[RELz] Project Nevada #2

Post » Wed Aug 18, 2010 11:07 pm


P r o j e c t
============
NEVADA


Team: snakster, Kai Hohiro, delamer, T3T, Zealotlee, Yukichigai, x-quake, TheCastle, Mezmorki

Current Version: 1.0

>>> http://www.youtube.com/watch?v=juMWKWR_BCo&hd=1 <<<

>>> http://www.newvegasnexus.com/downloads/file.php?id=40040 <<<

*********************** IMPORTANT ****************************

The following mods/utilities are required for Project Nevada:

* http://nvse.silverlock.org/

* http://www.newvegasnexus.com/downloads/file.php?id=36901 is HIGHLY recommended for properly installing and setting up Project Nevada.

*************************************************************

Introduction

Project Nevada is a mod aiming to make Fallout: New Vegas a more interesting - eventually more challenging - but surely more fun experience for you.
Created by the team responsible for the Fallout 3 Wanderers Edition (FWE), we're leaving the barren DC wasteland behind and move on west to new, exciting regions.

Project Nevada is not an overhaul, instead it's organized as a set of themed modules.
Each module can address different aspects of the game and target different audiences, but they are also designed to work in conjunction.
Our vision is to allow players picking the modules they want and using them together with any mod they like, instead of forcing them to make the all-or-nothing choice.
See the next sections for detailed descriptions and features of all current modules.

Further general objectives and design concepts are:

* Easy installation and setup; no load order or complicated dependencies.

* Great customization through different modules and an ingame menu

* Rather keep things straight forward and enjoyable than overly complicated and tedious.

* Avoid changes that could conflict with other mods unless they are absolutely necessary.

* Blend features in as good as possible - players shouldn't feel reminded that they're using a mod.


Module Overview

<Core>

Module Version: 1.0

The Core module is the foundation of Project Nevada, and as such required by all other modules.

It adds the gameplay features found in popular first-person-shooter games that were missing in New Vegas.
Some of those features are improved versions of already well-known Fallout 3 mods, like the Grenade Hotkey, Bullet Time or Sprint.
All of them are rewritten from the ground up, with exciting new features like the support for several VATS perks in Bullet Time and support for throwing weapons with the grenade hotkey.
Others are brand new, like the Dynamic Crosshair that changes it size according to the current weapon spread.
Each of those features can be individually enabled or disabled in-game. They are fully script-based to play along well with other mods.

To allow customization, the Core module implements a Control Panel, which can be accessed directly from the pause menu.
Other mods may extend the Control Panel without conflict and make use of the provided methods for streamlined hotkey assignment.

Since the Core module avoids conflicting changes, players are free run it alongside any other mods, including their favorite overhaul.

Details:

Selectable Features
* Dynamic Crosshair
* Bullet Time
* Sprint
* Grenade Hotkey
* Variable Zoom for scoped weapons
* Slower Backpedaling
* First-person Visor Overlays for helmets

Infrastructure
* Extensible Control Panel
* Streamlined Hotkey Management


<Cyberware>

Module Version: 1.0

Even though humanity nuked itself back into the Stone Age, you don't have to fight with sticks and stones.
Some of man's most advanced technological creations have been preserved - and the Cyberware module gives you the chance to obtain them!

Practically this means new features are associated with cybernetic implants and high-tech equipment.
Examples include enhanced vision modes for power armor helmets and bionic legs allowing you to charge towards your enemies with super-human speed.

While for equipment existing items are used, the cybernetic implants come with a custom interface to attach and manage them.
Unique implants that grant powerful abilities are placed all over the wasteland in rewarding locations.
Other, less powerful implants can be obtained from selected vendors, though with the proper Science skill those can be upgraded up to 3 times.

The whole system is balanced by several mechanisms, like limiting the number of implants that can be attached at the same time, or requiring energy supply for special equipment.

Details:

Head Implants
* AR Scanner: Real-time target anolysis
* Bionic Eyes: Enhanced vision modes
* Empathy Synthesizer: Charisma +1
* Logic Co-Processor: Intelligence +1
* Optics Enhancer: Perception +1
* Probability Calculator: Luck +1
* Voice Modulator: Speech +2(3,4,5), Barter +2(3,4,5)

Torso Implants
* Adrenaline Booster: AP regeneration bonus for kills
* Hypertrophy Accelerator: Strength +1
* Monocyte Breeder: Health regeneration
* Nociception Regulator: Endurance +1
* Reflex Booster: Agility +1
* Stealth Nano-Bots: Controllable stealth field
* Sub-Dermal Armor: DT +4
* Synthetic Lungs: 25% lower Sprint AP drain, water breathing

Arm Implants
* Kinetic Accelerator: Attack and reload 25% (50%) faster during bullet time
* Nanobionic Weave: Limb regeneration
* Hand Stabilizer: Lockpick +2(3,4,5), Repair +2(3,4,5)
* Motor Memorizer: Guns +2(3,4,5), Energy Weapons +2(3,4,5)
* Neural Datatool: Science +4(6,8,10)
* Razor Nails: Unarmed critical chance and damage increased by 25% (40,55,70)

Leg Implants
* Kinetic Accelerator: Surroundings slowed down by 25% (50%) during sprint
* Nanobionic Weave: Limb regeneration
* Tread Damper: Sneak +4(6,8,10)
* Weight Absorber: Carry weight +10(20,30,40)

Tech
* Enhanced vision modes for power armor helmets and other advanced headgear
* Stealth Boy field is controllable and status is displayed in the HUD


<Equipment>

Module Version: Not yet released!

The Equipment module brings new weapons and armor to the Mojave Wasteland.
Source of these items are the many excellent creations produced by the modding community, as well as those created by our own team.

We aim to include only weapons and armor of high quality that fit well within the New Vegas environment and the Fallout universe in general.
To ensure a seamless integration, the new items are carefully balanced and placed at appropriate locations, including vendors and loot lists.

Details:

To be announced.


<Rebalance>

Module Version: Not yet released!

This module aims to bring back the challenge and balance known from Fallout3 Wanderers Edition and includes many tweaks to the FNV gameplay and difficulty.
Combat will be quicker and deadlier and survival much harder.
These changes are aimed to be very subtle and non-intrusive, making the game more challenging without inconveniencing the player.

Details:

To be announced.


Installation

We really recommend using the Fallout Mod Manager to install Project Nevada!
It will automatically copy the right files and take care of any conflicts with already installed mods.
So before you can get started, you have to choose whether you want to do the FOMM installation (recommended) or a manual installation.

Remember: The Core module is required in any case! If you don't like a specific feature, you can disable it in-game.

Automated Installation with FOMM

1. Start FOMM and click on Package Manager.

2. In the top-right button menu, click on Add FOMod and select the downloaded archive file.

3. Project Nevada will now appear in the list. Select it and click Activate.

4. In the installer window, select the modules you want, then click Install. If you are prompted to overwrite anything, click Yes to All.

5. Done!

OR

Manual Installation

1. Locate the Data/ folder in your Fallout New Vegas installation directory. Typically it's found at Program Files/Steam/SteamApps/common/fallout new vegas/Data/.

2. Extract the contents of the downloaded archive file to your Data/ folder.

In case you are using any mod that modifies the interface:
3. Locate the Data/optional/ folder. In there, copy the contents of following directory your Data/ folder, depending on which interface mod you are using:
* Darn UI, if you're using DarNified UI.
* MTUI, if you're using MTUI.
* Remember, if you're using the default interface you can just skip this step.

4. In the New Vegas Launcher, click on Data Files and select the plugins you want.

5. Done!


Troubleshooting

* Problem: My game crashes right after starting it!

Yes, that's pretty annoying! There are basically two things that can cause this:

1. A missing master file (some plugins depend on other plugins, and if they can't find them the game crashes)
If related to Project Nevada, this happens if you didn't install the Core plugin (which is required by all other modules).
Fix it, by installing the Core module as well.

2. A missing interface file.
This one is a little trickier. If an interface file is used somewhere that does not exist anymore, the game crashes.
To fix it, delete the menus/ folder in your Data/ directory, then reinstall any interface-related mods (for example MTUI, DarnUI, but also Project Nevada since it uses those interface files as well).


* Problem: After I load a savegame, a message box tells me that Project Nevada wasn't properly installed.

Again, two things that can cause this:

1. Project Nevada wasn't properly installed... If you did a manual install and forgot to follow step 3 in the guide above, this is
what happens. To fix it, install Project Nevada properly as described in Section 3.

2. If this problem suddenly occurs when you were already running Project Nevada successfully, this means some other mod overwrote an interface file.
With FOMM, this should be fixed by simply deactivating Project and then activating it again.
If you don't use FOMM then this is where things will get complicated.
First you have to find out which other mod causes the conflicts, then with that specific information you can ask for help in the comments.


* Problem: After I installed Project Nevada, my game is lagging/stuttering more than usual.

Even though we tried to optimize our scripts as good as possible, they can still cause considerable strain especially if your computer barely meets the minimum system requirements for Fallout: New Vegas.
You should try out the http://www.newvegasnexus.com/downloads/file.php?id=34832, in most cases it will will significantly increase performance.
If that doesn't help, try deactivating some of the features, for example the crosshair recoil or visor overlays.


* Problem: Since I installed Project Nevada, my game is very unstable and crashes all the time!

Personally, I've been playing with Project Nevada for over 20 hours without a single crash. Same goes for our other testers.
So currently the mod is not known to cause any instabilities. The problem is most likely somewhere else.


* Problem: After I installed Project Nevada MANUALLY, another interface-related mod is no longer working.

Unfortunately, when doing a MANUAL installation this can't be avoided. Either the last installed UI mod automatically overwrites files of all previous ones, or installation will become very complex for the user.
We chose the former. If you can't fix the problem yourself by editing the XML files, the solution is simple - just use the FOMM installer, it should automatically resolve any conflicts.


If your problem wasn't covered here, describe your issues in the thread. Surely someone will be able to provide assistance.


Credits

lespaul678 - Sprint exhaustion sounds (male)
Gopher - Heat vision effects
Max Tael - MTUI compatibility files
DarN - DarNified UI compatibility files
Ugluxy - Textures for the visor damage effects

Thanks to our external testers, who helped a great deal with improving the overall quality of this mod:
gyshall, mikekearn, Ren Lotus, robber804, ToJKa (in alphabetical order)

And - last but not least - thanks to the NVSE team, because without their Script Extender creating this mod wouldn't have been possible.


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Philip Rua
 
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Post » Thu Aug 19, 2010 1:10 am

Yes, but you'll have to do some modifications yourself. The stealth and vision mode features are part of Core, the cyberware module does in this case is switching them on. So it boils down to setting some globals (PNxCEnableStealthField, PNxCEnableVisionMode) and adding items to lists (see the modder's guide linked at the bottom of the nexus description).


...OK...

Question then: Why not turn them on and/or control them via the menu in the Core module? I understand that aspects of the cyberware would rely on those functionalities as well, but why lump the basic stealth and vision functionality in with the Cyberware module in this case?

...I can appreciate the desire for keeping things "flavored" by module, but this... well, unless I'm missing something, it seems to arbitrarily reduce the "Great customization through different modules and an in-game menu" aspect of the mod. I'd think that anything that was a simple setting to turn on or off (do stealthboys act normally, or under control? do PA helms have vision options or not?) should be in the Core module and controlled by the menu -- leaving separate modules to be more "single major feature set per esp", rather than multiple things that could easily be separated.

(Note: I'm not trying to be challenging or pee in your breakfast-cereal-of-choice. I have a great deal of respect for the work you do, I'm just hoping to avoid the problem I had with FWE - where there was functionality that I wanted, but too much that wasn't configurable that I didn't want... and while in this case, yes I could create some modifications on my own... if at all possible, I'd prefer to be able to turn off and on the parts of PN that I want with the official module files - that way I can easily stay updated with new changes/additions to the mod, without having to worry about updating my tweaks, etc)

- DU
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Catharine Krupinski
 
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Post » Wed Aug 18, 2010 8:47 pm

Does PN2 replace PN or is it basically just an update for PN?

Oh yeah, BTW. I love this mod. I didn't realize that when you put on head wear that is in disrepair it reflects the damage. I've always found items that were in full repair and never noticed a difference. But last night whilst wandering around Dead Money I found a pair of tinted glasses that were pretty busted and I put them on. The lenses were scratched and had holes in them and every time I found another pair of glasses I repaired them and with each new repair the damage was less and less. Great job!!!
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Chris Ellis
 
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Post » Wed Aug 18, 2010 3:44 pm

Well I don't really remember the reasons behind every design decision. I think it was something like Core features were supposed to run all the time, and when you disabled them the script stopped itself, until it was started again by an external controller. Then you have common base features reused by several mechanisms. A single stealth script for stealth boys, stealth armors and stealth implants. Then there's a sprint script that has to be normal sprint, or bullet time + sprint for the implant boosts, and bullet time itself that has to support multiple operational modes as well. And all of that has to be implemented so you don't end up with n different variations of the same script, or one giant script that's totally overburdened and impossible to comprehend/maintain/debug later. And I got sidetracked... :)

Anyway, as I said, for all other features, turning it off meant stopping the respective script completely. When stopping the stealth script together with using Cyberware that would've essentially been a menu option to make the stealth implant useless. Which doesn't really make sense...

So at that point I saw three choices for the menu option:
Menu option to disable stealth mode script completely => If used with cyberware, that disables certain implants. But you don't want implants disabled if you're using cyberware. So no.
Menu option to disable stealth mode script partially (disable it for armors? stealthboys?) => the script will always run, even if it's disabled and you're not using cyberware. that's inconsistent when compared to how all other features behave.
No menu option to disable stealth mode, instead disable it by default and enable it when using cyberware => seemed like the best choice to me at this time so that's how it was done.

There was another option I didn't think of at that time:
A menu option to disable stealth mode script completely, and cyberware forces it on once the implant is attached. That's like it's done for Bullet Time + Sprint and the respective implants. Would still be a little more complicated for the stealth field, but that's something we can consider for the next version.

And while I'm at it, I'm a friend of KISS myself. Standalone bullet time/sprint mods don't have to support all kinds of cross-effects from other features or modes. But if our bullet time is supposed to work so that without any implant you move at half speed, with one accelerator implant you move at 75% and with two of them you move at full speed, and increasing reload/attack speed can only be done with perks which use static values, then you either have to accept that by making the base slowdown configurable it will no longer behave as you planned (= negative consequences for balance?), or you have to add separate speedup perks for every setting (= things get complicated). There will be a time when we expose all the globals that are already there with some configuration interface, but currently it's not a priority.

Does PN2 replace PN or is it basically just an update for PN?

It's just thread number two because the old one reached the post limit :)
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Jodie Bardgett
 
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Post » Thu Aug 19, 2010 12:03 am

Aww man, I got excited. I thought this was a new version. I guess reading comprehension owns me. LOL!!

I really enjoy this mod just like I did FWE.

I do have one question though, is there any way to remap the sprint key? It seems it's permanently tied to my run key and I don't want it there.
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Lindsay Dunn
 
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Post » Wed Aug 18, 2010 6:09 pm

Hello all awsome peeps!

Since im currently at work ive not had the time to read all the posts so im just gonna ask you a fast question; i installed the new dlc and the new version of NVSE today but when i started playing a pop-up informed me that PN wouldnt work correctly since apparently i didnt have the corrrect version of NVSE installed. only had the time to try to sprint but it wouldnt work.
Is the new version of NVSE not compitable with the "old" PN?
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Daniel Brown
 
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Post » Wed Aug 18, 2010 12:05 pm

Hello all awsome peeps!

Since im currently at work ive not had the time to read all the posts so im just gonna ask you a fast question; i installed the new dlc and the new version of NVSE today but when i started playing a pop-up informed me that PN wouldnt work correctly since apparently i didnt have the corrrect version of NVSE installed. only had the time to try to sprint but it wouldnt work.
Is the new version of NVSE not compitable with the "old" PN?

No, PN should work fine with the new patch. Make sure you installed NVSE correctly, i.e. in the game folder and not in the Data/ sub-folder.
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Amanda savory
 
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Post » Wed Aug 18, 2010 11:22 am

I have installed it at the right location but i'll try to reinstall it again and see if that works.
Thanks!
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Ashley Hill
 
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Post » Wed Aug 18, 2010 2:03 pm

schlangster,

Hopefully you don't think I'm being argumentative - not my purpose here at all - just talking out my POV on the matter for whatever that's worth.

Anyhow, I can see what you're saying about script complexity with regards to sprint and bullet-time, since there are implants that directly impact the basic functionality of those scripts --- at a glance (not looking under the hood of PN - yet) from the implant descriptions listed, I'm not seeing why a separate script for stealthboys from nanobots and/or armor would be that problematic. Sure it means separate scripts to maintain and duplication of some code, but the trade-off would be increased flexibility as well as both scripts being simpler than the single combined script would be. *shrug* That may just come down to a matter of taste.


That having been said, IMO it would be fine to go with your first "option" (have the menu option that if turned off would break the cybernetic stealth functionality) and just have a warning when someone turns it off in the menu, that this will break some functionality for users of the cyberware module. (If you wanted to get fancy, you could also add a check when that implant is installed to see if the script is running, and if not issue a warning message)


While I understand why you leaned away from adding a menu option that would break additional functionality for some users... personally I'd vote for putting it in with a warning when it is turned off --- that way people like me can have the configurability that we want, rather than have it taken away from us in order to protect other users from their inability to pay attention to a warning message. :)

- DU

PS. I see your point regarding bullet-time complexity. Just to point out the Devil's Advocate point of view... in this case you're robbing Peter to pay Paul. You're leaving out functionality that would benefit users of the core module, in order to protect balance issues that would come up if someone were using an optional module. In my own opinion, the whole point of adding the configurability is so that users of the mod can (easily) make up their own minds about what feels balanced. You set a default saying, "This is how we suggest you run it" - and anyone who wants to run it differently does so at their own peril (with regards to balance). By not providing that option in the name of protecting balance... you are instead forcing your opinion of what is balanced, on your users - rather than providing them your recommendation, and the power to determine their own destiny.

Note: I'm only arguing the philosophy here, not trying to tell you that you're doing anything wrong or need to adjust your priorities. As always, just tell me to shutup if I become to annoying. :)
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Greg Cavaliere
 
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Post » Thu Aug 19, 2010 1:13 am

Does Razor Nails boost all Unarmed attacks, or only attacks that are specifically unarmed? I would assume the latter, but even with level 3 nails I seem to be better off with a set of knuckles.
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Steph
 
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Post » Thu Aug 19, 2010 1:47 am

Question - how do I upgrade an implant?

Also, those limb regen implants - do they affect all limbs regardless where it is installed, or does arm implant only heals arms, leg for legs?
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Gwen
 
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Post » Wed Aug 18, 2010 9:31 pm

Question - how do I upgrade an implant?

Have it in your inventory (not installed) and take it to a workbench. You'll need Science and an item (often scrap electronics, but varies by implant).
Currently only some implants can be upgraded, I don't know if the rest will become so (though I'd guess not).
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Eve Booker
 
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Post » Thu Aug 19, 2010 2:27 am

Ah, cool, haven't thought of a workbench.

Another question about razor nails implant crit chance boost: is it additive? E.g. if I have 20% base chance will it become 45%? Or multiplicative (20->25)? Also, if I'd install a second implant into other arm, would I get more boost? I noticed that weight absorbers for legs work together.
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Kellymarie Heppell
 
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Post » Wed Aug 18, 2010 1:00 pm

On the subject of cyberware, if I have kinetic accelerators in my arms when I activate bullet time will everything else slow down more than usual while I act at normal speed, or will I act extra-fast while everything else is slowed down a normal amount?
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Tammie Flint
 
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Post » Wed Aug 18, 2010 11:53 am

The master at work.

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/Mines_C4.png

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

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/Mines_PowderCharge.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_Plasma.png, & http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/Mines_Pulse.png Mines
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Lilit Ager
 
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Post » Wed Aug 18, 2010 12:10 pm

any updates on the rebalance/equipment modules? i can't find a realism mod that will tide me over until this is released lol, none of them feel right
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alyssa ALYSSA
 
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Post » Thu Aug 19, 2010 3:54 am

Does Razor Nails boost all Unarmed attacks, or only attacks that are specifically unarmed? I would assume the latter, but even with level 3 nails I seem to be better off with a set of knuckles.

They should boost all unarmed attacks, at least the perk says it does that. I know it doesn't make THAT much sense, but well I couldn't think of a way to check for gloves or something like that.

Also, those limb regen implants - do they affect all limbs regardless where it is installed, or does arm implant only heals arms, leg for legs?

They affect only the limb they are installed in.

On the subject of cyberware, if I have kinetic accelerators in my arms when I activate bullet time will everything else slow down more than usual while I act at normal speed, or will I act extra-fast while everything else is slowed down a normal amount?

Time will always be at slowed down by 50%. With one accelerator attack and reload are only slowed down to 75%, and with two they aren't slowed down at all.

The master at work.

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/Mines_C4.png

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

http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/Mines_PowderCharge.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_Plasma.png, & http://i37.photobucket.com/albums/e67/thelaserman/Fallout/HD%20Icons/Mines_Pulse.png Mines


And to give those some more context, they'll be part of the improved grenade hotkey, that now supports mines and placed explosives. To make it more usable, things are organized in categories:
http://www.imagebanana.com/view/l661abp3/ScreenShot137.jpg
Of course those icons are only visible when category-selection-mode is active (it will be enabled by holding down H).

any updates on the rebalance/equipment modules? i can't find a realism mod that will tide me over until this is released lol, none of them feel right

Nope, no updates yet sorry :)
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Julie Ann
 
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Post » Wed Aug 18, 2010 2:51 pm

I've had this installed a couple of days with this new character and just found some sunglasses. I put them on along with a change of other gear and then couldn't figure out why It looked like someone had been throwing rocks at my monitor. I thought it was screen effects from low health at first but I finally figured out the sunglasses were badly in need of repair. These effects are just great :thumbsup:
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lexy
 
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Post » Wed Aug 18, 2010 8:22 pm

Speaking of the health visuals, it was really hard to see in Sierra Madre with them enabled due to the Cloud :hehe:
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Ross Thomas
 
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Post » Wed Aug 18, 2010 4:52 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. :)

ladyhawke
These effects are just great

In the next version we will have much more effects, which can be named as "great" :)
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casey macmillan
 
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Post » Wed Aug 18, 2010 6:26 pm

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


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.
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Josee Leach
 
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Post » Wed Aug 18, 2010 2:05 pm

The heartbeat is from vanilla.
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Jessica Thomson
 
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Post » Wed Aug 18, 2010 5:55 pm

Then i can propably replace the sound effect with an empty file like i did with the annoying death music (Sounds/fx/mus folder, create a new text file and rename it to mus_death.ogg).

Another question, i may be barking up the wrong tree here, but i noticed that when aiming with the automatic rifle in third person the dynamic crosshair goes wider instead of narrower. Any clues what might be the issue?
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joeK
 
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Post » Wed Aug 18, 2010 6:59 pm


Another question, i may be barking up the wrong tree here, but i noticed that when aiming with the automatic rifle in third person the dynamic crosshair goes wider instead of narrower. Any clues what might be the issue?

Well unless it's really drastic (i.e. a bug) this might just be because those weapons have a lower zoomFOV. If lets say you zoom in 2x and your accuracy doesn't change, a surface of the same real size will take twice as much screen space, so the crosshair size has to double as well. If from there you accuracy increases by 50%, it would expand to 1.5x of it's original size, so still bigger than without zooming, but representing the increased accuracy correctly. The numbers are idealized but hopefully you get my point :)
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CHangohh BOyy
 
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Post » Wed Aug 18, 2010 2:40 pm

I think there was an unrelated temporary bug where the FOV didn't change when aiming, as now it is the same size after the FOV change. Something might be screwed up in my setup as Miniguns have no spin-up delay either :shrug:
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Sharra Llenos
 
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Joined: Wed Jan 17, 2007 1:09 pm

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