Project Nevada Core Patch

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

Project Nevada Core Patch

Post by EyeDeck » Mon Dec 03, 2018 3:12 am

I made this for TTW 3.2 for personal use, though a few other users requested that I "properly" post it here:
  • All TTW headgear has been added to visual overlay/enhanced vision formlists as (I think is) appropriate
  • TOX/H2O/CASE/PART tags have been added to TTW items as appropriate
  • TTW explosives have been added to PN's formlists as appropriate (though this may not have been necessary since PN probably auto-detected everything properly anyway)
  • Applied PN's existing grenade icons to almost all TTW explosives for the grenade hotkey system
  • Made a Cryo Mine icon from scratch based on TTW's Cryo Mine model (the Zeta Cryo Mine one uses this too despite using a different model as I didn't want to make a second icon for it)
  • Added most energy weapons to PN's digital scope zoom formlist as appropriate
  • Tweaked the PN sprint script slightly to prevent takedowns from working on actors that should be immune, which could otherwise cause their AI to break
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.

Installation:
Install manually or using your favorite mod manager. If you are only using Project Nevada Core, activate TTW_PNxC.esp; if you are also using Project Nevada - Extra Options, activate TTW_PNxEO.esp instead. PN's Extra Options module uses a slightly different version of the sprint script, so this patch's sprint script override needs to compensate, but the two plugin files are otherwise identical.

Uninstallation:
This plugin does not make any permanent changes to your save games, so it should be safe to deactivate at any time.

Compatibility
The following plugins seem to be compatible with TTW: *PN's Core, and Extra Options modules are mostly compatible with TTW without the patch this post is about.
Also, a few of the DLC-specific patches have minor conflicts with TTW edits, but they're benign enough not to worry about.

Modules that are not compatible with TTW without additional manual patching (which I have not done, nor even looked into) include:
  • Project Nevada - Rebalance.esp
  • Project Nevada - Equipment.esm
  • Project Nevada - Cyberware.esp
  • Project Nevada - Old World Blues.esp
  • Project Nevada - Gun Runners' Arsenal (Rebalance).esp
  • Project Nevada - Dead Money (Rebalance).esp
  • Project Nevada - Rebalance Complete.esp
  • Project Nevada - Cyberware Additions.esp
  • Project Nevada - All DLC.esp
Other:
As with all of my mods, consider this to be licensed under the WTFPL v2, except where non-applicable (e.g. edited assets belonging to Bethesda or other modders etc).

I have not explicitly tested every change made by this plugin, so if you find something questionable then please let me know. Examples might be crafting ingredients still missing tags, questionable or missing visor overlay settings on headgear added by TTW, and so forth.

Changelog:
  • 1.0.0: [Initial release]
  • 1.1.0: See [this post]
  • 1.1.1: Added support for PN's Extra Options module (but only this module, Cyberware etc are still unpatched)
  • 1.1.2: Fixed the Operation Anchorage version of the Chinese Stealth Armor going partially invisible in first person because of bad biped model flags
  • 1.1.3: Added visor data for "Boogeyman's hood"
  • 1.1.4: Changed the visor overlay color for the Hellfire helmet from red to orange, because I don't want to look through an obnoxious red tint for the next 50 hours of gameplay or whatever, and orange fits the helmet model better anyway
  • 1.2.0:
    • Merged PNxC's override of the Grim Reaper's Sprint perk with the new TTW 3.2.2 version
    • Fixed the bad biped flags that PNxC adds to the NV version of the Chinese Stealth Armor
Download:
[Link]
Last edited by EyeDeck on Wed Mar 13, 2019 5:13 am, edited 6 times in total.

Necro
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Joined: Tue Nov 13, 2018 8:47 am

Re: Project Nevada Core Patch

Post by Necro » Mon Dec 03, 2018 7:42 am

Thanks for this.

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IvoryOwl
Posts: 72
Joined: Fri Oct 20, 2017 4:35 pm

Re: Project Nevada Core Patch

Post by IvoryOwl » Mon Dec 03, 2018 2:25 pm

"Hi! I installed your mod but I'm having some issues with the cybernetics, equipment and rebalance modules..."

Inb4 people come in here blinded by hype thinking PN has been patched and don't read the summary.

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RoyBatty
Posts: 6515
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Location: Vault 108

Re: Project Nevada Core Patch

Post by RoyBatty » Mon Dec 03, 2018 4:17 pm

It's fun to ignore them and point and laugh. :D
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Old-Shep
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Joined: Fri Oct 05, 2018 8:10 pm

Re: Project Nevada Core Patch

Post by Old-Shep » Mon Dec 03, 2018 6:29 pm

I've found that when using this patch, both the normal version and the version for the extra options, the arms of the chinese stealth suit are invisible in 1st person. I'm just using the PN Core plugins from both the base mod and extra options and the PN DLC patches.

Guinec
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Joined: Mon Dec 03, 2018 7:10 am

Re: Project Nevada Core Patch

Post by Guinec » Mon Dec 03, 2018 8:25 pm

Thanks very much

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RoyBatty
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Location: Vault 108

Re: Project Nevada Core Patch

Post by RoyBatty » Tue Dec 04, 2018 6:59 am

PN core, as in the one plugin, just core is the only thing compatible.

Extra Options, DLC plugins, Equipment, Rebalance, etc is NOT compatible. The 2.9 patch is NOT compatible and has broken your game. Remove it all and start a new game.

This is EXACTLY why we hid the forum and made nothing available anymore.
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EyeDeck
Posts: 26
Joined: Mon Dec 29, 2014 8:44 pm

Re: Project Nevada Core Patch

Post by EyeDeck » 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
Plugins which are probably not compatible include:
  • Project Nevada - Equipment.esm
  • Project Nevada - Cyberware.esp
  • Project Nevada - Rebalance.esp
  • Project Nevada - All DLC.esp
  • Project Nevada - Cyberware Additions.esp
  • Project Nevada - Rebalance Complete.esp
All of these likely require additional patches in order not to cause issues with TTW. Since I don't use any of these plugins myself, I have not checked what is required to make patches, so if you use any of these plugins then you're on your own.
Old-Shep wrote:
Mon Dec 03, 2018 6:29 pm
I've found that when using this patch, both the normal version and the version for the extra options, the arms of the chinese stealth suit are invisible in 1st person. I'm just using the PN Core plugins from both the base mod and extra options and the PN DLC patches.
You are correct, I hadn't noticed this problem while testing. PN causes this to happen with the FNV chinese stealth armor too; evidently this is because PN changes some of the biped flags on the chinese stealth armor base record, more specifically it toggles on the the "head" flag, however this flag is also present on the helmet addon in the biped model list, and for some reason that I do not understand this causes your arms to go invisible in first person. I copied the changes that PN made to the FNV chinese stealth armor over to the Operation Anchorage armor, which causes the issue for the same reason. Easy enough to fix, just grab the updated file from the OP.

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RoyBatty
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Re: Project Nevada Core Patch

Post by RoyBatty » Tue Dec 04, 2018 5:40 pm

They were attempting to fix the hat stacking bug, which doesn't work and causes that bug with the arms.
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Old-Shep
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Joined: Fri Oct 05, 2018 8:10 pm

Re: Project Nevada Core Patch

Post by Old-Shep » Tue Dec 04, 2018 5:56 pm

Yep that patch worked great and fixed the stealth suit. Great work mate cheers.

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