[RELz] Project Nevada

Post » Fri Jul 16, 2010 9:13 am

[EDIT]
(This post has been edited to remove incredibly lame comments)


I am leaving this post in the event it helps.

I had a problem with the HUD interface. Installed and reinstalled thru FOMM twice.

I had noticed that the check marks in the proprietary Installation Dialog (pretty cool BTW) weren't selectable (they were already there, but couldn't be unselected.)

On the third go around I noticed that it was the Icons not the check marks that were selectable. (DUH! :facepalm: ) I unselected Cyberware and reselected it. For some reason this made a difference. No HUD error this time.
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Noraima Vega
 
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Post » Fri Jul 16, 2010 3:13 pm

I just gave this mod a try and I have to say this mod is so well implemented, so well done.

Anyway, if, say, you guys had a 3rd person sprint animation available, you think it can be implemented in the game with the current scripting capabilities?
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Cameron Garrod
 
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Post » Fri Jul 16, 2010 7:14 pm

Played a bit of FWE modded Fallout 3 yesterday. Raiders shot me and i died from it! :cry: Super Duper Mart was a damn lot more difficult than Hoover dam ever was :cold: I hope that's the difficulty you're aiming for with the balance module. Who knows, maybe i'll be grateful for the rarity of enemies in this game :hehe:
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Betsy Humpledink
 
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Post » Fri Jul 16, 2010 2:31 pm

Played a bit of FWE modded Fallout 3 yesterday. Raiders shot me and i died from it! :cry: Super Duper Mart was a damn lot more difficult than Hoover dam ever was :cold: I hope that's the difficulty you're aiming for with the balance module. Who knows, maybe i'll be grateful for the rarity of enemies in this game :hehe:

Nostalgia? I have it too :)
I hope I will be able to play F3 again- with all this awesome mods.
And I missed the Washington
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Markie Mark
 
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Post » Fri Jul 16, 2010 7:16 pm

Interesting that you cut your big mods into modules, just notice that you have no modules for factions, enemies, etc. Is there no plan for that? Or are you leaving it up to other modders? Cheers for the great mod :foodndrink:
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Mason Nevitt
 
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Post » Fri Jul 16, 2010 9:59 am

Nostalgia? I have it too :)
I hope I will be able to play F3 again- with all this awesome mods.
And I missed the Washington


BTW, did FWE 6.03 - EVE 0.65 (or whatever the lastest version was) FOIP patch ever happen? And it's easy to play New Vegas and Fallout3 at the same time, I play New Vegas until it crashes, and then Fallout 3 untill it crashes :lmao:
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Heather M
 
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Post » Fri Jul 16, 2010 9:41 pm

BTW, did FWE 6.03 - EVE 0.65 (or whatever the lastest version was) FOIP patch ever happen? And it's easy to play New Vegas and Fallout3 at the same time, I play New Vegas until it crashes, and then Fallout 3 untill it crashes :lmao:

May be for you, but not for me
1. F3 need about 3-4 hours to crash, FNV- have no crashes at all
2. You play, I make tests :)
May be in the future, but for now I will not promise.

severe_009
Interesting that you cut your big mods into modules, just notice that you have no modules for factions, enemies, etc. Is there no plan for that? Or are you leaving it up to other modders? Cheers for the great mod

Thank you :)
I'm not sure about spawn module, but you have Increased Wasteland Spawns by TheCastle already- we are perfectly compatible.
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Chantel Hopkin
 
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Post » Fri Jul 16, 2010 2:13 pm

the mod looks great. is there any eta on the rebalance module? Once that part is out, im gonna start the game fresh. the way it was meant to be played =D
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neil slattery
 
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Post » Fri Jul 16, 2010 10:32 pm

FONV keeps crashing every time i try to close it since installing the mod, just wondering if you guys have any clue what could be causing it
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Laura-Jayne Lee
 
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Post » Fri Jul 16, 2010 11:00 pm

FONV keeps crashing every time i try to close it since installing the mod, just wondering if you guys have any clue what could be causing it

No, but it happens sometimes with this engine.
I think crash on the exit is much better then in the middle of the game :)
May be you have hardware not strong enough


@HiperViper07
the mod looks great. is there any eta on the rebalance module? Once that part is out, im gonna start the game fresh. the way it was meant to be played =D

Sorry- no. When it will be done.
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Kevin Jay
 
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Post » Fri Jul 16, 2010 5:26 pm

I appreciate the work that went into Project Nevada. Thanks! A few issues:

After installing this mod, the cursor acts funny during the opening title screens. At first it is completely absent, and then appears in the middle of the screen frozen. Soon after, the pointer becomes movable and acts normal for the rest of the opening menu sequence, and for the actual game play. It's a very minor issue, but I want to confirm that other people experience this. I'm running these mods:

FalloutNV.esm
Project Nevada - Core.esm
DarNifiedUINV.esp
CASM.esp
dD - Enhanced Blood Main NV.esp
dD-Less Screen Blood Time.esp
Project Nevada - Cyberware.esp
URWLNV.esp

Is there anyway to preserve the visor overlay during dialogues? I found the transition a bit immersion breaking. Also, sometimes the pc's arms appeared unnaturally high in first person view for a short period of time, especially after drawing/reloading weapons. If I remember correctly, this stopped happening after I disabled the visor overlay feature.
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quinnnn
 
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Post » Fri Jul 16, 2010 3:30 pm

I've noticed that cursor thing too, still, it's harmless. As for the arms, i beleive that is a vanilla bug. I saw it much before PN and it doesn't seem to have made it more frequent.
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Richard Dixon
 
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Post » Fri Jul 16, 2010 6:57 pm


After installing this mod, the cursor acts funny during the opening title screens. At first it is completely absent, and then appears in the middle of the screen frozen. Soon after, the pointer becomes movable and acts normal for the rest of the opening menu sequence, and for the actual game play. It's a very minor issue, but I want to confirm that other people experience this. I'm running these mods:



I don't know if it has always done that for me (I haven't played for months before PNV came out) but it does the same thing. Except when it freezes and goes back to center, it's over the "Downloaded Content" message that seems to popup every time, which then disappears freeing up the cursor.
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Jessica Nash
 
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Post » Fri Jul 16, 2010 8:57 pm

I've noticed that cursor thing too, still, it's harmless. As for the arms, i beleive that is a vanilla bug. I saw it much before PN and it doesn't seem to have made it more frequent.

Yes, raised arms is vanilla bug, which was existed before Nevada Project.
I can confirm Cursor Lucul things too. As I understand, there is nothing what can be done about it. Too much staff to load at the beginning of the game. Just to make you more happy- some time ago the whole mod (with dynamic crosshair activated) behaved in the same manner. So you can see a difference now :)
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Astargoth Rockin' Design
 
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Post » Fri Jul 16, 2010 10:55 pm

Yes del is right, the small stutter is "normal". It's the moment when the HUDMainMenu is parsed on consequently the Project Nevada additions are loaded. It just takes a while to process all that stuff :)
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X(S.a.R.a.H)X
 
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Post » Fri Jul 16, 2010 6:11 pm

Hello. I just found an annoying bug which made me have to Alt-Tab out of the game and close it, since I couldn't click anything (not even in the menu after pressing Esc). I was holding down my grenade key (MouseB 3) and then I got a message saying I got radiation poising. But I couldn't click OK. I couldn't click anything. :)
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Amy Masters
 
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Post » Sat Jul 17, 2010 1:02 am

Hello. I just found an annoying bug which made me have to Alt-Tab out of the game and close it, since I couldn't click anything (not even in the menu after pressing Esc). I was holding down my grenade key (MouseB 3) and then I got a message saying I got radiation poising. But I couldn't click OK. I couldn't click anything. :)


I've seen this too sometimes, don't know if it's exclusive to PN, might have happened when I used http://newvegasnexus.com/downloads/file.php?id=38808. Enter is the key that works in these situations.
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Da Missz
 
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Post » Fri Jul 16, 2010 7:58 pm

Yes, during grenade hotkey usage player control is blocked at some stage- it is dark side of GH technology :)
So try not to be involved in such situations
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darnell waddington
 
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Post » Fri Jul 16, 2010 9:16 pm

I can confirm that it happens with other grenade hotkey mods as well. It svcks, but oh well.
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Stacey Mason
 
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Post » Fri Jul 16, 2010 10:09 pm

I can confirm that it happens with other grenade hotkey mods as well. It svcks, but oh well.

Well, it's a minor issue but fixing it should be trivial. I added it to the bug tracker so it's not forgotten.
If I'm not wrong, the first block in PNxCGrenadeHotkeyScript simply has to be changed from 'Begin Menumode 1' to 'Begin Menumode' so it works for all menus, not just for the Pipboy etc.

And @Tojka, i haven't forgotten about the updated XML file, I'm just a bit busy right now :(
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Nicholas C
 
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Post » Sat Jul 17, 2010 12:11 am

No rush, it wasn't anything major to begin with.

BTW, i noticed that wearing Reading Glasses makes distant objects blurry which is a nice addition, but could you make it so that taking the Four Eyes trait causes such blurriness when not wearing any glasses?
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electro_fantics
 
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Post » Fri Jul 16, 2010 8:33 pm

Since many other modders frequent this forum, I'd like to bring this recently created guide to your attention:
https://docs.google.com/document/d/1FPIuZGoh5acg433cywGo1vi1dNFTJPXG6rNRgzCUoyc/edit?hl=en&authkey=CNicvuIF

It's not that polished yet and may still contain some errors, but it should already fulfill it's intended purpose. That is explaining how to extend and use Project Nevada's features for other mods (mainly useful for creating compatibility patches).
So it's explained how to enable visor overlays etc for custom helmets, but also how to add new items to the control panel, display a custom splash while sub-menu is active etc.
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MatthewJontully
 
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Post » Fri Jul 16, 2010 12:54 pm

Awesome
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Beth Belcher
 
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Post » Sat Jul 17, 2010 3:47 am

Do you think you could expand the grenade hotkey to emcompass mines as well? I think that if those were more accessible like the grenades, they'd be more useful.
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Matt Bigelow
 
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Post » Fri Jul 16, 2010 4:40 pm

Well, here's the thing. If we put mines with the cycling stuff along WITH the grenades, it would take longer to cycle them all if you had a lot.

But, maybe with that guide snakster posted, you could make a Mine Hotkey mod for PN.

I could try to do mine icons too, if you were going to do that. However, I don't think we're going to approach that at this junction.
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Krystina Proietti
 
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