[RELz] Project Nevada #2

Post » Thu Aug 19, 2010 3:24 am

When will you release the other modules / when will you give us more information about them?

PS: Best...mod...ever... (together with FWE, of course!) ^^
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Joie Perez
 
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Post » Wed Aug 18, 2010 9:12 pm

It may be just the one pair of glasses I picked up, but I find it impossible to actually wear glasses because of all the cracks and scratches that stop my view from all the post-nuclear beauty. Are all glasses and visors (besides high-tech ones) like this?
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Lyndsey Bird
 
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Post » Wed Aug 18, 2010 6:29 pm

Speaking of the health visuals, it was really hard to see in Sierra Madre with them enabled due to the Cloud :hehe:

You can disable it. But to tell the truth- I had no problems here. Just hotkey stimpaks for easy use, that's all. :)


And here's me, actually wanting to be "awesome" and be on critical health for 20 - 25 minutes just so I wasn't wasting resources. Well that and I wanted to see how far I could last without having CASM saving. The full effect comes from iHUD, which makes the effect clear as day without any HUD elements showing. Kinda felt I was tripping out or drunk the entire time. Ended up saving due to getting into the casino and using the auto-doc that apparently restores your health and limbs, not just limbs.
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Emma
 
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Post » Wed Aug 18, 2010 4:39 pm

It may be just the one pair of glasses I picked up, but I find it impossible to actually wear glasses because of all the cracks and scratches that stop my view from all the post-nuclear beauty. Are all glasses and visors (besides high-tech ones) like this?


The amount of cracks depends on their condition, fix them up and there won't be any.
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Tinkerbells
 
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Post » Wed Aug 18, 2010 9:26 pm

I did since i don't like wasting stimpacks in an environment that constantly drains your health. And it made combat more interesting for being constantly at one-hit-kills health :cold:

BTW that heartbeat sound, is it from PN or vanilla? (I forgot :blush:) That would be nice to turn off too.


You can use "PMT - Faint Heartbeat.esp" from http://www.newvegasnexus.com/downloads/file.php?id=35015 which quiets the low health heartbeat sound.
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OnlyDumazzapplyhere
 
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Post » Wed Aug 18, 2010 1:32 pm

The amount of cracks depends on their condition, fix them up and there won't be any.


I can't believe I didn't think about this :facepalm: thanks, and that's actually quite a cool addition to the game.
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Kat Stewart
 
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Post » Wed Aug 18, 2010 3:23 pm

It is. I was once in Crescent Canyon wearing an Advanced Radiation Suit. Some Golden Geckos assaulted me, and i could tell by the ever increasing amount of cracks that the suit was done for :ahhh:
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Fluffer
 
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Post » Thu Aug 19, 2010 12:22 am

I am using a Xbox360 controller for playing NV and your menus and button presses (I also use xpadder) do not work with it.
Will you consider this in your next update?

Menus that do not work:

Cyberware Surgery
Mod config from pause menu

Mods that do not work:
AR Scanner - I have mapped the key "1" on my controller via Xpadder, but it isn′t recognized by the game. The buttons "H" and "G" for the grenades work though!

I hope you take this into account! :)
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Katie Samuel
 
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Post » Wed Aug 18, 2010 12:51 pm

I am using a Xbox360 controller for playing NV and your menus and button presses (I also use xpadder) do not work with it.
Will you consider this in your next update?


Didn't T3T already suggest this and make a thread about it? And are you like the only person that uses a controller on a keyboard because your wrists will forever be useless?
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Marquis deVille
 
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Post » Wed Aug 18, 2010 11:22 am

Didn't T3T already suggest this and make a thread about it? And are you like the only person that uses a controller on a keyboard because your wrists will forever be useless?


I will look for his topic thank you and:

http://en.wikipedia.org/wiki/Xpadder


EDIT:

It′s not exactly like the thing The 3rd Type asked about in his topic.
I just want the "1" key to react like the "H" and "G" keys already do, so that I can map them via Xpadder and use the AR scanner with my gamepad.
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Jade Payton
 
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Post » Thu Aug 19, 2010 2:21 am

So, I was wondering, is each implant only available once? i.e, there aren't any copies of them to find.
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N Only WhiTe girl
 
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Post » Wed Aug 18, 2010 9:08 pm

So, I was wondering, is each implant only available once? i.e, there aren't any copies of them to find.

The implants you can buy (besides the unique ones at dr usanagi) should restock. Other than that most of them are unique in a way that there are not more implants than you could attach. So you can find up to 4 kinetic accelerators (2 arms, 2 legs), same goes for nanobionic weave. The others are unique if I didn't forget any of them.
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Noely Ulloa
 
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Post » Wed Aug 18, 2010 6:21 pm

Hi, Love this mod :goodjob:
How do I go about slowing Bullet time even more? I noticed a host of global values, it's bound be there somewhere.
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Alexandra Ryan
 
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Post » Wed Aug 18, 2010 3:25 pm

Was it updated for dead money? (Sierra Madre Security Helmet visor, etc.)
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pinar
 
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Post » Wed Aug 18, 2010 6:02 pm

Was it updated for dead money? (Sierra Madre Security Helmet visor, etc.)

No, but you can make it, using our manual from Nexus page.
Compatibility patch is planned.
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Ownie Zuliana
 
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Post » Wed Aug 18, 2010 11:38 pm

While I think of it, I've been noticing an odd issue with the new scope effects (variable zoom and animated blur effect); they only take effect every second time I look through a scope. On the alternate times, the scope behaves as in vanilla (no animated blur effect, slow zoom in to full zoom). I also noticed that if I look down the scope (and it works properly), and then do something like open an inventory screen (for example looting a fallen enemy) before looking down the scope again (the alternate time when it doesn't work), the animated blur effect will display when I open the inventory screen.

It's like PN is missing detecting something about my scope useage... or something.

Anyway, here's my load order, in case it's helpful:

Spoiler
FalloutNV.esm
DeadMoney.esm
AmmoSpreadEffectFixer.esm
Caliber.esm
Selective Fire.esm
FNVToolkit.esm
IWS-Core.esm
Inventory Access.esm
AWorldOfPain(Preview)LowLoot.esm
Decrucifixion.esm
New Vegas Redesigned.esm
ELECTRO-CITY - CompletedWorkorders.esm
Ambient Temperature.esm
Project Nevada - Core.esm
Community Bugfix Compilation Patch.esp
CBC Dead Money Patch.esp
dD - Enhanced Blood Main NV.esp
The New Bison Steve Hotel.esp
ASEF - Project Nevada Dynamic Crosshair Patch.esp
UHNV.esp
Light My Flare.esp
Jump Fall Fixer.esp
FPSWeaponWheel.esp
Syc Better Caravan AI.esp
CompanionDisguises.esp
MusicRecovery.esp
PrimmReputation.esp
A Repair Bot.esp
XFO - 9a - Enemies - AI revamp.esp
XFO - 9da - Enemies - NPC Healing - low.esp
VendorBulkBuyFixer.esp
IWS-Core-Civilians.esp
IWS-Core-Guards.esp
IWS-Core-Patrols.esp
IWS-AS-LowSpawns.esp
CASM.esp
T3T_MiscItemIconsNV.esp
Holster.esp
Prospector.esp
Geonox_Riot_Armor.esp
PortableCampsite.esp
DarNifiedUINV.esp
OldGhoulEye-NoHeadbandSlotForHeadgear.esp
Alexscorpion'sNVG.esp
HJLFixedRecipesv090.esp
DragonskinTacticalOutfit.esp
DragonskinNCRPersonnelWearingOutfits.esp
ArmourRepairKits.esp
Bountiful Harvest.esp
Decrucifixion.esp
Decrucifixion - More Victims.esp
Caravaner.esp
UnderwaterFX.esp
UWFXGodrays.esp
NewVegasBounties.esp
mac10.esp
Project Nevada - Cyberware.esp
FO3WeaponsRestoration.esp
Selective Fire - FO3 Weapons Restoration.esp
LibrarianOfTheWastes.esp
OldGhoulEye.esp
OldGhoulEye-ProjectNevada.esp
ManualReload.esp
More Realistic Aiming.esp
AmmoCraftingSchematics.esp
ACS-CaliberX.esp
WeaponModsixpanded.esp
WMX-DeadMoney.esp
WMX-ModernWeapons.esp
WeaponModsixpanded_FO3WeaponsRestoration.esp
AntistarTweaks.esp
Mail Order Catalogs WMX DLC PopUp.esp
ELECTRO-CITY - IncreasedWastelandSpawnCOMPATIBILITYPatch.esp
Nevada Skies - URWLified.esp
Ambient Temperature - URWLified Nevada Skies.esp
ELECTRO-CITY - Imaginator.esp
Powered Power Armor.esp
Ambient Temperature - PPA.esp
HUD Extended.esp
HUD Extended - Ambient Temperature.esp
Imp's More Complex Needs.esp
Ambient Temperature - IMCNNV.esp
IMCNNV - HUD and Hotkeys.esp
IMCN - AntistarTweaks.esp
StimpakCounterNV.esp
AntistarMergedPatch01.esp

Total active plugins: 86
Total plugins: 95


I tested it without Powered Power Armor and FPS Weapon Wheel in case they were interfering somehow, but there was no change. I haven't done any other tests yet.


Edit: Oh right, also; I have 'look down scope/iron-sights' bound to left-ctrl (I'm one of those weirdos who doesn't use standard WASD controls).
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Paula Rose
 
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Post » Wed Aug 18, 2010 9:14 pm

Hmm, I'd bet money that might be it. I thought the script was reliant on it being on Left-Alt... But I couldn't tell you for sure though, just speculation on my part.
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Mark
 
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Post » Thu Aug 19, 2010 12:57 am

Hmm, I'd bet money that might be it. I thought the script was reliant on it being on Left-Alt... But I couldn't tell you for sure though, just speculation on my part.


I gave it a go with it bound to left-alt, but there was no change. I didn't try resetting to default though (didn't want to rebind my keys all over again).
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clelia vega
 
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Post » Wed Aug 18, 2010 11:48 pm

So here's an odd thing: I started a new game, and it seems to be working correctly now. Maybe something went awry when I bound PN hotkeys the previous time around.
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Lewis Morel
 
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Post » Wed Aug 18, 2010 3:11 pm

Don't know what to make of that, honestly...
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Killer McCracken
 
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Post » Wed Aug 18, 2010 9:32 pm

The implants you can buy (besides the unique ones at dr usanagi) should restock. Other than that most of them are unique in a way that there are not more implants than you could attach. So you can find up to 4 kinetic accelerators (2 arms, 2 legs), same goes for nanobionic weave. The others are unique if I didn't forget any of them.

This brings up a point.

I realize that you have made a design decision in only allowing a subset of implants to be attached at any one time (switching them out is ludicrous due to the fact that they are constant effect and the method of installation is cumbersome—it is only useful if one later makes a value judgment that a different implant would be better for one's play-style.) While some may differ (I do) it's a valid design decision and there is no "right" or "wrong" over which to argue. I do think, however that if a player has obtained all of the original vanilla implants they should be allowed to remain (or be reinstalled.) I haven't sat down and done a one for one comparison, but I believe a couple have been assigned to the same slot.

That said, there is one implant placed in a cave accessed through a vault. Unfortunately that cave becomes inaccessible after the quest involving that vault is completed. Anyone loading Project Nevada after completing that quest (like me) would never gain access to that implant. Could I suggest that it be moved into the vault proper, or another location?
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Etta Hargrave
 
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Post » Wed Aug 18, 2010 11:32 pm

This is probably a stupid question but; how do you sprint?
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Laura-Jayne Lee
 
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Post » Thu Aug 19, 2010 2:57 am

Shift Key by Default, you can change it in the mod menu thingy.

By the way, love your name.
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Harry Leon
 
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Post » Wed Aug 18, 2010 12:29 pm

Shift Key by Default, you can change it in the mod menu thingy.

By the way, love your name.


Thank you, and thank you. Mine was actually 'O' by default for some reason, and I had to go to the actual Fallout New Vegas controls through the pause menu and re-map the 'Run' key to shift. Oh well, all that matters is that everything's working now, and this mod is sweet.
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Kelsey Anna Farley
 
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Post » Wed Aug 18, 2010 7:12 pm

So I figured it's been quite some time since you guys have seen anything regarding the progress of the equipment module. Well, I'm going to give you a sneak peek at two new weapons :)

First is the http://img585.imageshack.us/f/ingame09.jpg/.

Second is the unique .44 Pistol called the http://img705.imageshack.us/img705/1346/screenshot42l.jpg.

As to why the 5mm SMG is one handed, well lets just say there were some troubles with the animations (and there still are with the magazine after reloading :P). We're working on getting it fixed though.
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James Wilson
 
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