[RELz] Project Nevada

Post » Fri Jul 16, 2010 10:52 pm

That would be a good idea. Grenades i need to hotkey (#7 everytime since Fallout 3 ;)) since i occasionally VATS them, but a mine dropping key would spare me a hotkey (#8 since Fallout 3 :hehe:).
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Crystal Birch
 
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Post » Fri Jul 16, 2010 2:36 pm

I think that if [mines] were more accessible like the grenades, they'd be more useful.


Mines are amazing?? I use them all the time. But yes a mine hotkey would be more useful.
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rebecca moody
 
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Post » Fri Jul 16, 2010 6:23 pm

It's a bit of a cheat, but this http://www.newvegasnexus.com/downloads/file.php?id=39760 makes mines pretty awesome - it increases the range that you can throw them, so they're like high powered proximity grenades. :thumbsup:
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asako
 
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Post » Fri Jul 16, 2010 7:09 pm

I've never understood the mine hate, there are so many uses for them and they are far more predictable and consistent then grenades. They're pretty much the only way to "cheese" 99% of the game (this and the last with FWE).

I say "cheese" just because they make certain things so easy, it's not really cheesing though due to the limited supply so you have to choose when to use them wisely... but for instance dropping like 5 - 10 in a pile and laughing as the stupid Deathclaw Matriarch/Patriarch runs over them and cripples/kills itself leaves them as easy pickens (god help you if they dodge around them :laugh:). I can't imagine trying to kill them any other way.
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Kaley X
 
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Post » Sat Jul 17, 2010 2:46 am

Ya, the above is the exact reason why I included a 'rage'/med-x effect for deathclaw's in hardened, it was waay to easy to just mine up and cripple one or more deathclaws then pick em off from range. A mine hotkey would be fun, but a melee hotkey would be even better!
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Rob Smith
 
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Post » Sat Jul 17, 2010 2:09 am

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.


I was having a bit of a browse through this, and just saw the bit on it being important to use the GECK rather than FNVEdit when adding things to the 'PNxCVisorOverlaysList' formlist, because of FNVEdit automatically changing the order of the list. If it hasn't changed since FO3Edit, you can actually prevent FNVEdit from re-ordering the list by having the name of the list end with 'OrderedList'. This is what WMK does; from memory Elminster added that feature so that the automatic merged patch process would work for multiple WMK add-ons being used together. :)
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Adrian Powers
 
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Post » Sat Jul 17, 2010 3:16 am

I say "cheese" just because they make certain things so easy, it's not really cheesing though due to the limited supply so you have to choose when to use them wisely... but for instance dropping like 5 - 10 in a pile and laughing as the stupid Deathclaw Matriarch/Patriarch runs over them and cripples/kills itself leaves them as easy pickens (god help you if they dodge around them :laugh:). I can't imagine trying to kill them any other way.


Well, with FWE+MMM i dealt with the Matriarchs and random Behemots with what i call "Mini-Nuke IED": drop a mine, drop a mini-nuke, :nuke:
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Stace
 
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Post » Fri Jul 16, 2010 2:55 pm

I was having a bit of a browse through this, and just saw the bit on it being important to use the GECK rather than FNVEdit when adding things to the 'PNxCVisorOverlaysList' formlist, because of FNVEdit automatically changing the order of the list. If it hasn't changed since FO3Edit, you can actually prevent FNVEdit from re-ordering the list by having the name of the list end with 'OrderedList'. This is what WMK does; from memory Elminster added that feature so that the automatic merged patch process would work for multiple WMK add-ons being used together. :)

Thanks for the tip, I didn't know that. So in the future I won't have to re-arrange the formids :)
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daniel royle
 
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Post » Fri Jul 16, 2010 3:41 pm

So out of curiousity if I should start playing now or later do you think the initial rebalance portion is gonna be out "sooner" or "later" (IE no when it's done answers!)
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Fiori Pra
 
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Post » Sat Jul 17, 2010 7:08 am

It's not being tested yet, so assume later. Core and Cyberware were tested for few weeks before they were released, so i'd quess that it won't happen this month.

That is just educated quessing, though :shrug:
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Laura Ellaby
 
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Post » Fri Jul 16, 2010 9:05 pm

The re-balance is going to definitely be the next module released, but it still isn't ready yet. We've got some serious bugs that we need to fix, specifically with how our new repair system works.

As for the equipment module we're making some headway there. That's gonna be the one module that increases the file size by a whoooole lot lol, I can tell you that right now.
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Jade MacSpade
 
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Post » Fri Jul 16, 2010 8:19 pm

Yes ETA is pretty uncertain. After the release progress was rather slow, but at least from my part that was expected since I have a bunch of exams coming up, and I didn't prepare much for them until the release was out. Now I have to pay for that by spending most of the day studying since I would rather not fail them :) In ~2-3 weeks the exam phase is over.

The re-balance is going to definitely be the next module released, but it still isn't ready yet. We've got some serious bugs that we need to fix, specifically with how our new repair system works.

Well I wouldn't be so sure about that. To me, the Equipment module is def. the lower hanging fruit.
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x a million...
 
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Post » Fri Jul 16, 2010 10:22 pm

I guess i'll just use Arwen's for now. With the mods i use some user-made patching is required, unfortunately :shrug:
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Sista Sila
 
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Post » Sat Jul 17, 2010 4:40 am

Thanks for the replies, guess I'll try to hold off a bit more :)
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lilmissparty
 
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Post » Sat Jul 17, 2010 8:28 am

does Arwen's play similar to the way the realism module did in FWE? I'm just curious because if i start with Arwen's i don't want to have a weird transition when PN realism core comes out.
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Chloé
 
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Post » Fri Jul 16, 2010 6:41 pm

The re-balance is going to definitely be the next module released, but it still isn't ready yet. We've got some serious bugs that we need to fix, specifically with how our new repair system works.

As for the equipment module we're making some headway there. That's gonna be the one module that increases the file size by a whoooole lot lol, I can tell you that right now.


:woot:
I check this thread every day for news about the rebalance module
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Rudi Carter
 
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Post » Sat Jul 17, 2010 6:28 am

"I check this thread every day for news about the rebalance module"

Ditto!!!

Keep up the good work.
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El Goose
 
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Post » Fri Jul 16, 2010 7:28 pm

It would seem the major people are busy with real life stuff (greatest enemy of all modding projects), so don't go holding your breaths just yet :)
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LuBiE LoU
 
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Post » Sat Jul 17, 2010 4:52 am

Idea is nice, but... It lacks configurability.

— Dynamic Crosshair has one bug: sometimes iron sights stops work.
— Bullet Time is useless in compare wits DK Bullet Time. Slowdown is hardly seen, it drains AP momentally, and activation takes too much time. Can't really replace VATS. 3 times slower AP drain and 0.25 (or less) time factor or useless.
— Grenade Hotkey - strange work with dynamite.
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LittleMiss
 
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Post » Sat Jul 17, 2010 2:54 am

never had problems with ironsights (which i use almost exclusively). only complaint i have with bullet time is that at night it gets too dark to see. slower AP drain feels like a cheat to me. i had actually set it faster when using DK version.
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Jessie
 
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Post » Fri Jul 16, 2010 11:29 pm

Same here, the bullet time in PN feels just right. Anything better feels like a cheat for me.
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Brian LeHury
 
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Post » Fri Jul 16, 2010 8:09 pm

Speaking of Bullet Time, any chance of getting the Jet requirement option from FWE back?
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Mr. Ray
 
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Post » Sat Jul 17, 2010 2:48 am

Speaking of Bullet Time, any chance of getting the Jet requirement option from FWE back?


One thing that always puzzled me about bullet time in Project Nevada, to be completely honest, is that we already have Turbo in the game..
Two drugs adding bullet time seems overkill to me.
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Dark Mogul
 
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Post » Sat Jul 17, 2010 4:21 am

Jet requirement in FWE simply required you to have Jet in your inventory when activating BT, effect of Jet remained the same. Making it a Turbo requirement instead would make more sense, but that is too rare in the game.
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Danii Brown
 
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Post » Fri Jul 16, 2010 6:03 pm

One thing that always puzzled me about bullet time in Project Nevada, to be completely honest, is that we already have Turbo in the game..
Two drugs adding bullet time seems overkill to me.

Well, our bullet time is meant as an alternative to VATS for people who like things a little more dynamic. While turbo adds bullet time as well, its far too rare to fit the purpose of a general VATS alternative. Also, turbo only slows down surroundings while PN bullet time slows down the player as well (unless you have implants to upgrade it).
But I agree that overall turbo was made less useful now that bullet time is available anyway (even though its not as effective). Maybe we can think of a better way to give it a more distinct purpose.

Jet requirement in FWE simply required you to have Jet in your inventory when activating BT, effect of Jet remained the same. Making it a Turbo requirement instead would make more sense, but that is too rare in the game.

I liked the bullet time Jet requirement in FWE because back then bullet time was much better, and due to the fact that the time change happened instantly it was easy to abuse especially with sniper rifles. That's why we nerfed it by adding a short transition time etc. So I think adding a Jet requirement on top of that would be overkill.
What we could do, however, is enabling the implant sprint bonus (time slowdown during sprint) when taking Turbo, and the bullet time implant bonus (faster attacking & reloading) when taking Jet for a certain duration. We already considered that before but it was simply forgotten :) I think it would be a nice way to give those 2 drugs a more distinct purpose.
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john palmer
 
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