, 2011 10:53 pm

I'm personally loving the fact that is modular. There are definitely some features that I want to test, stuff that I know I'll disable right away and stuff that I'll probably never even try from what was announced. But there's also stuff like the dynamic crosshair and the grenade hotkey that seems to be a welcome addition for.. well pretty much everyone. Good stuff so far.
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Zach Hunter
 
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Post » Fri Feb 18, 2011 8:25 pm

Right now I am waiting for your mod, Future Weapons Today and WME. Will these become compatible?


Speaking of compatibility...I would actually like to ask if it will be possible to have compatibility between future overhaul mods? Mainly the newer XFO? I'm not expecting compatibility between FOOK or anything, but Xodarap has some pretty neat things in his mod that I like (i.e. perk paths and hybrid DR/DT). So do you guys think that there's any chance of compatibility between any overhauls? Or do you think that would require a FCOM/FOIP-like approach?


Well all features in the Core module should be compatible with anything. Right now, the only default records edited are 3 perks (the ones for enhanced spotting), everything else is new. So you will be able to use it alongside XFO or FOOK if you want to without any compatibility patches.
Cyberware doesnt modify any records yet as well, though it will probably change the already existing implant system.
The Rebalance module on the other hand edits some records and game settings, but well it's old news that running two general rebalance mods alongside each other won't work that well. You will simply have to decide which approach you prefer.

Overall we are aware that compatibility is an important requirement. Many problems in this area are caused by carelessly changing every record in the game just for the sake of it, and by packaging unrelated stuff together. Those are the things we're really trying to avoid here.
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Josephine Gowing
 
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Post » Fri Feb 18, 2011 11:01 pm

Some very impressive stuff here, guys. Keep up the good work. :)
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Gaelle Courant
 
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Post » Fri Feb 18, 2011 7:43 pm

I told you guys we were good for it, eh?
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u gone see
 
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Post » Sat Feb 19, 2011 12:36 am

Yes, yes, yes. :celebration:
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Suzie Dalziel
 
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Post » Sat Feb 19, 2011 2:42 am

I loved FWE, it was a must have mod for FO3. Watching the trailer, the one mod I haven't yet seen is the dynamic crosshair; otherwise, with the mods I'm currently running, I think I have pretty much all the other features already (I guess FNV gets the benefits of mods being converted from FO3 to speed up the development process). Having said that, I really want the dynamic cross hair, it looks incredibly cool.

So I guess Nevada needs to bring ease of use / one easy install to the table, but having played FWE this is a given when you have modders as good as you guys as far as I'm concerned.

Some elements not yet included in your features list:

- increased spawns (from what I've seen of e.g. TheCastle's work on this, it may well not be worth duplicating his or other modders' work as mobs in FNV seem to need to be handplaced; instead, make an IWS type mod compatible with the base Nevada install).
- better economy system
- more calibers for ammo, upgrade npcs with better weapons (i'm not sure if this is part of what you're looking to do); I'm using reload/rearm/rebalance for this stuff, and its a great mod imo
- enhanced repairs/crafting/campfire/ovens
- perks and traits (note that dk's bullet time mod does in fact have some VAT/bullet time perks, i.e. gunslinger, commando, and sniper)

One other really cool mod out there is A world without pain, which adds a lot of new interior areas to explore and loot; not sure if you're keeping quests/location content out of Nevada, but again well worth ensuring that Nevada is compatible with AWOP and NV Bounties, along with the NV Interiors series thats being created.
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Donatus Uwasomba
 
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Post » Fri Feb 18, 2011 11:26 pm

Some elements not yet included in your features list:

- increased spawns (from what I've seen of e.g. TheCastle's work on this, it may well not be worth duplicating his or other modders' work as mobs in FNV seem to need to be handplaced; instead, make an IWS type mod compatible with the base Nevada install).

No problems expected here, Nevada must be full compatible with all IS mods, from Martigen, or TheCastle, or someone else.
- better economy system

This planned as part of Realism module
- more calibers for ammo, upgrade npcs with better weapons (i'm not sure if this is part of what you're looking to do); I'm using reload/rearm/rebalance for this stuff, and its a great mod imo

One of our main goals- to avoid changes, which will create compatibility problems with other mods. Antistar working already with his WMK for New Vegas, I'm sure someone will work with CALIBR-type projects too.
- enhanced repairs/crafting/campfire/ovens

Not sure about it, time will show
- perks and traits (note that dk's bullet time mod does in fact have some VAT/bullet time perks, i.e. gunslinger, commando, and sniper)

It will be for sure, based mostly on vanilla perk system. Many perks can have two sets of properties.
One other really cool mod out there is A world without pain, which adds a lot of new interior areas to explore and loot; not sure if you're keeping quests/location content out of Nevada, but again well worth ensuring that Nevada is compatible with AWOP and NV Bounties, along with the NV Interiors series thats being created.

FWE don't had problems with DC Interiors-type mods, I'm sure we will have the same with Nevada.
And thanks for the links to interior mods :)
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brian adkins
 
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Post » Fri Feb 18, 2011 8:32 pm

I think the addition of recoil would be cool for a realism module. By recoil I mean your screen jumping up slightly when you're aiming in iron sights, so you can't just shoot in one direction continuously (like you can in vanilla).
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Chloe Botham
 
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Post » Sat Feb 19, 2011 8:02 am

I've got an idea/request related to the dynamic crosshair. I'm assuming energy weapons won't have recoil? I mean, photons have momentum, but not that much. Maybe their drawback could be overheating?
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Carlitos Avila
 
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Post » Sat Feb 19, 2011 6:22 am

Great work! Looking forward to playing with it.
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Neliel Kudoh
 
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Post » Sat Feb 19, 2011 5:35 am

WOW wicked trailer...
Grenade hotkey huh...now I'll actually use them and they'll stop collecting dust WOOOO! :ahhh:
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jaideep singh
 
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Post » Sat Feb 19, 2011 11:24 am

WOW wicked trailer...
Grenade hotkey huh...now I'll actually use them and they'll stop collecting dust WOOOO! :ahhh:

Lol, indeed. Cannot wait for bullet time & sprint + tackle. Looks BEAST!
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Bedford White
 
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Post » Sat Feb 19, 2011 4:33 am

I loved FWE, it was a must have mod for FO3. Watching the trailer, the one mod I haven't yet seen is the dynamic crosshair; otherwise, with the mods I'm currently running, I think I have pretty much all the other features already (I guess FNV gets the benefits of mods being converted from FO3 to speed up the development process). Having said that, I really want the dynamic cross hair, it looks incredibly cool.

Well I'm not really up-to-date on all other mods out there (mainly because I don't have time for playing :)), but I really doubt that you already have most of the features, at least not 1:1.
Just to name a few points:
- the visors are all newly created (and unlike the FO3 version of the mod they are automatically attached and activated, plus there are overlays for every single item that has a visor)
- the tackle ability for the sprint mod has been much improved. its pretty fun to tackle stuff now (or so i've been told from our testers :))
- due to of the introduction of weapon mods, the simple zooming scripts from FO3 won't just work like that. It was actually pretty tricky to get the zooming back to work without breaking scope-modded weapons. I just did a quick seach on nexus and haven't found a mod that does this right yet.
- well bullet time... still is bullet time, got me there :) but whats new about it is that it doesnt just instantly change the time factor, but warps it up and down. Its just a detail but looks pretty cool.

Not getting defensive though :) Just saying that if we wanted to do straight ports from FO3 we could've released something months ago. But that would've been boring!
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alyssa ALYSSA
 
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Post » Sat Feb 19, 2011 7:26 am

- due to of the introduction of weapon mods, the simple zooming scripts from FO3 won't just work like that. It was actually pretty tricky to get the zooming back to work without breaking scope-modded weapons. I just did a quick seach on nexus and haven't found a mod that does this right yet.


I'm curious about how you got around this one. I just released a new version of Powered Power Armor that includes a vision overhaul - you can adjust your zoom if you're wearing a PA helmet, ranger combat helmet, or targeting monocle. But I didn't fix the scope mod issue (figured if you're wearing headgear that lets you adjust your zoom, why attach a scope?). I guess one thing you could do, if your mod is an overhaul where every scoped weapon has adjustable zoom, would be to set the zoom bonus of all scope mods to zero, and just apply the zoom via your script. This would be sort of beyond the scope of what I wanted to change with my mod though.
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Susan
 
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Post » Sat Feb 19, 2011 12:47 am

regarding tackle, i noticed someone in power armor being knocked off a cliff. i hope its not as easy to do in game. should come with a really high STR requirement and maybe unarmed or melee
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Natalie Harvey
 
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Post » Sat Feb 19, 2011 7:00 am

I'm curious about how you got around this one. I just released a new version of Powered Power Armor that includes a vision overhaul - you can adjust your zoom if you're wearing a PA helmet, ranger combat helmet, or targeting monocle. But I didn't fix the scope mod issue (figured if you're wearing headgear that lets you adjust your zoom, why attach a scope?). I guess one thing you could do, if your mod is an overhaul where every scoped weapon has adjustable zoom, would be to set the zoom bonus of all scope mods to zero, and just apply the zoom via your script. This would be sort of beyond the scope of what I wanted to change with my mod though.

Unlike in FWE, zoom levels are not determined statically based on which range category a weapon fits in, but you simply get defaultFOV-10, defaultFOV, defaultFOV+10 (and defaultFOV+20 for long range weapons). The mod kit scope increase is just ignored, since for realFOV = baseFOV - modFOV you can just modify baseFOV and take care that realFOV doesnt get smaller than 10 (smallest possible value).

The issue of detecting whether a scope-modded weapon currently has its scope attached (and thus whether we should allow zooming) can't be decided on getWeaponHasScope==1 && zoomPresssed==1 alone anymore, so the condition to detect scope aiming polls the visibility of the AP meter as well (getUIFloat). While using a real scope it's hidden, but with iron sights it's still shown. That's the main trick I guess.

regarding tackle, i noticed someone in power armor being knocked off a cliff. i hope its not as easy to do in game. should come with a really high STR requirement and maybe unarmed or melee

Yes, it's mainly based on STR vs STR. If you're too weak you get knocked down yourself instead, and if it's a tie both fall :)
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CxvIII
 
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Post » Sat Feb 19, 2011 6:47 am

Yes, it's mainly based on STR vs STR. If you're too weak you get knocked down yourself instead, and if it's a tie both fall :)

May I suggest if its a tie have a [combined unarmed+melee] vs [combined unarmed + melee] check instead of both falling?
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Hannah Whitlock
 
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Post » Sat Feb 19, 2011 5:54 am

weapon mods being able to craft?
new ammo?
new craftable armour?
new chems?
make unarmed more deadly? as in when some ones knocked out, you always deal crits on them??
New Ideas magazine?
uber-radiated water?
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Jerry Jr. Ortiz
 
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Post » Sat Feb 19, 2011 1:43 am

Owned! for new vegas?
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Nymph
 
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