[RELz] Project Nevada #2

Post » Thu Aug 19, 2010 2:04 am

Hey guys, I downloaded this mod and I love it so far. Sprinting really helps get around faster. I also like how items are placed throughout the game world in 'logical' places, I was exploring a building a few days ago and ran into a Kinetic Accelerator item lying on the floor. Totally cool. I did miss the Goodsprings item drops but only because I installed the mod after I started the game. Haven't found the rest of the cool implants yet.

One small problem I'm having. I'm playing the game on 3 monitors (my resolution is 3x1920x1080) and the new HUD elements seem to ignore the [Interface] INI settings. My HUD is centered, but the e.g. "Grenade icon" is off to the right monitor.

In particular, the UI should obey these settings from Fallout INI

[Interface]
iSafeZoneXWide
iSafeZoneYWide
iSafeZoneX
iSafeZoneY

Unfortunately I'm not really sure how exactly these values translate to pixel offsets (but I do know e.g. iSafeZoneX is how many 'units' the HUD is from the left-most edge of the screen). It also affects the main menu. Dialogue, pipboy, bartering, etc is already centered and unaffected.

Also the masks stretch across 3 monitors, probably not much you can do about that without writing special multi-monitor code (don't bother). Personally I wouldn't want to have the side screens blacked out when wearing a mask, I guess the mask could be center screen only (and side screens no mask) but would that be weird? Or you could just make the masks obey the iSafeZone settings. Keep in mind the default settings are iSafeZone*=15 (15 for all 4 parameters)
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Nancy RIP
 
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Post » Wed Aug 18, 2010 8:36 pm

Any eta on the next major update?
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George PUluse
 
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Post » Wed Aug 18, 2010 1:23 pm

Well, we've got the redesigned Plasma Weapons that's like a hybird cross of the Plasma Caster/Rifle and Plasma Defender/Pistol...



Ooo, got screens?
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Georgine Lee
 
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Post » Wed Aug 18, 2010 6:31 pm

One small problem I'm having. I'm playing the game on 3 monitors (my resolution is 3x1920x1080) and the new HUD elements seem to ignore the [Interface] INI settings. My HUD is centered, but the e.g. "Grenade icon" is off to the right monitor.



Interestingly enough you guys do have a few UI icons which obey it, the energy level when using stealth field implant is next to the HP element which works great. On the other hand, I found the AR scanner is all the way to the left, which is no good :(.

I uploaded a screenshot here http://steamcommunity.com/id/downtown1/screenshot/578919280584074880 . Notice how the HP/AP bars are towards the middle, they would be in the center screen on a 3-monitor setup.

(you may notice radarhud mod, it actually had the same problem as well, but since there's an in-game way to change the HUD position I just moved the x-position until it was in the middle)
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ImmaTakeYour
 
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Post » Thu Aug 19, 2010 1:03 am

Ooo, got screens?


http://steamcommunity.com/id/T3T/screenshot/540638652595984910?tab=public

http://steamcommunity.com/id/T3T/screenshot/540638652595988330/?tab=public

You know how Annie is your trademark dudette? This is my Trademark dude, Jerret.
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sarah
 
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Post » Wed Aug 18, 2010 1:43 pm

Might I also add that the Plasma Disruptor is unique in the fact that it can fire semi-auto or charge up a single huge shot. The more ammo you charge it with the bigger the projectile/blast radius. It's a fun little weapon :)
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Spencey!
 
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Post » Wed Aug 18, 2010 11:34 pm

Forgot that bit, thanks Zealotlee.

In case anyone missed it...

http://steamcommunity.com/id/T3T/screenshot/540638652595984910?tab=public

http://steamcommunity.com/id/T3T/screenshot/540638652595988330/?tab=public
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Jonathan Egan
 
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Post » Wed Aug 18, 2010 6:41 pm

How about an Icon Showcase?

Weapons

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/HighRoller.png

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/P90-1.png (makes the FWE one look extremely childish in comparison)

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/PlasmaSniper.png

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/TriShooter.png

Grenade Hotkey

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/Mines_BottleCap.png

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/Mines_Frag.png

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/Mines_Pulse.png

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/Mines_Plasma.png

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/Mines_C4.png
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Alex Vincent
 
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Post » Wed Aug 18, 2010 9:26 pm

Really awesome looking icons and Guns. I can't wait for this release.
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ImmaTakeYour
 
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Post » Wed Aug 18, 2010 12:34 pm

that triple-barreled one is going to rip your arm from your socket. Firing two shells at once is bad enough...
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Allison Sizemore
 
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Post » Wed Aug 18, 2010 2:29 pm

One barrel at a time, baby.
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Alexis Estrada
 
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Post » Thu Aug 19, 2010 12:34 am

Would it be possible to add an option to give the sprint function it's own key? (freeing the walk/run to those who like using it).
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natalie mccormick
 
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Post » Wed Aug 18, 2010 3:13 pm

Would it be possible to add an option to give the sprint function it's own key? (freeing the walk/run to those who like using it).


Hm? I'm not having any such problem. I have my walk/run toggle set to the shift key and sprint is alt.
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Guy Pearce
 
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Post » Wed Aug 18, 2010 5:09 pm

Hm? I'm not having any such problem. I have my walk/run toggle set to the shift key and sprint is alt.

How did you do that?
I see no option to change the sprint hotkey in the menu.
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Adam Baumgartner
 
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Post » Wed Aug 18, 2010 7:27 pm

your sprint hotkey is the same key you use to run. AutoRun toggle is something else. I have my autorun toggle on shift, and my run on alt, which is taken over by PNevada's Sprint.
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Pete Schmitzer
 
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Post » Wed Aug 18, 2010 7:31 pm

your sprint hotkey is the same key you use to run. AutoRun toggle is something else. I have my autorun toggle on shift, and my run on alt, which is taken over by PNevada's Sprint.

Quite right.
I was asking if it's be possible to separate sprint to its own key and not highjack a default function.
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Penny Wills
 
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Post » Wed Aug 18, 2010 11:03 pm

I figured I'd give you another look at an upcoming energy weapon that I'm making from scratch. Presenting the RAIL CANNON!

http://img51.imageshack.us/img51/2013/render11.jpg
http://img851.imageshack.us/img851/605/render12.jpg
http://img19.imageshack.us/img19/4962/render13.jpg

It's an over-the-shoulder weapon that will be extremely powerful, as in it will do almost double the damage of the gauss rifle. Of course it'll use up 10 MFCells per shot :). The high poly model is all done and I'm currently working on the low poly model. I still have to make tweaks to it for when I go to bake the high into the low (not entirely sure how some of it is going to turn out) and then make the texture. We've still got some work to do on the equipment as far as integrating everything goes but I really think we can be done with it in less than a month if we all try hard enough :).
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Siidney
 
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Post » Thu Aug 19, 2010 3:28 am

It looks awesome and all, but... is it really necessary? The Gauss rifle will already pretty much obliterate anything if you hit it right.

However... Thank you for not classing it as a Guns weapon.
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Marcin Tomkow
 
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Post » Wed Aug 18, 2010 9:49 pm

Rail Gun looks sweet!

i am fine with a weapon thats stronger than the gauss rifle- as long as npcs use it as well.

anyway, i am really looking forward to this weapon add-on! seems like it will add some much needed variety to energy weapons and differentiate them from guns more.
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loste juliana
 
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Post » Wed Aug 18, 2010 8:11 pm

Well, who do you think should carry these bad boys?

I don't know what we're doing with that yet, but I'm interested in your opinions.

The Rail Cannon I think will be the "signature weapon" people will associate with PN like the .223 Pistol was with FWE...
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Yung Prince
 
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Post » Wed Aug 18, 2010 11:22 am

Seems like this mod will have a ton of weapons, if you do have unannounced one's, which would be awesome...the Rail Cannon is incredibly over-the-top, and...I love it.
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Elea Rossi
 
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Post » Thu Aug 19, 2010 2:50 am

Still not sure what the point of the rail cannon is, gameplay-wise. The Gauss rifle can do the job of big game hunting for E-weaps probably for smaller pack size, less strength and skill requirement, loaded with MaxCharge cells, and possibly the ammo upgrade from WMX (in the event you need a double-tap).

Unless it has some fancy scripted effect on it, it just seems wholly redundant, in the purview of http://tvtropes.org/pmwiki/pmwiki.php/Main/AwesomeButImpractical.
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Janine Rose
 
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Post » Wed Aug 18, 2010 9:35 pm

I'm guessing it's going to be a big 2h weapon like the Tesla Cannon...? Otherwise I'd suggest you do make it guns and not energy. It would be the alternative for non-energy weapon users, and it's not a difficult stretch of the imagination to say it would be a gun category. Just add a new ammo type (some sort of metal slug) for it to use and voila.

If neither of those then yea it seems kind of superfluous. But hey, at least it looks good!
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Sarah Evason
 
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Post » Thu Aug 19, 2010 2:36 am

I figured I'd give you another look at an upcoming energy weapon that I'm making from scratch. Presenting the RAIL CANNON!

http://img51.imageshack.us/img51/2013/render11.jpg
http://img851.imageshack.us/img851/605/render12.jpg
http://img19.imageshack.us/img19/4962/render13.jpg


Whoa! :drool: My cyborg EW chick will be happy to get her hands on that beast ;)

Though Mad Cat makes a good point, seems a bit redundant, but i'll be judge of that once i get to try it :hehe: And my humble opinion still is that railguns count as energy weapons, not guns (like you have intended). The slugs are so fast and so small that it's more like firing a laser than a sniper rifle.

And here's the obligatory "are we there yet?" question. Sorry :blush:
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Danii Brown
 
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Post » Wed Aug 18, 2010 2:15 pm

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 couple features of Project Nevada (specifically Dynamic Crosshair and Implants). 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
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Adam Baumgartner
 
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