[RELz] Project Nevada

Post » Sat Jul 17, 2010 6:47 am

sorry if this has been asked. could you add DarNified UI NV to the mod?
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Lynne Hinton
 
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Post » Sat Jul 17, 2010 2:25 am

sorry if this has been asked. could you add DarNified UI NV to the mod?

DarNified UI is fully compatible with this mod. See the installation instructions for more details on that.
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Kelli Wolfe
 
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Post » Fri Jul 16, 2010 11:11 pm

Now that i remember, one small thing that bugs me. Using sunglasses at night makes it easier to see, with both Fellout and URWL :D
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Eve(G)
 
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Post » Sat Jul 17, 2010 7:01 am

Now that i remember, one small thing that bugs me. Using sunglasses at night makes it easier to see, with both Fellout and URWL :D

That's actually normal. And if you say it isn't then I bet you never tried for yourself! :)

Btw @Grenade Hotkey for mines, I think it's a nice idea and I can think of a few ways to make that work while preserving usability, so we'll probably implement that for the next version.
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Maya Maya
 
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Post » Fri Jul 16, 2010 6:04 pm

That's actually normal. And if you say it isn't then I bet you never tried for yourself! :)


Really? :blink: Too bad i don't have a pair to test with.

And great if you implement the mine hotkey :goodjob:
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Phillip Brunyee
 
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Post » Sat Jul 17, 2010 3:37 am

I notice that the bullet time perks from FWE are not in PN. Are you planning to incorporate them? If not, is there another way I can cause the slowdown factor to be greater? The config menu only allows me to turn bullet time on/off, not alter its settings.
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Frank Firefly
 
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Post » Sat Jul 17, 2010 3:53 am

1. I notice that the bullet time perks from FWE are not in PN. Are you planning to incorporate them?
2. If not, is there another way I can cause the slowdown factor to be greater? The config menu only allows me to turn bullet time on/off, not alter its settings.

1. No.
2. Yes. You can install 1 or 2 implants to increase effectiveness of bullet time. The same about sprint.
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Marie Maillos
 
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Post » Sat Jul 17, 2010 4:47 am

After uninstalling this mod i can't get implants because game think i've already bought them. Is there a way to reset that script?
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Big mike
 
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Post » Sat Jul 17, 2010 7:52 am

It is necessary is it not to have true ironsights disabled in the settings for the dynamic crosshair to work? I wanted to check because something I've read on the wmx thread.
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Izzy Coleman
 
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Post » Sat Jul 17, 2010 6:28 am

It is necessary is it not to have true ironsights disabled in the settings for the dynamic crosshair to work? I wanted to check because something I've read on the wmx thread.

Yes, you need to have Iron Sight disabled for dynamic crosshair to work fully.

Oblitus
After uninstalling this mod i can't get implants because game think i've already bought them. Is there a way to reset that script?
-------------------------------------
Yes, it is.
Please enter in the console
set 0014CCDA.nImplantsInstalled to 0
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Maria Leon
 
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Post » Sat Jul 17, 2010 1:59 am

After uninstalling this mod i can't get implants because game think i've already bought them. Is there a way to reset that script?
-------------------------------------
Yes, it is.
Please enter in the console
set 0014CCDA.nImplantsInstalled to 0
Unknown variable 0014CCDA.nImplantsInstalled
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Love iz not
 
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Post » Sat Jul 17, 2010 4:18 am

Unknown variable 0014CCDA.nImplantsInstalled

Firstly- my mistake, sorry
It must be
set 1474cb.nimplantsInstalled to 0
But it not working anyway, don't know why.
Please wait for Shlangster, he will correct me
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Skivs
 
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Post » Fri Jul 16, 2010 10:22 pm

After uninstalling this mod i can't get implants because game think i've already bought them. Is there a way to reset that script?

Ah right... I never considered that someone would actually want to uninstall the mod! :)

I recommend you just add the perks you had already bought before with
player.addPerk XXXXXXXX

where XXX... is replaced by the FormID of the respective perk:
http://www.imagebanana.com/view/l5sokxwz/implantperks.png

It is necessary is it not to have true ironsights disabled in the settings for the dynamic crosshair to work? I wanted to check because something I've read on the wmx thread.

The dynamic crosshair's visibility is coupled to the original crosshair, so it behaves like you would expect with or without true ironsights.
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Tanya Parra
 
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Post » Sat Jul 17, 2010 10:47 am

Ah right... I never considered that someone would actually want to uninstall the mod! :)
Sprint and Variable Zoom are nice, but not configurable Bullet Time and hardly limited implant system not...
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LuCY sCoTT
 
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Post » Sat Jul 17, 2010 9:44 am

Ah right... I never considered that someone would actually want to uninstall the mod! :)

I recommend you just add the perks you had already bought before with
player.addPerk XXXXXXXX

where XXX... is replaced by the FormID of the respective perk:
http://www.imagebanana.com/view/l5sokxwz/implantperks.png


The dynamic crosshair's visibility is coupled to the original crosshair, so it behaves like you would expect with or without true ironsights.


It's always wise to plan for the possibility that someone may want to uninstall your mod. Antistar did so for WMX, taking into account the crashiness of the game loading a weapon with a mod that doesn't exist any more.

Quick question... Does the Stealth Girl perk still boost stealth boy duration? And does it increase the stealth suit's duration before it needs to regenerate?
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Becky Palmer
 
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Post » Sat Jul 17, 2010 5:08 am

Quick question... Does the Stealth Girl perk still boost stealth boy duration? And does it increase the stealth suit's duration before it needs to regenerate?

Not for now, but it is something to think about. Thank you
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D IV
 
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Post » Fri Jul 16, 2010 10:33 pm

It's always wise to plan for the possibility that someone may want to uninstall your mod. Antistar did so for WMX, taking into account the crashiness of the game loading a weapon with a mod that doesn't exist any more.

Yes if there's no other way an uninstallation script is a necessary evil - in this case it won't be since we can just keep the original implant perks in place and override them so they are invisible and have no effect. Once Cyberware is disabled, the original perks are automatically restored.
It'll be in the next version, as I said it no bad intention but simply overlooked.
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anna ley
 
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Post » Fri Jul 16, 2010 11:54 pm

Anyone else having trouble installing cybernetic mods after the last patch/NVSE update? It goes to the bit where you select which slot to install it in, but when I click on the big plus sign it doesn't do anything.
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courtnay
 
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Post » Sat Jul 17, 2010 10:44 am

Anyone else having trouble installing cybernetic mods after the last patch/NVSE update? It goes to the bit where you select which slot to install it in, but when I click on the big plus sign it doesn't do anything.

Hm well, I just tested it and for me it still works. I'm not dismissing it though. What you could try, just for testing at first since otherwise you'd lose all your implants, is disabling Cyberware.esp, saving, then activating it again and loading the game you just saved (so essentially making a clean save). After that, everything should be back to normal, and it would confirm that the implant panel script state somehow got bugged when executing FONV without NVSE (most feature scripts have a safeguard that prevents them from executing when NVSE is missing, to prevent such things, but the implant panel script doesn't have that).
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Beat freak
 
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Post » Sat Jul 17, 2010 7:35 am

http://img442.imageshack.us/img442/1659/lowthreatdeathclaw.jpg
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Bethany Watkin
 
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Post » Sat Jul 17, 2010 8:39 am

http://img442.imageshack.us/img442/1659/lowthreatdeathclaw.jpg

Damn :)
I noticed that too when Kai said "Hey, upload some screenshots. AND DON'T SCAN GOODSPRINGS SETTLERS AGAIN FFS". So I went out to look for a Deathclaw, scanned it and threat: Low... sure...
So here's what I scanned instead: http://www.newvegasnexus.com/downloads/images/40040-5-1296575626.jpg

Anyway, the threat rating currently is just a level comparison:
if curTarget.getLevel > (player.getLevel + 1)	set threat to 1 ; HIGHelseif curTarget.getLevel < (player.getLevel - 1)	set threat to 3 ; LOWelse	set threat to 2 ; MEDIUMendif

Seems like you outleveled the deathclaw!

E: I'm open to suggestions for more sophisticated thread estimation methods btw (as long as it's feasible)
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Mr.Broom30
 
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Post » Sat Jul 17, 2010 7:14 am

Is there a way to detect DPS? Would their unarmed attack even return one?

Maybe (HP * some DT modifier of somesort) + DPS and then compare to your own such stats?
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krystal sowten
 
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Post » Sat Jul 17, 2010 4:55 am

I notced Deathclaw mommy was low threath too. Then again, i was level 30 so by then a Legendary Alpha Mother Deathclaw glued to the back of a Cazador would be low treath :P

BTW, i used the Archimedes II on it, and barely scratched it (it did kill all it's babies though). Quite lacking for a super weapon. Hopefully that is improved with the balance module ;)

And yes, Mad Cat's suggestion sounds good. The targets damage dealing, taking and ignoring abilities should provide a better estimation.
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Louise Andrew
 
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Post » Sat Jul 17, 2010 11:33 am

I'm in the middle of building a new rig right now, so I haven't had a chance to actually load up the mod yet... but have been going over the readme and info on the nexus page, and a question comes to mind: Is there a way to run the Cyberware module, without any of the implants existing in game (ideally neither the items showing up in game, nor changed dialogue on any of the medical NPCs)? I ask because while I recognize that you've put a lot of work into the cybernetics aspect, it just doesn't fit with my personal style / vision of Fallout (and I personally prefer the K.I.S.S. approach more often than not) --- however, I really want the steathboy features and the enhanced vision modes for PA helmets.

(I like how the Core module allows for things to be turned off and on - makes it more friendly for folks like me who really want the visor overlays, but prefer other bullet-time or sprint implementations)

(Or to put it another way, the configuration ability is appreciated as it helps to eliminate one of my biggest frustrations when it comes to larger mods: there being one or two bits of functionality that I really really want, but not at the price of other functionality that I also really don't want)


Regardless of any of this, the work you've done and continue to do on this looks awesome. Keep it up!

- DU
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emma sweeney
 
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Post » Sat Jul 17, 2010 12:00 pm

I'm in the middle of building a new rig right now, so I haven't had a chance to actually load up the mod yet... but have been going over the readme and info on the nexus page, and a question comes to mind: Is there a way to run the Cyberware module, without any of the implants existing in game (ideally neither the items showing up in game, nor changed dialogue on any of the medical NPCs)?

Yes, but you'll have to do some modifications yourself. The stealth and vision mode features are part of Core, the cyberware module does in this case is switching them on. So it boils down to setting some globals (PNxCEnableStealthField, PNxCEnableVisionMode) and adding items to lists (see the modder's guide linked at the bottom of the nexus description).

Edit:
New thread is up: http://www.gamesas.com/index.php?/topic/1169090-relz-project-nevada-2/
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Eoh
 
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