Project Nevada w/ Extra Options TTW Patch

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RoyBatty
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Project Nevada w/ Extra Options TTW Patch

Post by RoyBatty » Tue Jun 16, 2015 3:40 am

This patch is a continuation of Thatchor/Jax's, and Puppettron's PN TTW patch https://taleoftwowastelands.com/content/project-nevada-patch


All credit goes to them for the creation of this patch originally.


Requirements:


http://www.nexusmods.com/newvegas/mods/40040


http://www.nexusmods.com/newvegas/mods/47285


This version of the patch is fully updated for TTW, and you don't have to do anything fancy to delete files, just overwrite them with this patch.


This patch requires ALL modules of PN and ALL modules of Extra Options.


Features




  • Full Rebalance and Rebalance Complete support


  • Full Unfound Loot support


  • Full DLC support


  • Full TTW support


  • Painstakingly went through all food items


If you encounter any issues please post them in the thread.


Known possible issues:




  • Pinkerton may not sell things if not started from a new game


  • I may have missed a few unfound loot exclusions


DO NOT ask for a version without module X, I will ignore it.


Download the patch [url=https://drive.google.com/file/d/0ByyDLPnmgtNVdlh1VHZRZjRjREk/view?usp=sharing]here[/url]


[collapsed title=Change Log]




  • Added Advanced Power Armor Mk I helmet to visor/vision lists (thanks deadboy)


  • Added Ingestibles to Ingestible list


  • Added Rad-X, RadAway, Homemade Rad-X, Homemade RadAway, Antivenom and Fixer to AID category


  • Added Aqua Pura, Aqua Cura and Holy Water to H20 category


  • Added Rock-it Launcher Parts to PART Category (Firehose Nozzle, Leaf Blower/Wood Chipper, Vacuum Cleaner)


  • Added Meltdown to TOX Category


  • Added Items to test containers (not everything, too much work for too little gain)


  • Added Robo-Thor Helmet to visor/vision lists (thanks darthbdaman)


  • Added all new helmets to scan line list (oops, thanks darthbdaman)


  • Replaced Unique F3 weapons in New Vegas with non-unique counterparts


  • Replaced a couple of F3 weapons in New Vegas with the F3 counterparts instead of PNx versions (thanks darthbdaman)


  • Lots of Leveled List fixes and additions (thanks darthbdaman)


  • Some FormList fixes (repair, perks) (thanks darthbdaman)


  • Removed unneeded Cryo Mine projectile


  • Removed a couple dirty edits


  • Gave Rot Face a unique suit (thanks darthbdaman)


  • Fixed a few more form lists to remove .44 Scoped Pistol


  • Deleted remaining duplicated weapons forms to avoid confusion


  • Fixed Duke to have proper Chinese Officers Sword


  • Changed Alloy Steel Combat Shotgun to use Anchorage Assets for future WMX compatibility


  • Forwarded some basic fixes to the consumables from TTWFixes


  • Fixed a couple leveled list overrides


  • Forwarded DT perk fixes from TTWFixes


  • Fallout 3 specific V.A.T.S perks work with Bullet Time now


  • Added missing food container to item sorting cell


  • Removed duplicated container in Pinkerton's cell


  • Tried something different with Pinkerton to see if it fixes the bug with him stopping selling things


  • Minor fixes here and there


  • Added leveled list integration for more weapons and mods to both wastelands (thanks krell55)


  • Conditionalized the Dynamic HTS effect so if won't show "stale", "fresh", etc on food if you have the option disabled (thanks pintocat)


Thanks to leafonthewind for originally bringing the food item issues to light.


Note: I didn't agree with all darthbdamans Leveled List/FormList/Weapon removals and changes so I did them how I like. I'm sure he'll be releasing his own patch, so I won't be butt hurt if you use it instead ;)


Before you complain about Fixes being forwarded, PN already has some fixes that are identical to TTWFixes/YUP because Yuki also worked on PN.


[/collapsed]


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User avatar
RoyBatty
Posts: 4754
Joined: Sun Apr 27, 2014 10:26 am
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After I update EO again, I

Post by RoyBatty » Tue Jun 16, 2015 7:13 am

After I update EO again, I will be finishing the update to CFW. Then I will do WMX and EVE updates. Then I will make new compat patches for everything once it's all done.


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deadboy
Posts: 496
Joined: Fri Aug 16, 2013 11:18 pm

This is a continuation,

Post by deadboy » Tue Jun 16, 2015 9:21 am

This is a continuation, meaning we need this one and that one or just this?



BackyardStalker
Posts: 57
Joined: Wed Apr 16, 2014 7:33 pm

How do I use this with Mod

Post by BackyardStalker » Tue Jun 16, 2015 6:01 pm

How do I use this with Mod Organizer? Do I merge with Project Nevada or install normally?



KeltecRFB
Posts: 783
Joined: Mon Aug 19, 2013 7:54 pm

Install Normally 

Post by KeltecRFB » Tue Jun 16, 2015 6:22 pm

Install Normally and overwrite.


"TTW is the Fallout version of The One Ring. The One Ring to rule them all."


"Si vis pacem, para bellum!"


My new favorite, the IWI TC-21 Tavor



AnvilOfWar
Posts: 208
Joined: Wed Oct 09, 2013 7:59 am

Roy, this is Shiny and Chrome

Post by AnvilOfWar » Tue Jun 16, 2015 6:24 pm

Roy, this is Shiny and Chrome! yes


Thank you very much for the unfound loot addition, that was one thing I was waiting for in the TTW patch.


A question though, since i restarted my game. Do uniques also fall under the "special modes" for PNs weapons, like say chargeable A3-21's plasma rifle, and Wazer Rifle, Metal Blaster ect?


[url=http://taleoftwowastelands.com/content/faq]FAQ?[/url]


[url=http://taleoftwowastelands.com/content/load-order-general-guide]Load Order?[/url]


[url=https://www.youtube.com/watch?v=CD9YqdWwwdw]This has cropped up before[/url]



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RoyBatty
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Location: Vault 108

Energy Weapons require

Post by RoyBatty » Wed Jun 17, 2015 1:45 am

Energy Weapons require scripts for the charging, I believe Thatchor did include that functionality.


As for the level cap, if you download Extra Options 1.3 the cap is raised to 95.


 


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Vindr20
Posts: 48
Joined: Sun Dec 23, 2012 6:37 pm

I've noticed that certain

Post by Vindr20 » Thu Jul 02, 2015 3:49 am

I've noticed that certain food items (Dog and Brahmin steaks so far) that have dramatically lower Satiation values compared to PN rebalance. I've compared in FNVEdit and can confirm this plugin is causing it.


Yours appears to lower the levels back to vanilla, which may be completely intentional, but I thought I'd bring it up.


EDIT: I only bring it up because some aspects seems a little wierd in comparison to others. For example, a brahmin steak currently gives me 90 food, while a squirrel on a stick gives me 135. While I'm sure squirrels are very nutricious, are they supposed to be better than a steak?



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RoyBatty
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Location: Vault 108

This isn't stuff I changed,

Post by RoyBatty » Thu Jul 02, 2015 5:11 am

This isn't stuff I changed, it was in the plugin already, I'll fix it.


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Oceankhayne
Posts: 8
Joined: Thu Apr 30, 2015 10:50 pm

Damn you Roy, I just had my

Post by Oceankhayne » Thu Jul 02, 2015 8:24 pm

Damn you Roy, I just had my fallout install just the way I liked it. laugh


Jokes aside, thanks for the patch, I hated to have to go through and make another custom merged patch, mais c'est la guerre.


I can't thank you enough for all the hard work, ttw has made FO3 bearable to play again, and bringing these mods to the wasteland is just icing on the cake.



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