[RELz] Project Nevada

Post » Fri Jul 16, 2010 5:22 am

Main problem is the RCSS, it uses object effects to for it's stealth field and the visor effects, so they must be removed or replaced with another effects. I used Recon Armor and Lag-Bolt's shades effects :shrug:
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luis dejesus
 
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Post » Thu Jul 15, 2010 8:34 pm

Awesome guys thanks for the quick and helpful responses
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Add Me
 
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Post » Fri Jul 16, 2010 10:18 am

Just out of curiosity is there a list of weapons that are being added. I think I saw a few mentions in the WIP thread, but most of those are guns and I was wondering if you're going to add some EWs?
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Katharine Newton
 
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Post » Thu Jul 15, 2010 10:04 pm

Just out of curiosity is there a list of weapons that are being added. I think I saw a few mentions in the WIP thread, but most of those are guns and I was wondering if you're going to add some EWs?

No additions for now. Or you are interested in our future plans?
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Wanda Maximoff
 
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Post » Fri Jul 16, 2010 3:07 am

Just out of curiosity is there a list of weapons that are being added. I think I saw a few mentions in the WIP thread, but most of those are guns and I was wondering if you're going to add some EWs?

There is some cool stuff planned, also for EWs. X-quake is working on a brilliant plasma sniper rifle for example.
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Marie Maillos
 
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Post » Fri Jul 16, 2010 10:20 am

PN is climbing the charts right now. It over shot IWS in the top 25 in a tiny fraction of the time it took for IWS to get there lol
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Timara White
 
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Post » Thu Jul 15, 2010 8:18 pm

Installed and played for about an hour... love the helmet visors and the grenade hotkey, thanks. Great work guys :-)
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Sophh
 
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Post » Fri Jul 16, 2010 12:34 pm

Wow! I don't even know where to start! All your collective energies and efforts to produce (and continue to produce) a plugin of such obvious innovation, magnitude and quality, and to offer it to everyone to use for no more than just a little feedback and gratitude in return.... well that's just mindblowing to me. You guys are truly one of the greatest assets to the entire FO modding community as a whole.


I'm itching to download and incorporate PN into my mod pool, but do have a couple questions first: Does PN offer full controller (xbox) support? If only partial support, what will I be missing and/or are there any work arounds?

Though I'd ideally prefer to use a keyboard over a gamepad, my wrists begin to ache after only about 30 minutes of playing using one. Therefore I'm pretty much forced to use a controller.

Whether I can use your mod or not, I still want to commend you on your efforts, and to also thank you for FOWE, which easily DOUBLED FO3's replay factor for me. Kudos guys!
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Kay O'Hara
 
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Post » Fri Jul 16, 2010 2:24 am

there's a typo in the Commando perk. "bullet" has 3 L's :D
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Karl harris
 
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Post » Fri Jul 16, 2010 12:38 am

Welp, there goes my weekend. :fallout:

And by that, I mean it'll be consumed by me playing with Project Nevada for the most part of it and not leaving my chair unless it's for sustenance and sleep. :user:

Downloading right now as we speak. Can't wait for the release of the other modules as well.
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Maya Maya
 
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Post » Fri Jul 16, 2010 12:32 am

Wow! I don't even know where to start! All your collective energies and efforts to produce (and continue to produce) a plugin of such obvious innovation, magnitude and quality, and to offer it to everyone to use for no more than just a little feedback and gratitude in return.... well that's just mindblowing to me. You guys are truly one of the greatest assets to the entire FO modding community as a whole.

[snip]

I still want to commend you on your efforts, and to also thank you for FOWE, which easily DOUBLED FO3's replay factor for me. Kudos guys!


This.
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Code Affinity
 
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Post » Fri Jul 16, 2010 3:40 am

Your praise is wonderfully delicious.
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Add Me
 
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Post » Fri Jul 16, 2010 3:14 am

Your praise is wonderfully delicious.


That's a creative way of putting it.
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Jessica Phoenix
 
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Post » Fri Jul 16, 2010 12:50 am

Release? RELEASE!

*starts downloading*
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Amy Masters
 
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Post » Fri Jul 16, 2010 6:20 am

This is great! I was just wondering if your team (and their team) is planning on making this work with

nVamp - Fallout Advanced Mod Project which is an "Fcom" like mod

http://www.gamesas.com/index.php?/topic/1163026-wipz-nvamp-new-vegas-advanced-mod-project/

They would seem to go together very very well
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marina
 
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Post » Fri Jul 16, 2010 4:38 am

This is great! I was just wondering if your team (and their team) is planning on making this work with

nVamp - Fallout Advanced Mod Project which is an "Fcom" like mod

http://www.gamesas.com/index.php?/topic/1163026-wipz-nvamp-new-vegas-advanced-mod-project/

They would seem to go together very very well

Well nothing is really needed to make them "work" together, since PN plays along fine with almost anything you throw at it. But we would support them in any way we can if needed.
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KIng James
 
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Post » Fri Jul 16, 2010 5:39 am

Not to beat a dead horse or anything, but to ask again my inquiry from the previous page:

I'm itching to download and incorporate PN into my mod pool, but do have a couple questions first: Does PN offer full controller (xbox) support? If only partial support, what will I be missing and/or are there any work arounds?

Though I'd ideally prefer to use a keyboard over a gamepad, my wrists begin to ache after only about 30 minutes of playing using one. Therefore I'm pretty much forced to use a controller.



Thanks again Kai and Team=)
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Captian Caveman
 
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Post » Fri Jul 16, 2010 10:55 am

Not to beat a dead horse or anything, but to ask again my inquiry from the previous page:
I'm itching to download and incorporate PN into my mod pool, but do have a couple questions first: Does PN offer full controller (xbox) support? If only partial support, what will I be missing and/or are there any work arounds?
Though I'd ideally prefer to use a keyboard over a gamepad, my wrists begin to ache after only about 30 minutes of playing using one. Therefore I'm pretty much forced to use a controller.

Thanks again Kai and Team=)

Sorry- I don't know. We don't have controllers and can't test it. May be you will try and tell about it here?
But probably you will need to use something like xpadder to emulate keypresses
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Dustin Brown
 
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Post » Fri Jul 16, 2010 1:42 pm

Not to beat a dead horse or anything, but to ask again my inquiry from the previous page:

I'm itching to download and incorporate PN into my mod pool, but do have a couple questions first: Does PN offer full controller (xbox) support? If only partial support, what will I be missing and/or are there any work arounds?

Though I'd ideally prefer to use a keyboard over a gamepad, my wrists begin to ache after only about 30 minutes of playing using one. Therefore I'm pretty much forced to use a controller.



Thanks again Kai and Team=)

My apologies! With this much going on sometimes posts get overlooked, it wasn't on purpose.

In any regard, we had other players asking similar to questions. To be honest at the moment the best way to go would be using software like xpadder to emulate keypresses on the joypad. I never actually tested a controller, but what I think should work are the Implant system, Sprint, Visor overlays and Dynamic crosshair+recoil. Nightvision, Bullet Time, Grenade Hotkeys and Reworked Zooming probably won't be bindable to joypad hotkeys (not to mention you dont have any free ones anyways?). So the majority will work, just certain hotkey features wont , but that won't cause any problems(you can also deactivate them via the menu).
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joeK
 
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Post » Thu Jul 15, 2010 10:50 pm

Not to beat a dead horse or anything, but to ask again my inquiry from the previous page:

I'm itching to download and incorporate PN into my mod pool, but do have a couple questions first: Does PN offer full controller (xbox) support? If only partial support, what will I be missing and/or are there any work arounds?

Though I'd ideally prefer to use a keyboard over a gamepad, my wrists begin to ache after only about 30 minutes of playing using one. Therefore I'm pretty much forced to use a controller.



Thanks again Kai and Team=)


Probably not, but you can use a program like Xpadder to map keys to gamepad functions. Project Nevada adds a bunch of new keys that just don't exist on an Xbox controller by default.
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NEGRO
 
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Post » Fri Jul 16, 2010 9:37 am

Thanks for all the "Controller" responses!

There should be a way to bind these extra functions to a controller's "d-pad hot keys". I'll play around with Xpadder and/or Pinnacle Game Profiler and will post back with what I find. This may unfortunately take some time as life has gotten REALLY FULL here lately (I know you can relate, lol). I won't even be able to download PN 'til this weekend earliest:(

Thanks again=)
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Shannon Lockwood
 
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Post » Fri Jul 16, 2010 2:15 pm

Just my opinion, but from the Project Nevada read me I see that the following have Night Vision:

* Night vision
Enclave PA Helmet
Tesla Helmet
Gannon Tesla Helmet
Remnants Tesla Helmet
T45d PA Helmet
T51b PA Helmet
Ranger Combat Helmet

It seems strange that the Combat Armor Helmet Reinforced and the Combat Armor Helmet Reinforced Mark II don't provide any vision enhancement even through they seem to have the same night vision setup as the Ranger Combat Helmet (goggles/visor and a camera on the side of the helmet).

Any plans to add them to the list of helmets with Night Vision?

I could even see saying that the Combat Armor Helmet Reinforced night vision equipment has been salvaged to keep the PA helmet, Combat Armor Helmet Reinforced Mark II, and Ranger Combat Helmet vision enhancement gear working, but figure the Mark II should be included.


Great job.

You guys are bringing fame and glory to the tradition of set by FWE.


Looking forward to the rest of the modules.




I've reposted and expanded on a post from the Nexus Project Nevada forum.
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Janine Rose
 
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Post » Fri Jul 16, 2010 5:57 am

Just my opinion, but from the Project Nevada read me I see that the following have Night Vision:

* Night vision
Enclave PA Helmet
Tesla Helmet
Gannon Tesla Helmet
Remnants Tesla Helmet
T45d PA Helmet
T51b PA Helmet
Ranger Combat Helmet

It seems strange that the Combat Armor Helmet Reinforced and the Combat Armor Helmet Reinforced Mark II don't provide any vision enhancement even through they seem to have the same night vision setup as the Ranger Combat Helmet (goggles/visor and a camera on the side of the helmet).

Any plans to add them to the list of helmets with Night Vision?

I could even see saying that the Combat Armor Helmet Reinforced night vision equipment has been salvaged to keep the PA helmet, Combat Armor Helmet Reinforced Mark II, and Ranger Combat Helmet vision enhancement gear working, but figure the Mark II should be included.


Great job.

You guys are bringing fame and glory to the tradition of set by FWE.


Looking forward to the rest of the modules.




I've reposted and expanded on a post from the Nexus Project Nevada forum.


Hm, yes you're right, those two helmets should get some additional vision modes as well. Consider it an oversight and it will be added in the next version/first patch. I don't know when that'll come out though, there haven't been any serious bugs so far to justify a patch.
If you have some GECK experience you can fix it yourself for now, the form lists PNxCVisionModeNightList, PNxCVisionModeHeatList and PNxCVisionModeEMList contain all items that get the respective vision mode. You just have to add those items to the lists.
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Amy Gibson
 
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Post » Fri Jul 16, 2010 2:57 am

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

Really? I think we really need one. The game kinda thrusts you into the plot and coerces you (with the use of DEATHCLAWS) to follow a certain literal path.
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daniel royle
 
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Post » Thu Jul 15, 2010 10:30 pm

Zealotlee's SVD will be making a unique appearence as a "Chinese Sniper Rifle." It's look and feel will differ from the standard russian weapon.

I believe I will add an amendment to the Laws, the fact that original/non-IRL weapons that fit with the lore of Bethesda Fallout will be allowed on striking occasions.
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Sabrina garzotto
 
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