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I made this for TTW 3.2 for personal use, though a few other users requested that I 'properly' post it here:
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:
Also, a few of the DLC-specific patches have minor conflicts with TTW edits, but they're benign enough not to worry about.
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:
[Link]Hey everyone,
- 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
- The Solid Project For Fallout New Vegas mod is unquestionably one of the best mods for Fallout: New Vegas out there. Problem is, after some 'negative issues', the author decided to take it down. So, I've decided to upload Solid Project For Fallout New Vegas onto GameBanana, for all to download and enjoy.
- For Fallout: New Vegas on the PC, a GameFAQs message board topic titled 'Can't get Project Nevada to work'.
- Project Nevada works almost by default, but it's features may not work with FO3 equipment and you will get duplicate equipment UNLESS you use my mod. Look for it in the released mod section. I'm currently working on fully integrating PNs food changes in, but it works 95%. TTW works for hardcore mode.
HUD EXTENSIONS NOT DETECTED PROJECT NEVADA? - posted in New Vegas Mod Talk: This is a problem because I believe it has something to do with a crash that I experience at the beginning of a new game, but I cant find an answer for this. I deleted MCM (conflicting mod) and both NMM and FOMM say there arent any other conflicts (I had UI editors, but I got rid of them too.) Heres my load order if. I take a look at the big ol project nevada mod!:D PN Team-Project Nevada Shamless20-Elevator Music.
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:
- Project Nevada - Core.esm*
- Project Nevada - Extra Options.esm*
Fallout 4 Project Nevada
*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.
Fallout Nevada Download Games
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
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
Fallout 3 Project Nevada Map
[Link]Hey everyone,