[RELz] Project Nevada

Post » Fri Jul 16, 2010 6:00 am

One step closer to the perfect New Vegas experience. Now if we could only get MMM and an alternate start mod.


IWS is the closest thing to FNV MMM so you are left with alternate start mod.
Though I am not sure if alternate start really would fit with FNV.. hmm

edit: small correction there
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Marine Arrègle
 
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Post » Fri Jul 16, 2010 1:02 am

http://img844.imageshack.us/img844/4098/p90render03.jpg

I think it needs about another day or two of work and the high poly will be done. This is gonna turn out awesome :D
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Mélida Brunet
 
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Post » Fri Jul 16, 2010 4:31 am

Congrats on the release!! I can't wait to try this one out. :celebration:
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james reed
 
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Post » Thu Jul 15, 2010 5:00 pm

http://img844.imageshack.us/img844/4098/p90render03.jpg

I think it needs about another day or two of work and the high poly will be done. This is gonna turn out awesome :D


If every weapon is this high quality, then...screw other mods that add weapons. This will be all I need.

Nice work Zealotlee :woot:
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Symone Velez
 
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Post » Fri Jul 16, 2010 1:20 am

Our standard for weapons is extremely high, only the best of the best is getting in.
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Charlotte Lloyd-Jones
 
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Post » Fri Jul 16, 2010 6:09 am

Our standard for weapons is extremely high, only the best of the best is getting in.


I saw the rules, which are also excellent rules to go by.

Can't wait to see other weapons that will be added

Edit: By the way, I voted for File of the Month, and already its number one (last time I checked). Again, congrats, guys.
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Veronica Flores
 
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Post » Thu Jul 15, 2010 4:18 pm

Great work! I can't wait to try this out!

Edit: I'm an idiot. The features I'm thinking of that I'm currently playing with come from VMods, not Fook.

I wonder if I can run this with VMods. I really like the CASM-functionality from VMods, along with the Container Sorters and Binoculars Overhaul.
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Rozlyn Robinson
 
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Post » Fri Jul 16, 2010 3:03 am

Great work! I can't wait to try this out!

Edit: I'm an idiot. The features I'm thinking of that I'm currently playing with come from VMods, not Fook.

I wonder if I can run this with VMods. I really like the CASM-functionality from VMods, along with the Container Sorters and Binoculars Overhaul.

Sure, PN will play along nicely with pretty much everything. You should only disable the features that overlap. If possible I would recommend disabling the Vmods ones, since the PN variants are a bit better (ie grenade hotkey offers throwing weapons support, sprinting is more improved etc) and also tie in with the cyberware implants.
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Roanne Bardsley
 
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Post » Fri Jul 16, 2010 6:36 am

is there anyway to customize such things as AP cost for sprint and bullet time?
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Jaki Birch
 
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Post » Thu Jul 15, 2010 8:10 pm

is there anyway to customize such things as AP cost for sprint and bullet time?

No that's currently not possible since we wanted to keep things more streamlined. If you're a bit savy you can easily change them though via NVEdit, since they're just two globals you need to edit (just look for APCosts).
And of course you can improve them via implants.
Bullet Time also supports Grim reapers sprint and Math Wrath fyi.
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Esther Fernandez
 
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Post » Fri Jul 16, 2010 6:40 am

Is there any way to sprint with your weapon out?
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remi lasisi
 
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Post » Thu Jul 15, 2010 10:00 pm

Is there any way to sprint with your weapon out?

I believe there's a perk that allows you to do that.
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Skrapp Stephens
 
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Post » Fri Jul 16, 2010 5:03 am

thanks kai. saw those values in fnvedit but i thought i might have missed a way to customize it in game since that was possible in FWE. nice to finally see non vats versions of what used to be vats-only perks :goodjob:
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Code Affinity
 
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Post » Fri Jul 16, 2010 4:25 am

I believe there's a perk that allows you to do that.

Sorry- not for now. We can't find a way for good implementation of this for now
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OTTO
 
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Post » Thu Jul 15, 2010 9:36 pm

Thanks for all the feedback and support so far! It sparked some extra enthusiasm in the team so hopefully we can bring you more modules soon :)
Also, there weren't any real bug reports yet which is something I have to credit our testers for (delamer from our team, but also the external community testers whose names have been added to the OP).
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CRuzIta LUVz grlz
 
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Post » Thu Jul 15, 2010 6:32 pm

Thanks for all the feedback and support so far! It sparked some extra enthusiasm in the team so hopefully we can bring you more modules soon :)
Also, there weren't any real bug reports yet which is something I have to credit our testers for (delamer from our team, but also the external community testers whose names have been added to the OP).


To be fair, there were very few bugs that even needed reporting. You guys did a great job with the beta/RC releases.
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Steeeph
 
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Post » Thu Jul 15, 2010 8:46 pm

Yeah. Nothing game breaking, just mildly annoying, if even that.
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Jonny
 
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Post » Thu Jul 15, 2010 9:36 pm

Well, one of Project Nevada's stated goals is compatibility, so you can use another tweaking mod with it while waiting for the rebalance module.


Sounds reasonable, it would feel better with a rebalance mod that was made for Project Nevada though, I presume that they would have a nice difficulty level together..

http://img585.imageshack.us/img585/6571/p90render02.jpg

This is the result of 3 days hard work so far. The high poly model still isn't finished as I still have some details to add in, but at this rate I'm hoping to have it done by the end of this week. Hopefully we'll have a working in game model and texture by the end of the month.


Looks amazing. You don't see that many weapon mods that go the whole way with creating high poly models and bake maps from it.
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SexyPimpAss
 
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Post » Thu Jul 15, 2010 10:34 pm

Hi,

Couple of things first of all good job on the release 'tis epic. Secondly, is there away to apply the overlays to helmets added by mods?
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Petr Jordy Zugar
 
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Post » Fri Jul 16, 2010 9:30 am

Hi,

Couple of things first of all good job on the release 'tis epic. Secondly, is there away to apply the overlays to helmets added by mods?

May be in the future we will be able to do this.
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Jack Moves
 
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Post » Thu Jul 15, 2010 10:38 pm

Hi,

Couple of things first of all good job on the release 'tis epic. Secondly, is there away to apply the overlays to helmets added by mods?

Yes that's possible and really simple actually just takes a few seconds (a helmet just needs to be added to certain formlists). We'll write a guide for that sometime soon.
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Milad Hajipour
 
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Post » Fri Jul 16, 2010 9:13 am

Secondly, is there away to apply the overlays to helmets added by mods?


Requires a bit of GECK knowledge, but is pretty simple. I made patches that allow the Dragonskin Outfit and Reinforced Chinese Stealth Suit to use Project Nevada overlays and features.

First you need to make whatever armor mod you want to modify a master file (Wrye Flash's "Esmify Self" function, for example) and then just add the helmets to the right Project Nevada form lists (all PN formlists start with PNx, and their names make clear what they do). You can apply vision modes and the stealth field effect the same way. After that, save the patch, load it after both of it's masters (obviously) and remeber to "espify" the armor mod.
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Allison C
 
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Post » Fri Jul 16, 2010 9:24 am

Requires a bit of GECK knowledge, but is pretty simple. I made patches that allow the Dragonskin Outfit and Reinforced Chinese Stealth Suit to use Project Nevada overlays and features.

First you need to make whatever armor mod you want to modify a master file (Wrye Flash's "Esmify Self" function, for example) and then just add the helmets to the right Project Nevada form lists (all PN formlists start with PNx, and their names make clear what they do). You can apply vision modes and the stealth field effect the same way. After that, save the patch, load it after both of it's masters (obviously) and remeber to "espify" the armor mod.

Could you share your patches? Either the respective mod authors or we could upload them to nexus on our pages or you could just upload them yourself of course, whatever floats your fancy :).

Btw it's a bit simpler to just do this via FNVEdit, than the GECK, saves the trouble of esm-ifying.
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Chantelle Walker
 
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Post » Fri Jul 16, 2010 9:11 am

Sure, though i made some changes other than just including them into the form lists. Like adding NV to the Dragonskin Balaclava while increasing it's value, and reducing the DT of the RCSS. Also there is some kind of bug in the patch i made for the Dragonskin Bonus pack, Wrye Flash crashes when i try to include it in the patch :shrug:

And i used the NCR Ranger overlay for the RCSS helmet, which doesn't really make sense since it has the same tyoe of helmet as the vanilla CSS :hehe:
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Devils Cheek
 
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Post » Fri Jul 16, 2010 10:05 am

Sure, though i made some changes other than just including them into the form lists. Like adding NV to the Dragonskin Balaclava while increasing it's value, and reducing the DT of the RCSS. Also there is some kind of bug in the patch i made for the Dragonskin Bonus pack, Wrye Flash crashes when i try to include it in the patch :shrug:

And i used the NCR Ranger overlay for the RCSS helmet, which doesn't really make sense since it has the same tyoe of helmet as the vanilla CSS :hehe:

Heh well we should probably upload a patch without any personalized edits in this case. It's ok, someone from the team can make one sometime then :)
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Stefanny Cardona
 
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