Project Nevada Core Patch

Mod releases and conversions for Current versions of TTW
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kevinuspro91
Posts: 2
Joined: Sun Jul 14, 2019 1:24 pm

Re: Project Nevada Core Patch

Post by kevinuspro91 » Sun Jul 14, 2019 7:39 pm

Lyndi wrote:
Sun Jul 14, 2019 5:37 pm
kevinuspro91 wrote:
Sun Jul 14, 2019 1:39 pm
Link is broken
Right-click and "save as." It's working fine here.
Well, i did that and still can't download it. I get an network error message.

Zakuzelo
Posts: 3
Joined: Fri Aug 02, 2019 5:11 am

Re: Project Nevada Core Patch

Post by Zakuzelo » Fri Aug 02, 2019 5:31 am

EyeDeck wrote:
Mon Dec 03, 2018 3:12 am
This does not cover any of Project Nevada's extra modules (Cyberware, Equipment, Rebalance), which I have read could also use patching, however I don't personally use any of these and so I haven't bothered to spend the time required to fix them too.

... (which I have not done, nor even looked into) ...
Should I take that to mean that updating these modules for the latest version of TTW is just not going to happen in the foreseeable future?

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deathdealer32
Posts: 16
Joined: Sat Dec 31, 2016 2:52 am

Re: Project Nevada Core Patch

Post by deathdealer32 » Fri Aug 02, 2019 9:07 pm

Zakuzelo wrote:
Fri Aug 02, 2019 5:31 am
EyeDeck wrote:
Mon Dec 03, 2018 3:12 am
This does not cover any of Project Nevada's extra modules (Cyberware, Equipment, Rebalance), which I have read could also use patching, however I don't personally use any of these and so I haven't bothered to spend the time required to fix them too.

... (which I have not done, nor even looked into) ...
Should I take that to mean that updating these modules for the latest version of TTW is just not going to happen in the foreseeable future?
Most of the Equipment module items are just FO3 items, which results in duplicates, so it and plugins that rely on it would have to be gutted to not conflict with TTW.
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Lyndi
Posts: 329
Joined: Tue Jul 07, 2015 8:32 pm

Re: Project Nevada Core Patch

Post by Lyndi » Sat Aug 03, 2019 3:13 pm

deathdealer32 wrote:
Fri Aug 02, 2019 9:07 pm
Zakuzelo wrote:
Fri Aug 02, 2019 5:31 am
EyeDeck wrote:
Mon Dec 03, 2018 3:12 am
This does not cover any of Project Nevada's extra modules (Cyberware, Equipment, Rebalance), which I have read could also use patching, however I don't personally use any of these and so I haven't bothered to spend the time required to fix them too.

... (which I have not done, nor even looked into) ...
Should I take that to mean that updating these modules for the latest version of TTW is just not going to happen in the foreseeable future?
Most of the Equipment module items are just FO3 items, which results in duplicates, so it and plugins that rely on it would have to be gutted to not conflict with TTW.
The remaining weapons in the mod probably need to have all their meshes fixed to be compatible with the fixes to animations and what not in TTW. I haven't looked into it because I don't really care about that module, but it would probably take someone with 3DSMax and Nifskope experience to fix it. That makes the "patch" for equipment posted on Nexus even more useless.

Zakuzelo
Posts: 3
Joined: Fri Aug 02, 2019 5:11 am

Re: Project Nevada Core Patch

Post by Zakuzelo » Sat Aug 17, 2019 8:22 am

Gonna admit, I was only thinking of the Cyberware module when I made that post.

jazqa
Posts: 1
Joined: Tue Aug 13, 2019 2:43 pm

Re: Project Nevada Core Patch

Post by jazqa » Sun Aug 25, 2019 10:40 am

Not sure if it's the patch or the mod itself, but Power Armor vision modes are not draining any AP.

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deathdealer32
Posts: 16
Joined: Sat Dec 31, 2016 2:52 am

Re: Project Nevada Core Patch

Post by deathdealer32 » Mon Aug 26, 2019 9:00 pm

jazqa wrote:
Sun Aug 25, 2019 10:40 am
Not sure if it's the patch or the mod itself, but Power Armor vision modes are not draining any AP.
They use Small Energy Cells, not AP.
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Willock
Posts: 1
Joined: Sat Aug 24, 2019 7:34 pm

Re: Project Nevada Core Patch

Post by Willock » Fri Aug 30, 2019 1:41 am

Just a quick FYI for anyone who's getting garbled textures on the Assault Rifle (US) and .32 Pistol (Snubnose), this is caused by a couple of meshed PN adds; disable or delete "32snubnose.nif" and "g3assaultrifle.nif" in "Project Nevada/Meshes/Weapons/1handpistol" & "Project Nevada/Meshes/Weapons/2handautomatic" respectively.

I must've had some leftover stuff from the equipment module, ignore this post and see below. Apologies!
Last edited by Willock on Fri Sep 06, 2019 2:22 am, edited 1 time in total.

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RoyBatty
Posts: 6520
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Re: Project Nevada Core Patch

Post by RoyBatty » Fri Aug 30, 2019 3:00 am

The equipment module is massively incompatible, remove it.
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silvermistshadow
Posts: 1
Joined: Mon Apr 29, 2019 10:03 pm

Re: Project Nevada Core Patch

Post by silvermistshadow » Wed Oct 09, 2019 4:29 am

RoyBatty wrote:
Sun May 12, 2019 4:02 pm
Cyberware can be made to work, it just requires some effort. However it's totally unnecessary with the expanded set of perks.
I don't see any perks in TTW that give me extra vision modes without wearing a helmet, or a target scanning utility, or a personal stealth field even without armor, or several other things that Cyberware has.

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