[RELz] Project Nevada #2

Post » Wed Aug 18, 2010 2:33 pm

I see how it is. Sneak upload a testing package while I was busy playing Starcraft Brood War for 7 hours with friends? XD

Can't wait to check it out.

Edit--Its 3 in the morning here, I am going to sleep. I checked out the equipment module in the wiki page. This game just got incredibly awesome. And the newer module that makes repair awesome? I love it. Can't wait to play it tomorrow. Great work, all of you!
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Milad Hajipour
 
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Post » Wed Aug 18, 2010 11:21 am

The Cyberware plugin seems to be set as a master file (according to WF), but has plugin extension. Did someone forget to espify that after editing it or is it supposed to be a master now?
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Tikarma Vodicka-McPherson
 
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Post » Wed Aug 18, 2010 7:38 pm

The Cyberware plugin seems to be set as a master file (according to WF), but has plugin extension. Did someone forget to espify that after editing it or is it supposed to be a master now?

My bad, forgot to remove the flag.
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Robert Garcia
 
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Post » Wed Aug 18, 2010 11:23 am

Wow, the equipment module looks great. Is that Yukichigai's work?
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Queen
 
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Post » Wed Aug 18, 2010 5:49 pm

It's a combined effort between all of us :). I must give Yuki a lot of the credit when it came to actually distributing the items through leveled lists and such. He's pretty good at that. I did a lot of the compiling and adding new items into the game itself from other mods and my own custom content. Schlangster of course being the wizard at scripting that he is did a lot of the scripts for the weapons if need be. In short, we all did a lot to make this happen and I'm happy we'll be releasing it soon! It's up to our testers now to ensure the new items are well balanced and the stats are correct. Which reminds me to repeat, if you have ANY suggestions regarding weapon stats PLEASE tell us! The new patch made some weapons weaker since we balanced them off of the old patch weapons. Try out the 5mm SMG and the Euro Battle Rifle in particular.
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Rudi Carter
 
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Post » Thu Aug 19, 2010 3:37 am

I am vepuns guy.

Day make gud veapuns. Not nearly as good as Sasha, but gud veapuns.

Plenty ov vepons, but no babby vepons. Manly veapuns.
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Eric Hayes
 
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Post » Wed Aug 18, 2010 9:37 pm

I just noticed something... It seems that the Dynamic Crosshairs do not account for spread-reducing weapon mods. I just tested on a lever action shotgun with and without the 20ga barrel choke from WMX, and there's no change in the dynamic crosshairs.

Is this caused by a limitation of whatever script functions you used, related to the inability to detect what mods are installed on a weapon? I know that the spread reduction effects work, because if I use the magnetic constrictor on the multiplas rifle, there is hardly any instance of one lone projectile veering far off form the other too like there normally is without the constrictor.
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Andrea P
 
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Post » Wed Aug 18, 2010 10:13 pm

Somewhat related to the above, i used Arwen's Tweaks with PN before, and despite not being able to hit the broad side of a barn (it has very noticable effect of strentgh and skill requirements not being met) with a high level gun the crosshair didn't reflect that.

Found my First Desert Eagle, damn that's pretty! A shame that i'm playing my EW character. However as a seat-of-my-pants-feeling shouldn't it be STR 6 and Guns 75 gun? It is a Big Iron after all :hehe:

Also is there any specific reason for timescale to be set at 20?
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Benji
 
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Post » Thu Aug 19, 2010 2:50 am

Alas, I'm forced to play with a 360 controller due to issues with my wrists, and as a result only reap the benefits of a few features of Project Nevada (specifically Dynamic Crosshair, slower backpedaling, visor overlay and Implants, nothing more). Pinnacle Game Profiler and Xpadder (as far as I know) force you to create from the ground up (or download) a controller profile, which is generally inferior to the game's built-in support. As such, I don't like to use them.

To the PN Team, I'd like to make a suggestion on how to accommodate those of use who are either forced to, or prefer to use a controller. I borrow the idea from gopher's very awesome http://www.newvegasnexus.com/downloads/file.php?id=38328 mod. The mod adds to your inventory "" (control panel) where you manipulate the mod's settings (much like with many other mods). One of the settings allows you to "", which (of course) turns "off" NVSE support for players who prefer not to use it (NVSE). When turned "off", the mod adds "items" to the apparel section of your inventory, one item each for each of the "Hotkey" features of the mod. One example is the "". Each item/activator can then be assigned to any of the d-pad's "Hotkeys", which allows that item's feature to be activated in game.

A controller allows for at least 8 d-pad assignable hotkeys. One possibility would be to add "Controller Support" to PN's control panel, which when enabled, would add the "activators" to your inventory. For each PN function, you could simply create an item, adding the word "Activator" as a suffix. So for example: "", etc. "Variable Zoom" most likely wouldn't work, but you could at least create an activator for "Bullet Time", "Grenade Hotkey" and "Sprint". As far as an inventory icon for the activators, you could create your own images or a generic icon that's already been used for something else.

Appreciate the consideration and apologize if this has already been addressed.

Thank you,

T_K


Don't mean to seem narcissistic in quoting myself, but thought my post may have been overlooked being the last one on page five. I know I'm totally a minority here, nevertheless in the hopes that PN isn't alienated but rather fully accessible to all FNV PC users, regardless of interface, I just wanted to make sure the idea was at least taken into account.

Once again, thanks for the consideration=)
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Kelsey Hall
 
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Post » Thu Aug 19, 2010 12:31 am

http://www.gamesas.com/index.php?/topic/1165988-idea-cs%C2%B2-context-sensitive-controller-support/
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Kayla Keizer
 
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Post » Wed Aug 18, 2010 12:39 pm

Interesting, my install just got FUBAR'd. Trying to load any save causes CTD, except very early ones in which draw distance is about the same that it should show in full detail, even after deleting and replacing both ini files :eek: Also had some corrupted saves earlier that i've never before had with NV. Can't really say what mod, or their combination is to blame though :shrug:

Well, that means a reinstall and restarting with my sniper :hehe:

I did get some broken hand grenades, i think they were a result of me shooting grenades off people hands, but couldn't confirm it. I'll make it an issue once i can.

And now a fresh install CTD's before main menu. I think i broke it for good :blush:
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Alycia Leann grace
 
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Post » Wed Aug 18, 2010 1:39 pm

I just noticed something... It seems that the Dynamic Crosshairs do not account for spread-reducing weapon mods. I just tested on a lever action shotgun with and without the 20ga barrel choke from WMX, and there's no change in the dynamic crosshairs.

Is this caused by a limitation of whatever script functions you used, related to the inability to detect what mods are installed on a weapon? I know that the spread reduction effects work, because if I use the magnetic constrictor on the multiplas rifle, there is hardly any instance of one lone projectile veering far off form the other too like there normally is without the constrictor.

Yes, spread reducing weapon mods are not considered, simply because there's no script function to read it.


Also is there any specific reason for timescale to be set at 20?

Well, it has been tweaked together with the HTS rates as it affects the relation between HTS increase in real time and during resting.
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Skivs
 
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Post » Thu Aug 19, 2010 12:54 am

So for the best increase rates for the needs it's supposed to be at 20? I prefer 12 myself, 20 seems a bit too fast.
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Zosia Cetnar
 
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Post » Wed Aug 18, 2010 6:48 pm

So for the best increase rates for the needs it's supposed to be at 20? I prefer 12 myself, 20 seems a bit too fast.

You can try out some values yourself:
https://spreadsheets.google.com/ccc?key=0AoiEH8ar3jtxdEJfSVZvWGw1b0hGTzI2QVNxVkFYZGc&hl=en&authkey=COCDppsC
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Amber Ably
 
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Post » Thu Aug 19, 2010 2:05 am

That's handy. So with timescale 12 the Courier dies of Sleep deprivation and hunger at little less than 3 days, and of thirst in less than one and half days. Sounds good (gameplay wise) to me.
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Kira! :)))
 
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Post » Wed Aug 18, 2010 7:09 pm

I just noticed something... It seems that the Dynamic Crosshairs do not account for spread-reducing weapon mods. I just tested on a lever action shotgun with and without the 20ga barrel choke from WMX, and there's no change in the dynamic crosshairs.

Is this caused by a limitation of whatever script functions you used, related to the inability to detect what mods are installed on a weapon? I know that the spread reduction effects work, because if I use the magnetic constrictor on the multiplas rifle, there is hardly any instance of one lone projectile veering far off form the other too like there normally is without the constrictor.


Apparently, there's no way to have the crosshair generically detect any weapon mod that reduces spread and have it act accordingly.

However, if you want to prove us wrong, we will eat our words and make it work.
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Emily Jeffs
 
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Post » Wed Aug 18, 2010 12:02 pm

Project Nevada 1.0 r765 is very sweet.

I don't know how you guys do it.


I have one question.

Where do find empty water bottles and how do you fill them?


I'm running Canteen v5d and the empty Canteens no longer will fill when I get a drink and I want to know how do refill water bottles with Project Nevada.


Thanks
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quinnnn
 
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Post » Thu Aug 19, 2010 3:10 am

Hm I don't think we did anything with empty water bottles? Maybe check with FNVEdit if there's some conflicting list between the Rebalance module and anything else you might be using?

Also, I've been working on a changelog. Might be that I've still forgotten a few things, but this list might give the testers a few hints where bugs might be most likely.
[Core]
- Enhanced vision modes and Stealth field are no longer tied to Cyberware and can be enabled and disabled in the control panel
- Added Explosive Entry feature that allows to break locks with explosives
- Added sound effects for primary needs
- Sprint: Added freely configurable hotkey (no longer restricted to walk/run)
- Grenade Hotkey: Added item categories to support mines and placed explosives
- Grenade Hotkey: Added auto detection of new explosives (once they have been equipped at least once)
- Stealth Field: Added support for stealth girl perk
- Enhanced Vision: Added trap highlighting to EM vision
- Enhanced Vision: Tweaked grain and brightness for clearer sight in all vision modes
- Enhanced Vision: Added vision modes for Reinforced Combat armor (and Mk2 variant)
- Bullet Time: Added perk descriptions
- Scanner: Tweaked threat estimation (Deathclaws are no longer a low threat...)
- Visor Overlays: Changed underlying system to enhance extendability and simplify addition of custom overlay textures

[Cyberware]
- Added level 14 perk to give 2 more torso implant slots to the player
- Added level 14 perk to give 2 more head implant slots to the player
- Added a short quest that's started when the player picks up the first implant and completed once the player opens the surgery panel
- Added new head implant that grants slower bullet time
- Added restoration of original implant perks if Cyberware is disabled
- Fixed implant placement in Vault 22 so it still can be obtained after the respective quest

[Rebalance]
- Initial release

[Equipment]
- Initial release

I already noticed that the cyberware interface has some glitches in 765 (stretched textures, 4th slot is selectable even when not active).
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Dan Stevens
 
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Post » Wed Aug 18, 2010 11:55 am

Thanks for the updated change log. Could you explain what the dynamic repair lists and dynamic needs options do?

While looking around your google code page I found https://docs.google.com/drawings/edit?id=1eiF778XlNvrnEeXUVJKAx_C3G-GxLxMzWMHo81VZTtU&hl=en&authkey=COS_nfgK document outlining some features. Are you still planning on adding the AI improvements and if so do you have a estimation of completion?

Edit: I noticed a bug where interactive objects (radio, work benches) will glow blue for about 5 seconds after turning off EM vision.
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Joe Alvarado
 
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Post » Wed Aug 18, 2010 10:02 pm

Saw that too yesterday. Plus the broken grenades after shooting them seems to happen like i suspected, and sometimes after VATS AP restoration stops. I'll try to get those happen a few more times before making an issue of them.

As for the canteen mod, PN's water script overrides the script used in the canteen mod, so that is unusable with PN. "See You Sleep" mod requires setting timescale to 20 to get sleep to reduce at normal rate (I simply a made macro of it for my fancy keyboard :hehe:)

And how exactly does one use Explosive Entry? I do have http://newvegasnexus.com/downloads/file.php?id=40741 mod that allows the same, but as a tester i should test PN's version too :hehe:

Combat difficulty increase is a lot more subtle than with Arwen's mod, but with food healing disabled (to make the best lifegiver, Sunset Sarsaparilla not work) it can get pretty tough with an END 3 character. Also it seems that with Small Frame trait my limbs are constantly crippled, and there's no hydra anywhere. Still, even with AWOP and IWS it's not too bad (except Firetooth Cavern :swear:). I could stand a little more ;)

Oh, and for Wrye Flash users, i set these tags to get everything to import properly:

Equipment:
Deflst
Invent
Names
Relev
Scripts
Stats

Rebalance:
Names
Relev
Stats
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Dewayne Quattlebaum
 
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Post » Wed Aug 18, 2010 9:34 pm

- Added new head implant that grants slower bullet time


Ooh, thanks. What's it called?
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tegan fiamengo
 
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Post » Wed Aug 18, 2010 4:15 pm

Thanks for the updated change log. Could you explain what the dynamic repair lists and dynamic needs options do?

While looking around your google code page I found https://docs.google.com/drawings/edit?id=1eiF778XlNvrnEeXUVJKAx_C3G-GxLxMzWMHo81VZTtU&hl=en&authkey=COS_nfgK document outlining some features. Are you still planning on adding the AI improvements and if so do you have a estimation of completion?

Edit: I noticed a bug where interactive objects (radio, work benches) will glow blue for about 5 seconds after turning off EM vision.

The dynamic repair lists are explained in an earlier posting (previous page or so), same for the dynamic needs.

As for this document, it wasn't updated for quite some time. The AI improvements are not planned, it was just an idea.

And how exactly does one use Explosive Entry? I do have http://newvegasnexus.com/downloads/file.php?id=40741 mod that allows the same, but as a tester i should test PN's version too :hehe:

You just have to detonate an explosive next to a lock. It has to be very close though (min distance is ~150, for maximum power it has to be <75). Its more challenging to break locks with grenades because of that.
A small icon is displayed in your HUD (looks like the DT icons) to indicate success or failure. It's a hardened lock if the explosion was too weak (or too far away). This means there was no chance of success. Otherwise, there's a probability check based on your explosives skill (and luck I think). If its successful, the lock is broken and an opened lock icon is displayed. Otherwise it's a closed lock. And finally, if the explosion was much stronger than the lock, a bursted lock icon is shown. If you opened a container like that, it's contents might be destroyed as well (quest items are safe). For door locks it doesn't really make a difference.

Ooh, thanks. What's it called?

Wired Synapses
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Cayal
 
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Post » Wed Aug 18, 2010 8:09 pm

Every time I read this thread I hope the newest reply is "Okay lets upload it to nexus", instead of "testers gonna test, testers gonna test."
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Cody Banks
 
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Post » Wed Aug 18, 2010 10:19 pm

Patience. And think positively, it is already in the testing stage ;)
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Aman Bhattal
 
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Post » Wed Aug 18, 2010 8:10 pm

Dem bugs, man. Gotta get rid of dem bugs.
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Nicole M
 
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