Project Nevada Core Patch

Mod releases and conversions for Current versions of TTW
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EyeDeck
Posts: 26
Joined: Mon Dec 29, 2014 8:44 pm

Re: Project Nevada Core Patch

Post by EyeDeck » Fri Feb 08, 2019 3:14 am

dabb1234 wrote:
Tue Feb 05, 2019 8:43 am
hi ive installed the patch but bullet time/ sprint etc still arent working.
Those should work without the patch. What the patch is for is to to add new TTW content to PN's form lists so that helmet overlays and so on work properly.

idmfan
Posts: 57
Joined: Mon Nov 12, 2018 9:28 am

Re: Project Nevada Core Patch

Post by idmfan » Fri Feb 08, 2019 10:20 am

Works really great. Makes my TTW really interesting.
BTW, what does the FWE-esque preset do (extra options)?
That preset with JIPLN's Localized DT/DR, my character usually insta dies when fighting enemies with automatic guns, even with T-51.

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EyeDeck
Posts: 26
Joined: Mon Dec 29, 2014 8:44 pm

Re: Project Nevada Core Patch

Post by EyeDeck » Sat Feb 09, 2019 6:13 pm

idmfan wrote:
Fri Feb 08, 2019 10:20 am
BTW, what does the FWE-esque preset do (extra options)?
Not a whole lot, apparently.

Code: Select all

; PRESETS - FWE-ESQUE

; PN CORE
; Gameplay						Defaults
set PNxCEnableBulletTime to 1				;1
set PNxCEnableWeaponCharge to 1				;1
set PNxCEnableCrosshair to 1				;1
set PNxCEnableStealthField to 1				;1
set PNxCEnableVisionMode to 1				;1
set PNxCEnableZoom to 1					;1
set PNxCEnableGrenadeHotkey to 1			;1
set PNxCEnableBackpedal to 1				;1
set PNxCEnableSprint to 1				;1

; Immersion						Defaults
set PNxCEnableHealthVisuals to 1			;1
set PNxCEnableHTSEffects to 1				;0
set PNxCEnableVisor to 1				;1

; Misc							Defaults
set PNxCEnableExplosiveEntry to 1			;1
set PNxCEnableSorter to 0				;0

; Advanced						Defaults
set PNxCCrosshairEnableRecoil to 1			;1
set PNxCBulletTimeEnableIndicator to 0			;0
set PNxCVisorEnableOverlays to 1			;1
set PNxCWeaponChargeEnableIndicator to 1		;1


; EXTRA OPTIONS						Defaults
set PNxBConfigBulletTimeVFx1 to 6			;6
set PNxBConfigBulletTimeVFx2 to 8			;8
set PNxBConfigImplantAPRegenVM to 3			;3
set PNxBConfigSprintShudder to 1			;1
set PNxBExpEntDistance to 200				;150
set PNxBExpEntItemDestruction to 1			;1
set PNxBExpEntUseSkill to 1				;1
set PNxBStealthFieldStrength to 0			;0
set PNxBULConfigLuckBase to 5				;5
set PNxBULEnable to 0					;0

;Refresh everything
SetStage PNxCController 1
Unless I'm missing something, the only difference compared to the default settings are that the "explosive entry" distance is slightly more lenient, and hunger noises etc are turned on.

Also, I noticed a couple things worth tweaking while poking around in xEdit, so the patch has been updated.

Akanelove
Posts: 3
Joined: Tue Jan 01, 2019 4:13 am

Re: Project Nevada Core Patch

Post by Akanelove » Sat Mar 02, 2019 2:11 am

Hello thanks for patching!
BTW, The original Extra Options' Unfound Loot is only for NV's worldspace
So I wonder whether your patch covers FO3's.

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RoyBatty
Posts: 6429
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Re: Project Nevada Core Patch

Post by RoyBatty » Sat Mar 02, 2019 7:04 am

Unfound loot doesn't work, the script is broken for it.
Image

Akanelove
Posts: 3
Joined: Tue Jan 01, 2019 4:13 am

Re: Project Nevada Core Patch

Post by Akanelove » Sat Mar 02, 2019 7:13 am

Thanks Roy!!

RetroJaro
Posts: 20
Joined: Wed Apr 12, 2017 2:02 pm

Re: Project Nevada Core Patch

Post by RetroJaro » Sat Mar 02, 2019 12:39 pm

It's funny how everyone says project nevada doesn't work for TTW but bullet time, sprint, cybernetics, etc does work for me. DC doctors won't do implants but vegas doctors do but everything else worked even before the patch as far as I noticed. I installed this just in case.. but can anyone really specify why it says PN is incompatible? Unless it's some things that I missed that PN adds, it works fine. Played both DC and vegas with ttw and PN and everything ran smoothly for me.

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

Re: Project Nevada Core Patch

Post by RoyBatty » Sat Mar 02, 2019 5:18 pm

The core works fine.

Equipment and Rebalance are both completely broken with TTW. Just because you personally don't notice, doesn't mean they aren't broken.
Image

Tyls
Posts: 6
Joined: Sun Feb 24, 2019 7:35 pm

Re: Project Nevada Core Patch

Post by Tyls » Tue Mar 05, 2019 1:17 pm

Thank you for patching the Core module. I hope it will be possible for the Cyberware one.

KungFuKillerCat
Posts: 5
Joined: Tue Mar 12, 2019 12:41 pm

Re: Project Nevada Core Patch

Post by KungFuKillerCat » Tue Mar 12, 2019 4:05 pm

EyeDeck wrote:
Tue Dec 04, 2018 11:55 am
I probably should've clarified somewhat. As far as I can tell, the following plugins are all compatible with TTW by default (or, close enough anyway):
  • Project Nevada - Core.esm
  • Project Nevada - Extra Options.esm
  • Project Nevada - Dead Money.esp
  • Project Nevada - Honest Hearts.esp
  • Project Nevada - Old World Blues (No Cyberware).esp
  • Project Nevada - Lonesome Road.esp
  • Project Nevada - Gun Runners' Arsenal.esp
PN's core module is compatible with TTW, but does not actively support it, which means that while it shouldn't break anything, it effectively just ignores any new content added by TTW. To support TTW, one of the two patch plugins I have provided in the archive linked in the OP are required. Depending on whether you have Project Nevada - Core.esm, or that and Project Nevada - Extra Options.esm, activate one of these two plugins:
  • TTW_PNxC.esp
  • TTW_PNxEO.esp


I don't know if "close enough" is worth the pain since dlc is a few hours of gameplay into the game?

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