[WIPz/Trailer] Project Nevada

Post » Fri Feb 18, 2011 11:32 pm

And all the the while I don't think it takes away from the RPG elements at all, I believe it simply enhances the FPS elements, if you get what I'm saying.

agree with this exactly
User avatar
Amber Ably
 
Posts: 3372
Joined: Wed Aug 29, 2007 4:39 pm

Post » Sat Feb 19, 2011 5:33 am

You seem to be taking your time with this which is promising. I especially like this part of the introduction "we're leaving the barren DC wasteland behind and move on west to new, exciting regions." I think New Vegas is going places.
User avatar
Brandi Norton
 
Posts: 3334
Joined: Fri Feb 09, 2007 9:24 pm

Post » Sat Feb 19, 2011 2:02 am

@above lol Yeeeaaah....
User avatar
Emma Pennington
 
Posts: 3346
Joined: Tue Oct 17, 2006 8:41 am

Post » Sat Feb 19, 2011 11:21 am

Looks great fellas! :goodjob:

I look forward to using it. :)

Merry Christmas,

Miax
User avatar
Melis Hristina
 
Posts: 3509
Joined: Sat Jun 17, 2006 10:36 pm

Post » Fri Feb 18, 2011 9:37 pm

This is what I've been waiting for...FWE was the best thing about FO3.

I may as well stop playing FONV until this project is done.
User avatar
Michael Korkia
 
Posts: 3498
Joined: Mon Jul 23, 2007 7:58 pm

Post » Fri Feb 18, 2011 11:51 pm

Merry Christmas :)

And thanks for all the encouragement so far.


Here's a fresh WIP demo video for the cyberware implant interface:

http://www.youtube.com/watch?v=zpFJeQvqgxk&hd=1

Of course it won't be accessed at Easy Pete, but at medical facilities/doctors. Also the implants don't have proper icons and descriptions yet etc.
The video shows, however, how we imagined the whole thing to work in the end, and all the technically difficult parts are implemented and working.
User avatar
helliehexx
 
Posts: 3477
Joined: Fri Jun 30, 2006 7:45 pm

Post » Fri Feb 18, 2011 10:48 pm

Wow! :drool:
User avatar
Natasha Biss
 
Posts: 3491
Joined: Mon Jul 10, 2006 8:47 am

Post » Sat Feb 19, 2011 12:11 am

love it
User avatar
Annick Charron
 
Posts: 3367
Joined: Fri Dec 29, 2006 3:03 pm

Post » Sat Feb 19, 2011 1:25 am

Pulling out all the stops I see. Could I put a request in? That's a rhetorical question. Could you include a scale-able function, a "even harder than how very hard it is right now" switch that you can push when the game just gets too easy? i.e. level XX rolls around and you're armed to the gills with enough ammo to take on pre-war China, one shotting previously hard enemies with no challenge and thus no drive. So you flip this switch and suddenly enemies do 1.5x damage, or have DT reduction ammunition. Maybe 1 in 3 doesn't drop any loot at all. Hell maybe a "mortal strike" kind of effect occurs on certain mobs and your heals aren't as effective.

Just something to recapture the difficulty experienced in the beginning before you get uber powered. Heck, if you feel adventurous you could put these effects on a curving scale, that could be bumped up as things get easier, ad libitum. I know the leveled lists exist to do this already, but let's face it, when you're jacked to the gills, you're jacked to the gills. Not even 12 supermutant masters firing rocket launchers and lewis machineguns can take you down.

Just throwing it out there. Mainly because I believe this team could do it amazingly well.
User avatar
lexy
 
Posts: 3439
Joined: Tue Jul 11, 2006 6:37 pm

Post » Sat Feb 19, 2011 8:12 am

Let me know how you guys like the cyborg Vault-Boy, I think it turned out pretty good, myself.
User avatar
Marcin Tomkow
 
Posts: 3399
Joined: Sun Aug 05, 2007 12:31 pm

Post » Sat Feb 19, 2011 1:18 am

Let me know how you guys like the cyborg Vault-Boy, I think it turned out pretty good, myself.


Man, it's awesome, I didn't know that level of awesomeness would ever be possible to be implemented in Fallout.
User avatar
Alkira rose Nankivell
 
Posts: 3417
Joined: Tue Feb 27, 2007 10:56 pm

Post » Sat Feb 19, 2011 3:04 am

Hmmmm... Maybe with the new implant system you could add in a perk which gives you a free anything goes implant slot. It could be a replacement for the old Cyborg perk. I'm very impressed with how all of this looks so far. I'll definitely have to put off making a new character at least until this is done.
User avatar
SWagg KId
 
Posts: 3488
Joined: Sat Nov 17, 2007 8:26 am

Post » Sat Feb 19, 2011 10:56 am

Pulling out all the stops I see. Could I put a request in? That's a rhetorical question. Could you include a scale-able function, a "even harder than how very hard it is right now" switch that you can push when the game just gets too easy? i.e. level XX rolls around and you're armed to the gills with enough ammo to take on pre-war China, one shotting previously hard enemies with no challenge and thus no drive. So you flip this switch and suddenly enemies do 1.5x damage, or have DT reduction ammunition. Maybe 1 in 3 doesn't drop any loot at all. Hell maybe a "mortal strike" kind of effect occurs on certain mobs and your heals aren't as effective.

Just something to recapture the difficulty experienced in the beginning before you get uber powered. Heck, if you feel adventurous you could put these effects on a curving scale, that could be bumped up as things get easier, ad libitum. I know the leveled lists exist to do this already, but let's face it, when you're jacked to the gills, you're jacked to the gills. Not even 12 supermutant masters firing rocket launchers and lewis machineguns can take you down.

Just throwing it out there. Mainly because I believe this team could do it amazingly well.

Well I really liked the idea Castle issued of using the actual game difficulty to scale some of the things we modify, like damage, healing effects etc, so thats gotta be something we will be experimenting with. Making the game still challenging even at higher level is one of our goals and hopefully we can achieve that without a dedicated switch :)

Hmmmm... Maybe with the new implant system you could add in a perk which gives you a free anything goes implant slot. It could be a replacement for the old Cyborg perk. I'm very impressed with how all of this looks so far. I'll definitely have to put off making a new character at least until this is done.

Well initially I wanted to do something like that, getting additional slots through perks. But then it would be like, ok first you have to get the requirements for the perk, then get required implants, then get the caps, then find a doctor etc. Thats pretty complicated. So thats why I think its best to leave the implant system unaffected by perks for now. It's something to keep in mind for future versions though.
User avatar
Juliet
 
Posts: 3440
Joined: Fri Jun 23, 2006 12:49 pm

Post » Fri Feb 18, 2011 9:18 pm

Hooorah! I can't wait for this mod. Those implants like the bionic legs implants, etc. kinda reminds me of the upcoming game Dues-Ex.
User avatar
electro_fantics
 
Posts: 3448
Joined: Fri Mar 30, 2007 11:50 pm

Post » Sat Feb 19, 2011 9:31 am

Very much looking forward to this! :)

Can't wait!
User avatar
RAww DInsaww
 
Posts: 3439
Joined: Sun Feb 25, 2007 5:47 pm

Post » Sat Feb 19, 2011 3:22 am

Looks damn good so far. I wasn't fortunate enough to experience FWE when it released (I did not have a decent enough computer to run Fallout 3 when it released, so I got it for Xbox 360), but from what I saw from videos and read from people's testimonials, it seemed like it was just like what I was looking for to make my Fallout 3 experience less stale and more dynamic.

Anyways, I'll be patiently awaiting this while I finish my current playthrough on New Vegas. And when it releases, I'll be damn sure to add Project Nevada to my mod list for round 2.
User avatar
BEl J
 
Posts: 3397
Joined: Tue Feb 13, 2007 8:12 am

Post » Sat Feb 19, 2011 9:32 am

Blown away. Can't wait for the sheer awesome of this when it comes to fruition!

Here's a thought, doing a compatibility kind of thing with Imp's More Complex Needs or Powered Power Armor? All of this makes me so happy.


That said, I will be like the legion of fellow feebs and put in my own request:

Given that Nevada has some more srs bznz gun production going on (See: The Gun Runners, the NCR and the like) there still shouldn't be THAT many guns in the Wasteland. Especially amongst the fiends, and mayhaps amongst the Legion too. Maybe make them rare, while adding a few more varieties of melee weapons? (Really just models. I'm no brainiac with these things, but variety is the spice of life!)

That said, some things (namely, energy weapons) should also be even rarer. The Van Graffs are the sole proprietors of 'em, and that should REALLY make them a force to be reckoned with. I could see say, lasers being not nearly as awesome as armor piercing rounds and the like against heavy armor, but plasma and its ilk should be a universal devastator.

True DT is another request. a hulking mass of PA should be entirely immune to small arms fire... That goes for your enemies as well. I'd be mighty scared of say, Radscorpions with good reason. And lord help us against those old pre-war machines!

Those are the things that come to mind, but given your mentality with FWE, you've no doubt got better ideas or more solid reasoning than I. Good luck with this, I'll be watching and avidly awaiting it!
User avatar
Kevin Jay
 
Posts: 3431
Joined: Sun Apr 29, 2007 4:29 am

Post » Sat Feb 19, 2011 12:27 am

Words cannot describe how amazing that was. Ever since you guys said you were working on something for NV way back I've been wondering what will you cook up. And.... wow! This looks better than FWE!

The dynamic crosshairs features looks amazing and so does the implant thingy (and so does the logos and interfaces).

Here's hoping you guys improve the AI like you did with FWE.

Been away from NV for a while and this just made my day! Looking forward to try this out!

Keep up the good work, guys ;)

}{K
User avatar
Jennifer Rose
 
Posts: 3432
Joined: Wed Jan 17, 2007 2:54 pm

Post » Sat Feb 19, 2011 6:49 am

I hope modders give love to melee and unarmed build players. In FWE, at the start of the game their powerful, but as the game progress, melee becomes obsolete and have to switch to heavy guns, just my experience. And more melee and hand-to-hand weapons.
User avatar
*Chloe*
 
Posts: 3538
Joined: Fri Jul 07, 2006 4:34 am

Post » Sat Feb 19, 2011 1:02 am

This is bloody awesome! The only thing which I don't like (but will not really bother me) is the vision when you wear helmets, since when you wear goggles and what not you don't really see the edges and what not.

Any idea when this will be released?
User avatar
Alexandra Louise Taylor
 
Posts: 3449
Joined: Mon Aug 07, 2006 1:48 pm

Post » Fri Feb 18, 2011 9:11 pm

Here's another cyberware demo video:

http://www.youtube.com/watch?v=lIRUOwezKmo&hd=1

I'll also share some more details on the mechanics:
- Implants that are not yet attached to your body are misc items.
- The implants available at Dr Usanagi are still there, but instead of instantly attaching them, you can buy them as items (this works well with her original dialog after some adjustments).
- Newly added implants are placed at appropriate locations all over the wasteland.
- In the Cybernetic surgery panel, you can install and remove implants. Highly qualified doctors offer this service from the start (Usanagi for example), others might need some training first. For this purpose, training manuals can be obtained. Once given to a doctor, it will permanently unlock the surgery panel for him/her.

There aren't that many new implants yet, however, it was always the intention to concentrate on quality rather than quantity. There won't be 10 different ones to increase a skill by 1 2 3 ... . What's being considered though is allowing to upgrade certain implants based on the players science skill.
User avatar
Jonny
 
Posts: 3508
Joined: Wed Jul 18, 2007 9:04 am

Post » Sat Feb 19, 2011 12:59 am

Woot!

I love the bullet time focus, keep ideas flowing in that direction imo.

But, just from seeing the vidja I would like to suggest that implants be cost prohibitive to install, like usanagi expensive. Perhaps effected by levels of barter or speech, but still crazy expensive. Unless you figure out a way to make the game a lot harder....
User avatar
Queen
 
Posts: 3480
Joined: Fri Dec 29, 2006 1:00 pm

Post » Sat Feb 19, 2011 9:50 am

Throwing it here but.. isn't it easier to simply link installing implants to auto-docs? It would make tweaking Usanagi's dialogue unnecessary, and it would eliminate that "modded" feeling you get from the dialogue there in the video with Doc Mitchell. I don't know, I'm not too bothered by it, but at the same time, it really does feel like something that didn't belong there originally, and it's a pity imho.

...well, of course, this is coming from someone that's still on the fence on the implant system, so take it with a grain of salt.
User avatar
Laura Elizabeth
 
Posts: 3454
Joined: Wed Oct 11, 2006 7:34 pm

Post » Fri Feb 18, 2011 8:07 pm

Throwing it here but.. isn't it easier to simply link installing implants to auto-docs? It would make tweaking Usanagi's dialogue unnecessary, and it would eliminate that "modded" feeling you get from the dialogue there in the video with Doc Mitchell. I don't know, I'm not too bothered by it, but at the same time, it really does feel like something that didn't belong there originally, and it's a pity imho.

Ah crap... I'm afraid your right :) The usanagi dialogue isn't really the problem, thats already done anyway, and I don't think it has to be attached to an auto-doc (the few that are there are quest-related, so I don't wanna mess with them).
It's supposed to feel like an ordinary service, like when you click "Show me what you have for sale" the vendor inventory pops up. But thanks for the feedback, I think I already have an idea on how to make it look less modded.
User avatar
Scared humanity
 
Posts: 3470
Joined: Tue Oct 16, 2007 3:41 am

Post » Sat Feb 19, 2011 7:14 am

That's some mighty nice work on the cybernetic implant side, guys :thumbsup:

I have to say I too think they should be really expensive though. And if I understand correctly from the video and they have to be found in the game world 1st, I would suggest maybe looking into using a method of random placement (kinda like the random bobbleheads mod from FO3). That way you wouldn't necessarily know from one playthrough to the next exactly where they are.
User avatar
TRIsha FEnnesse
 
Posts: 3369
Joined: Sun Feb 04, 2007 5:59 am

PreviousNext

Return to Fallout: New Vegas