[RELz] Project Nevada

Post » Fri Jul 16, 2010 12:19 pm

This forum needs a "LIKE" button under each post..... ;)


Believe it or not, there was a discussion about that that ended up in a flame war :lmao:
User avatar
Prohibited
 
Posts: 3293
Joined: Tue Jun 12, 2007 6:13 am

Post » Fri Jul 16, 2010 9:01 am

Believe it or not, there was a discussion about that that ended up in a flame war :lmao:


LOL!!!! I believe it! :)
User avatar
Elizabeth Falvey
 
Posts: 3347
Joined: Fri Oct 26, 2007 1:37 am

Post » Fri Jul 16, 2010 2:40 pm

So... Any clue when we get ot test the balance module? I'd like to put all these fancy implants trough their paces :cool:

Or maybe i'll just finally download the Increased Wasteland Spawns mod. But then i'll need a slower leveling mod.
User avatar
Rachel Eloise Getoutofmyface
 
Posts: 3445
Joined: Mon Oct 09, 2006 5:20 pm

Post » Fri Jul 16, 2010 2:10 pm

So... Any clue when we get ot test the balance module? I'd like to put all these fancy implants trough their paces :cool:

Or maybe i'll just finally download the Increased Wasteland Spawns mod. But then i'll need a slower leveling mod.

We'll get to it soon. Currently a bit busy replying to nexus comments 24/7 :) It's pure insanity - but it's also really cool since this rush exceeded all expectations we had. So thanks to everybody ;)
User avatar
Katharine Newton
 
Posts: 3318
Joined: Tue Jun 13, 2006 12:33 pm

Post » Fri Jul 16, 2010 5:25 pm

I can imagine. How did that quote go, "no software survives first contact with end users"? :D Though it seems this one did.

Bonus question: i changed the HUD color to non-standard one trough Darn's xmls, is there a way to color the grenade, bullet time and cloaking field icons to the same color?

Edit: i checked trough the pnxhud.xml, and it would seem no. But i did find references to an interesting, possibly upcoming feature ;)
User avatar
Valerie Marie
 
Posts: 3451
Joined: Wed Aug 15, 2007 10:29 am

Post » Fri Jul 16, 2010 9:18 am

So... Any clue when we get ot test the balance module? I'd like to put all these fancy implants trough their paces :cool:

Or maybe i'll just finally download the Increased Wasteland Spawns mod. But then i'll need a slower leveling mod.


That's what I did, put IWS on. Started a new game and decided on a challenge and am using only pistols... 14 Jackal Gang members at the Nipton Road pitstop with 10mm's and cowboy repeaters. :eek:

Looking forward to the balance mod, love the rest of Project Nevada so far.

Edit:
I had a question about modifying the helmet overlays. I want to use a mod that makes the Chinese stealth armor's helmet separate from the rest. The overlay is tied to the torso (the single armor piece by default), how can I adjust it. I found the form lists from the core esm but they're empty and that has me a bit confused.
User avatar
Crystal Birch
 
Posts: 3416
Joined: Sat Mar 03, 2007 3:34 pm

Post » Fri Jul 16, 2010 4:25 pm

I can imagine. How did that quote go, "no software survives first contact with end users"? :D Though it seems this one did.

Bonus question: i changed the HUD color to non-standard one trough Darn's xmls, is there a way to color the grenade, bullet time and cloaking field icons to the same color?

Edit: i checked trough the pnxhud.xml, and it would seem no. But i did find references to an interesting, possibly upcoming feature ;)

If you have some XML editing skillz (:)) you can add it yourself, it's no big deal (and I probably should've included this in the first place). You just have to add
 &nosystemcolor;       

to every image/text element you want a custom color for.
So for example:
	 &nosystemcolor; 	  	  	  											 0.25 				.....



Regarding the upcoming feature: If you're referring to the mini radar, that was actually removed pretty early because it wasn't THAT useful (since with the current command set it's not possible to make it as cool as the minimap for Oblivion). To get the location of nearby enemies you also have your compass, so that's why it was axed.
User avatar
Killer McCracken
 
Posts: 3456
Joined: Wed Feb 14, 2007 9:57 pm

Post » Fri Jul 16, 2010 6:57 am

Thanks. And yes, with the compass and vision modes the radar is a bit redundant.
User avatar
jenny goodwin
 
Posts: 3461
Joined: Wed Sep 13, 2006 4:57 am

Post » Fri Jul 16, 2010 7:27 am

Very nice mod :D I am playing this mod with XFO's Accuracy Revamp (makes the iron sight wobble based on your skill level) and the longer I hold down right mouse button, and then let go, the longer it takes for the dynamic crosshair to get back to its original state - sometimes the crosshair is even off the screen, so I have to wait a while before it is back. Is that intended, or is it a bug? Seems like a bug, because it means that I can't easily switch from iron sight to dynamic crosshair in the middle of combat?
User avatar
Romy Welsch
 
Posts: 3329
Joined: Wed Apr 25, 2007 10:36 pm

Post » Fri Jul 16, 2010 7:27 pm

Very nice mod :D I am playing this mod with XFO's Accuracy Revamp (makes the iron sight wobble based on your skill level) and the longer I hold down right mouse button, and then let go, the longer it takes for the dynamic crosshair to get back to its original state - sometimes the crosshair is even off the screen, so I have to wait a while before it is back. Is that intended, or is it a bug? Seems like a bug, because it means that I can't easily switch from iron sight to dynamic crosshair in the middle of combat?

No, it is not intended. It is incompatibility, which we have with PPA mod already. Seems to me- XFO is next in this list :)
Please disable (for now) XFO accuracy module, or our Dynamic Crosshair+Zoom features
User avatar
SUck MYdIck
 
Posts: 3378
Joined: Fri Nov 30, 2007 6:43 am

Post » Fri Jul 16, 2010 7:34 pm

No, it is not intended. It is incompatibility, which we have with PPA mod already. Seems to me- XFO is next in this list :)
Please disable (for now) XFO accuracy module, or our Dynamic Crosshair+Zoom features


I remember when I finally figured out it was PPA, but another Dynamic Crosshair incompatibility? Good thing I haven't used XFO or I would have went crazy.
User avatar
Chloe Mayo
 
Posts: 3404
Joined: Wed Jun 21, 2006 11:59 pm

Post » Fri Jul 16, 2010 9:25 am

I remember when I finally figured out it was PPA, but another Dynamic Crosshair incompatibility? Good thing I haven't used XFO or I would have went crazy.

As I remember- XFO is pretty modular. Or was modular. If it is true- it can help greatly :)
User avatar
liz barnes
 
Posts: 3387
Joined: Tue Oct 31, 2006 4:10 am

Post » Fri Jul 16, 2010 3:29 pm

i hope ironsights wobble is planned in the future. i used xfo's but had to heavily modify it since it had quite a few oversights such as wobble depending only on guns skill. also there seems to be a bug causing wobble to disappear when crouching during combat.

EDIT: Btw, I dont seem to have a similar problem as elitetrop does with my tweaked XFO and PN.
User avatar
Victoria Bartel
 
Posts: 3325
Joined: Tue Apr 10, 2007 10:20 am

Post » Fri Jul 16, 2010 6:02 am

For what it's worth, Yukichigai and I have been talking about doing a compatibility patch for WMX and FO3 Weapons Restoration, and I'll probably be getting onto doing some models for that once I've finished the current update and add-on I'm doing for WMX.


This is really great news. The only reason I would be really pro-absorbing FO3 Weapons Restoration into Project Nevada is simply for higher viability of the mod, as well as a higher chance of getting patches like these - but if you're planning to do it, that's more or less a moot point :)
User avatar
Ells
 
Posts: 3430
Joined: Thu Aug 10, 2006 9:03 pm

Post » Fri Jul 16, 2010 7:37 am

If you have some XML editing skillz (:)) you can add it yourself, it's no big deal (and I probably should've included this in the first place). You just have to add
 &nosystemcolor;       

to every image/text element you want a custom color for.


I added those lines, but instead of the color i had set in the DUIF3Settings.xml (light blue 100,149,237) they appeared as white :huh:
User avatar
Leticia Hernandez
 
Posts: 3426
Joined: Tue Oct 23, 2007 9:46 am

Post » Fri Jul 16, 2010 5:10 am

i hope ironsights wobble is planned in the future. i used xfo's but had to heavily modify it since it had quite a few oversights such as wobble depending only on guns skill. also there seems to be a bug causing wobble to disappear when crouching during combat.

EDIT: Btw, I dont seem to have a similar problem as elitetrop does with my tweaked XFO and PN.


Can you upload your tweaked esp to mediafire.com or something for me? :) Would love to try it, sounds good.

By the way, I have just tried disabling XFO - 1be - Dmg - Skill-var - 2x together with the Accuracy plugin too, and the problem still persists...

I am running with nVamp (0.12) and all the required mods for it and CASM. Thats it. Anybody else have that problem with nVamp and Project Nevada?
User avatar
Nana Samboy
 
Posts: 3424
Joined: Thu Sep 14, 2006 4:29 pm

Post » Fri Jul 16, 2010 8:34 am

I added those lines, but instead of the color i had set in the DUIF3Settings.xml (light blue 100,149,237) they appeared as white :huh:

I'll try to create an updated pnxhud.xml today if I get to it.
User avatar
Casey
 
Posts: 3376
Joined: Mon Nov 12, 2007 8:38 am

Post » Fri Jul 16, 2010 7:20 pm

T3T, I know you mentioned that you were looking at adding Jaysus' Tommy Gun to the game - have you seen http://newvegasnexus.com/downloads/file.php?id=36728?
User avatar
Sarah Bishop
 
Posts: 3387
Joined: Wed Oct 04, 2006 9:59 pm

Post » Fri Jul 16, 2010 2:05 pm

I have. I like JaySuS' better.

He still hasn't gotten back to me though. Hmm.
User avatar
Invasion's
 
Posts: 3546
Joined: Fri Aug 18, 2006 6:09 pm

Post » Fri Jul 16, 2010 10:59 am

Yeah, I'm on the fence about both - last time I used Jaysus' it didn't have Ironsights though (at least I think it didn't.)
User avatar
Ownie Zuliana
 
Posts: 3375
Joined: Thu Jun 15, 2006 4:31 am

Post » Fri Jul 16, 2010 8:00 pm

Hmm. Interesting, maybe I can get that Draconis13 dude to help me out if I get permission. Hmm.
User avatar
Adriana Lenzo
 
Posts: 3446
Joined: Tue Apr 03, 2007 1:32 am

Post » Fri Jul 16, 2010 9:18 am

Grr darn cyberware mod making me choose between + stat buff or enhanced vision! *cries*

That being said, I am curious to know how the cyberware effects the stat increasing implants.

For example, does the int implant still give you increased skill points when you level? The charisma etc implants, do they still count towards perks? For example, animal friend needs 6 charisma, normally I only reach that with the implant. What happens if you remove the implant later after gaining the perk?
User avatar
Catherine Harte
 
Posts: 3379
Joined: Sat Aug 26, 2006 12:58 pm

Post » Fri Jul 16, 2010 10:09 pm

That being said, I am curious to know how the cyberware effects the stat increasing implants.

For example, does the int implant still give you increased skill points when you level? The charisma etc implants, do they still count towards perks? For example, animal friend needs 6 charisma, normally I only reach that with the implant. What happens if you remove the implant later after gaining the perk?

Well, I'm answering your question indirectly because I don't really know :)
First of all, the stat increases are the same as they were before with the original implants. They add a perk, and this perk adds an ability with gives a stat increase. The only difference is that this implant perk isn't applied directly after you buy it (like it used to be since it was directly installed).
So it would probably just behave like, for example, an item that increases a special by +1, or like food that buffs strength.
User avatar
Nicholas C
 
Posts: 3489
Joined: Tue Aug 07, 2007 8:20 am

Post » Fri Jul 16, 2010 10:01 am

Using the Intelligence Implant Gives you more skills points per lvl, same as using Intense Training Perk.
User avatar
Sam Parker
 
Posts: 3358
Joined: Sat May 12, 2007 3:10 am

Post » Fri Jul 16, 2010 4:21 pm

Using the Intelligence Implant Gives you more skills points per lvl, same as using Intense Training Perk.


aah great. If the others behave in a similar fashion it probably will count towards perks, when the implant is installed at least. Thanks!
User avatar
mimi_lys
 
Posts: 3514
Joined: Mon Apr 09, 2007 11:17 am

PreviousNext

Return to Fallout: New Vegas