[WIPz/Trailer] Project Nevada

Post » Sat Feb 19, 2011 2:29 am


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


Team: snakster, Kai Hohiro, delamer, T3T, x-quake, TheCastle, Mezmorki

Current Version: In development

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

*********************** IMPORTANT ****************************

The follower mods/utilities are required for Project Nevada:

* http://nvse.silverlock.org/

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

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

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 to pick 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.

* Polish, polish, polish.


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 yet missing in New Vegas. Some of those features are
improved versions of already well-known features from FWE, 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. For DarnUI users, it 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.


<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.


<Cyberware>

Even though humanity nuked itself back into the Stone Age, you don't have to fight with sticks and stones. Some of mans 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.
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.


<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.


Module Features and Changes

<Core>

Infrastructure
* Extensible Control Panel
* Streamlined Hotkey Management

Selectable Features
* Dynamic Crosshair
* Bullet Time
* Sprint
* Grenade Hotkey
* Variable Zoom for scoped weapons
* Slower Backpedaling
* First-person Visor Overlays for helmets


<Rebalance>

* Reduced Health for NPCs and the player
* Food&Drink no longer heal (optional)
* Weapon damage less skill dependant
* Complete revamp of grenades and explosions
* Rarer food and healing items
* Bartering skill has a much higher affect on buying and selling
* Higher availability for ammo crafting components


<Cyberware>

Implants
* Bionic eyes: Enhanced vision modes
* Stealth nano-bots: Controllable stealth field
* AR Scanner: Real-time target anolysis
* Synthetic lungs: Reduced sprint AP drain
* Synthetic limbs: Regenerating limb condition
* Adrenaline regulator: AP regeneration bonus for bullet time actions
* Parallel processing micro-grid: Player moves and shoots faster in bullet time
* Kinetic accelerator: Surroundings are slowed down when sprinting, increased tackle force

Tech
* Enhanced vision modes for power armor helmets and other advanced headgear
* Stealth Boy field is controllable and status is displayed in the HUD


<Equipment>

To be announced.


Media

<Videos>

http://www.youtube.com/watch?v=230I-OoobR0&hd=1
http://www.youtube.com/watch?v=juMWKWR_BCo&hd=1
http://www.youtube.com/watch?v=GXrLHEyBRQE&hd=1

<Screenshots>

To follow.


User avatar
jess hughes
 
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Post » Sat Feb 19, 2011 1:57 am

IT BEGINS.
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Michael Russ
 
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Post » Fri Feb 18, 2011 7:31 pm

" with exciting new features like the support for several VATS perks in Bullet Time"

Finally! Been whining about this since bullet time came out in FO3. It begins indeed :goodjob:
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Neliel Kudoh
 
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Post » Fri Feb 18, 2011 9:16 pm

I can't leave this thread without leaving a comment :D
GO GO GO I LOVE THIS MOD!!!!!!!!!!!!!!!
KEEP UP THE GOOD WORK :D
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N3T4
 
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Post » Fri Feb 18, 2011 8:15 pm

Good luck with the project! :tops:
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Juan Cerda
 
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Post » Sat Feb 19, 2011 6:32 am

Nice! Are you guys considering doing a FWE-esque security overhaul/rebalance (skill based, explosive entry, etc.)? I'm also curious what to expect with the weapons module - are these going to be lore friendly weapons (like Classic Fallout Weapons)?
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Multi Multi
 
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Post » Sat Feb 19, 2011 12:30 am

DYNAMIC CROSSHAIR...YES YES YES YES

I've always wanted that kind of crosshair in Fallout 3.

But that is only one feature in the multitude that you have in this mod. It looks freaking epic. Watching this topic. Good luck guys!
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Dylan Markese
 
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Post » Sat Feb 19, 2011 8:53 am

Great stuff so far guys. Good luck with the project. :flamethrower:

Nice logo in that trailer by the way. ^^
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luis ortiz
 
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Post » Sat Feb 19, 2011 4:05 am

The new cyberware seem pretty badass. I'll finally have something to choose from other than stats and DT! I'll definitely be using the core and cyberware portions of this mod.
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Lloyd Muldowney
 
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Post » Sat Feb 19, 2011 12:10 am

Nice! Are you guys considering doing a FWE-esque security overhaul/rebalance (skill based, explosive entry, etc.)? I'm also curious what to expect with the weapons module - are these going to be lore friendly weapons (like Classic Fallout Weapons)?

Future will show.

@thorbjoern
Nice logo in that trailer by the way.

You will see it in the game too- in the option menu.
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Channing
 
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Post » Sat Feb 19, 2011 2:52 am

I guess Mez got Kai to do all the dirty work, like typing up the changelog. Good luck on this guys. Looks pretty damn amazing.
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David Chambers
 
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Post » Sat Feb 19, 2011 9:34 am

Yeah, that logo is nice huh? I like it. But I'm a bit biased being it's creator and all.
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Courtney Foren
 
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Post » Sat Feb 19, 2011 9:19 am

Wow awesome to see the FWE team working on New Vegas. I was a huge fan of your work for Fallout 3, the way FWE enhanced the game was just amazing. Can't wait to see what you guys do here.

One thing, I'm using the IP Boards theme for the forum (and I'm sure others are as well), which is white. So none of the section titles show up. Maybe you could use a different color? :)

Good luck with the project!
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Toby Green
 
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Post » Fri Feb 18, 2011 11:33 pm

Ah, you post this on here just after I post the trailer in the mod detectives :)

Although, its looking AMAZING!!!!
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Ana
 
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Post » Sat Feb 19, 2011 2:38 am

Yeah, that logo is nice huh? I like it. But I'm a bit biased being it's creator and all.

Yes, you are Genius! :thumbsup:
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FITTAS
 
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Post » Fri Feb 18, 2011 11:18 pm

Damn amazing i agree with!!!!
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Philip Lyon
 
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Post » Fri Feb 18, 2011 7:17 pm

One thing, I'm using the IP Boards theme for the forum (and I'm sure others are as well), which is white. So none of the section titles show up. Maybe you could use a different color? :)

Oh, so there are other themes! :) (fixed)
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Ross Thomas
 
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Post » Sat Feb 19, 2011 4:39 am

So .... when? :celebration:
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Kelsey Hall
 
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Post » Fri Feb 18, 2011 11:47 pm

Super sweet!

I hope you're not neglecting the hardcoe survivalists and roleplayers with all these shooty shooty death kill cyborg mechanics. There's going to be changes to character development too right? Is there going to be more diverse npcs like FWE too?
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Facebook me
 
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Post » Sat Feb 19, 2011 11:26 am

Dynamic crosshair is a nice touch.

The cyberware are were it's at for me, though.
Will they be visual noticeable?
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Donatus Uwasomba
 
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Post » Fri Feb 18, 2011 7:19 pm

Oh, so there are other themes! :) (fixed)


Thanks Kai Hohiro, looks good now. :)
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Jordan Fletcher
 
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Post » Fri Feb 18, 2011 10:49 pm

So .... when? :celebration:

As usual- when it will be done :)

Poison_Berrie
The cyberware are were it's at for me, though.
Will they be visual noticeable?

Don't know for now

Nessh
I hope you're not neglecting the hardcoe survivalists and roleplayers

New Vegas is more civilized place in comparison with Washington DC, not so touched by the war. So survival aspect will be not so strong. But it will exists

There's going to be changes to character development too right? Is there going to be more diverse npcs like FWE too?

I'm sure of it. At first- you will not be able to install all this implants at once. We will see with time how it will be in the whole
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keri seymour
 
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Post » Sat Feb 19, 2011 11:01 am

So I noticed in the trailer, it appears you're getting rid of iron sights? Please tell me it aint so :nope:
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Louise
 
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Post » Fri Feb 18, 2011 7:58 pm

Glad to see the [WIP] is up!
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anna ley
 
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Post » Sat Feb 19, 2011 9:24 am

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