Fallout New Vegas Project Nevada
- Fallout New Vegas Project Nevada Could Not Detect Nvse
- Fallout New Vegas Project Nevada Cyberware Locations
- 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
Mar 04, 2012 A video tutorial describing how to install the popular Project Nevada mod in such a way that it works well with the mods we installed in Part 1. Fallout New Vegas on sale at GOG: https://tinyurl. Well, of course the most endorsed file of all time on the Fallout: New Vegas nexus gets a page! Thats right folks, the infamous Project Nevada. A must have mod, it comes with all kinds of new features, such as a better cybernetic implant system, entirely new UIs, new equipment, and much much more! Whenever I load a Fallout New Vegas save a message pops up saying 'There seems to be a problem with your Project Nevada installation because the HUD extensions were not detected' Should I just try and reinstall it? I'm new to modding so any help would be appreciated thanks.
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:
- Project Nevada - Core.esm*
- Project Nevada - Extra Options.esm*
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
Fallout New Vegas Project Nevada Could Not Detect Nvse
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).
Fallout New Vegas Project Nevada Cyberware Locations
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
[Link]
About this mod
Project Nevada is a mod aiming to make Fallout: New Vegas a more interesting - eventually more challenging - but surely more fun experience for you.
Nexus requirements
Mod name | Notes |
---|---|
Fallout Mod Manager - FOMM |
Off-site requirements
Mod name | Notes |
---|---|
New Vegas Script Extender (NVSE) |
Mods requiring this file
Mod name | Notes |
---|---|
After War Nevada - Project Nevada Core Compatibility | |
Asurah Reanimation SMG Patches | |
AWOP-PN Rebalance hitpoint patch | |
Bottle that Water - Compatibility Patches | |
Brotherhood Outcasts NCR Enclave Diversified - TTW - Power Armor Overhaul 2 | Required for the PN Patch (Core only needed) (Optional) |
C-51s Razorback Armor -- DC Ranger Arsenal PORT-- | |
CaliberX Patches | |
Chargeable Tesla Cannon | |
Colossus NV PN Patch | |
Consumables Give Craftables YUP PN | |
Courier 6 Power Armor - Compatibility Patches | |
CURCUITBREAKER (Pulse Gun - Sonic Emitter Fix) | |
Death Squad Elite - Project Nevada visor overlay patch | |
Death Squad Trooper - Project Nevada visor overlay patch | |
Desert Ranger Combat Armor | |
DiDisaan's Patch Emporium - Fallout Character Overhaul | |
DiDisaan's Patch Emporium - JSawyer Ultimate Edition | |
DiDisaan's Patch Emporium - Monster Mod | |
DiDisaan's Patch Emporium - Project Nevada | |
DiDisaan's Patch Emporium - Yukichigai Unofficial Patch - YUP | |
DoA-T6M-PN Compatibility Patches | |
DUST Compatibility Patches | |
Fallout New California - Project Nevada Visor Overlay Patch | |
FOOK - Project Nevada Convergence | |
Gas Masks of the World - Unofficial PN Patch | |
Ghost Variants for Project Nevada | |
Grunt Perk for AWOP and PN | |
Gun Nut and Science Crafting Perks Redux | |
Hemo's Project Nevada Xpadder Profile | |
High Tech Lenses | |
infiltrator hit burn | |
Louder Guns for DLCs and PN | |
MENTATS WITH ALL UNIQUES | |
MK117 Prototype Combat Power Armor Voiced and Weapons | This is only required for the Project Nevada Version. |
Mr House - Death Commando Fourth Echelon | |
NCR Enclave Diversified - Fallout New California - Power Armor Overhaul | PN Core required for the PN edition of the mod |
NCR Trooper Overhaul - Fallout New California Patch | Required for the PN edition of the mod |
PMS - Proper Movement Speed | |
PN - Caravan Card Sorting | |
PN-PNEO-DLC Patches (for select modules) | |
PN-WMX Modified Combat Shotgun iron sight fix | |
Powered Power Armor Project Nevada Patch | |
Project Nevada - Better Sprinting | Requires 'Project Nevada - Core.esm' |
Project Nevada - Colossus Patch | |
Project Nevada - Double Barrel Shotgun Alteration | |
Project Nevada - Extra Options | |
Project Nevada - Extra Options Deutsch | |
Project Nevada - High Roller Patch | |
Project Nevada - Nuka Cola Fix | |
Project Nevada - OWB Hazmat Vision patch | |
Project Nevada - Rebalance Uncapped Max Level | |
Project Nevada - Reinforced Chinese Stealth Suit Patch | |
Project Nevada .44 Pistol - Millenia's Desert Eagle Replacer | |
Project Nevada Deutsch | Für alle notwendigen Dateien. |
Project Nevada German DHF | |
Project Nevada HALO visor | |
Project Nevada Implants | |
Project Nevada Implants BAT | |
Project Nevada ITA | |
Project Nevada Leather Backpack Rebalance for JSawyer.esp (carry weight bonus halved) | |
Project Nevada Legacy of X-13 - Electric Boogaloo | |
Project Nevada Patches | |
Project Nevada Patches Deutsch | |
Project Nevada Satchel Charge and Fat Mine Recipe Clarity | |
Project Nevada Visors - BLACKJACK Armors | Need Project Nevada - Core.esm and Project Nevada - Equipment.esm |
Real Power Armor | |
Real Tech Overhaul - Energy Weapons And Power Armor | |
Real Weapons Plus | |
Realistic Damage And Armor Mod For Project Nevada | |
Rogue Ranger Overhaul | |
Shogo Heavy Industries - Project Nevada Patch | |
T-60 Power Armor Project Nevada Patch | |
Tales from the Burning Sands - Project Nevada Patch | |
TheOutlanders Hostile Environment Armour series HEA | |
TSC Vegas Project nevada patch | |
TTW WIth Project Nevada Medic Armor Voice Fix | |
Understone - Dust Addon | |
Visor Colour Changes for Project Nevada | |
Wattz ammo recharge fix | |
WCP - Weapon Compatibility Project | |
WMR For WMX and PN - Recipes For Weapon Mods - ENHANCED EDITION (UPDATED) | |
Xbox 360 Plus Project Nevada Controls. | |
XPadder default controls for New Vegas Project Nevada and Prone Mode | |
XV Enclave Rework - PN Unofficial Compatibility Patch |
Credits and distribution permission
- Other user's assetsSome assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
- Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
- Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
- Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
- Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
- Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation pointsYou must get permission to earn Donation Points for your mods if they use my assets
Author notes
If you want to upload Project Nevada to a different site, please notify us before doing so.
File credits
Pelinor:Included Mod Configuration Menu
Antistar:Fixed weapon meshes
Ammo spread effect lists
MadCat221:Q-41 Prototype (Unique MultiPlas), including backstory
AER18 Prototype (Unique Tri-Beam Laser), including backstory
Plasma rifle equip/unequip sounds from Plasma Rifles Awesomefied (http://newvegas.nexusmods.com/mods/35678)
Valueable feedback and bug reports
Equipment module weapon rebalancing
xporc:Equipment module fixes and tweaks
pintocat:Inventory sorting scheme
lespaul678:Sprint exhaustion sounds (male)
Gopher:Heat vision effects
Max Tael:MTUI compatibility files
DarN:DarNified UI compatibility files
Ugluxy:Textures for the visor damage effects
Crawlius:Weapon charging sound effects
Unstable explosion sound effects
LORD DARIUS and Jtrainz: Ironsight'ed Fallout 3 Weapons (http://newvegas.nexusmods.com/mods/36571)
???:Charging warning sound effect from www.soundfx-free.com/wrapper/8.html
European Battle Rifle
Source: Albrecht and Vashts FN FAL Rifle (http://newvegas.nexusmods.com/mods/37553), by Vashts1985 and LT Albrecht
Original model: Pete
Original texture: Pete
Liberator Rifle
Source: Albrecht and Vashts FN FAL Rifle (http://newvegas.nexusmods.com/mods/37553), by Vashts1985 and LT Albrecht
Original model: Pete
Original texture: Pete
.44 Pistol
Source: Classic Fallout Weapons - New Vegas (http://newvegas.nexusmods.com/mods/37002), by Linerunner and War1982
Original source: Desert Eagle XIX (http://newvegas.nexusmods.com/mods/37035), by DreadWolf
Original Desert Eagle model: Vashts1985
Original Desert Eagle Textures (Silver and engraved): Twinkie Masta
Original Desert Eagle Textures (black): el maestro de graffiti
Tactical Light model: SureShot
Tactical Light Texture: Pete
Sound effects: DarkFireGaming
High Roller
Source: Classic Fallout Weapons - New Vegas (http://newvegas.nexusmods.com/mods/37002), by Linerunner and War1982
Original source: Desert Eagle XIX (http://newvegas.nexusmods.com/mods/37035), by DreadWolf
Original Desert Eagle model: Vashts1985
Original Desert Eagle Textures (Silver and engraved): Twinkie Masta
Original Desert Eagle Textures (black): el maestro de graffiti
Tactical Light model: SureShot
Tactical Light Texture: Pete
Sound effects: DarkFireGaming
Retexture: Zealotlee
Auto-Gauss, including 2mm EC ammunition
Source: Classic M72 Gauss Rifle (http://newvegas.nexusmods.com/mods/37703), by DaiShiSUN
Auto-Gauss Pistol
Source: Classic PPK12 Gauss Pistol (http://newvegas.nexusmods.com/mods/42711), by DaiShiSUN
Cryo Revolver
Source: M-2081 Pistol (http://newvegas.nexusmods.com/mods/40174), by Omegared99
Explosion sound effect: mateomateo002 and Nubblecakes
Gauss Minigun
Source: Classic MEC Gauss Minigun (http://newvegas.nexusmods.com/mods/36056), by DaiShiSUN
Tesla Rifle Prototype
Source: Liberty Rifle (http://newvegas.nexusmods.com/mods/1901), by Kikaimegami
Scope reticle: Pelinor
Flamer Pistol
Source: Classic Flamer Pistol (http://newvegas.nexusmods.com/mods/35752), by DaiShiSUN
Wattz Laser Pistol
Source: FOOK - New Vegas (http://www.newvegasnexus.com/downloads/file.php?id=34684)
Original model: joefoxx082
Original texture: joefoxx082
Enhanced textures, animated glows and improvements: Jonnyeah
Wattz Laser Rifle
Source: FOOK - New Vegas (http://newvegas.nexusmods.com/mods/34684)
Original model: joefoxx082
Original texture: joefoxx082
Enhanced textures, animated glows and improvements: Jonnyeah
Stealth Laser Pistol
Concept, NIFSkope work: MadCat211
Texture: Drag0ntamer & MadCat211
Sound effects: Crawlius
Plasma Disruptor
Source: Plasma Weapons Redesign Rebalance (http://fallout3.nexusmods.com/mods/8983), by Chai
Sound effects: Crawlius
Plasma Repeater
Source: Plasma Weapons Redesign Rebalance (http://fallout3.nexusmods.com/mods/8983), by Chai
Crowbar
Source: Classic Fallout Weapons - New Vegas (http://newvegas.nexusmods.com/mods/37002), by Linerunner and War1982
Original source: Crowbar (http://www.fallout3nexus.com/downloads/file.php?id=1480), by Frostbitex460
Original model/textures: Quad
Homemade Assault Rifle, Homemade Plasma Rifle, Homemade Rifle
Source: Plasma Weapons Redesign Rebalance (http://newvegas.nexusmods.com/mods/41099), by Eddur
Rising Sun
Source: Laser Katana (http://newvegas.nexusmods.com/mods/41053), by Shogo
Molotov Cocktail
Source: Classic Fallout Weapons - New Vegas (http://newvegas.nexusmods.com/mods/37002), by Linerunner and War1982
Dynamite Charge
Source: Pipe Rifle And Other Junk Weapons (http://newvegas.nexusmods.com/mods/39438), djabend
Advanced Recon Armor
Source: Advanced Recon Stealth Armor (http://newvegas.nexusmods.com/mods/34683), by Gopher
Advanced Recon Helm
Source: Advanced Recon Stealth Armor (http://newvegas.nexusmods.com/mods/34683), by Gopher
Armored Duster
Source: Advanced Recon Stealth Armor (http://newvegas.nexusmods.com/mods/34683), by Gopher
Death Walker Duster
Source: Advanced Recon Stealth Armor (http://newvegas.nexusmods.com/mods/34683), by Gopher
Ranger Recon Armor
Source: Advanced Recon Stealth Armor (http://newvegas.nexusmods.com/mods/34683), by Gopher
Ranger Recon Helm
Source: Advanced Recon Stealth Armor (http://newvegas.nexusmods.com/mods/34683), by Gopher
T57-C Power Armor
Source: Air Force Power Armor T-57c (http://newvegas.nexusmods.com/mods/37261), by AnOneTwo
Vault-Tec Power Armor
Source: VaultTec Power Armor (http://newvegas.nexusmods.com/mods/41279), by AnOneTwo
Leather Backpack
Source: Leather Backpack (http://newvegas.nexusmods.com/mods/39611), by d_ivanov
Thanks to our external testers, who helped a great deal with improving the overall quality of this mod:
gyshall, mikekearn, Ren Lotus, robber804, ToJKa (in alphabetical order)
And - last but not least - thanks to the NVSE team, because without their Script Extender creating this mod wouldn't have been possible.
Donation Points system
This mod is opted-in to receive Donation Points
Translations- Italian
- German
Translations available on the Nexus
Language | Name |
---|---|
German | Project Nevada Deutsch |
German | Project Nevada German DHF |
Italian | Project Nevada ITA |
Version 2.5
- [Core] Fixed some stability issues related to list functions that could cause CTDs
- [Core] Several minor tweaks and bugfixes
- [Rebalance] Added an option to change the hard-coded influence weapon condition has on damage to make (especially enemy) guns much deadlier
- [Rebalance] Tweaked combat styles and combat-related GMSTs
- [Rebalance] Tweaked the long-range detection script
- [Cyberware] Fixed ignored intelligence implant bonus in outer slots
Version 2.4
- [Core] Explosive Entry: Improved/reworked this feature to be more intuitive and useful
- [Core] Various small bugfixes
- [Cyberware] Fixed CTD on disarm spots when EMP/HF implant charges were removed
- [Cyberware] Fixed charge reset on reload for EMP/HF implants
- [Equipment] Added Stealth Laser Pistol (thanks to MadCat221)
- [Equipment] Fixed wrong Dart Gun ammo list
Version 2.3
- [Core] Updated bundled MCM (thanks to Pelinor)
- [Core] Chargeable Weapons: Improved charging scripts and added a charging indicator to the crosshair
- [Core] Chargeable Weapons: Removed seperate records for chargeable AER14 and Q-35. They now use the vanilla records an can have weapon mods
- [Core] Grenade Hotkey: Added optional quick-select hotkeys for Grenade Hotkey categories
- [Core] Sprint: Tweaked script to avoid situations where the player could be stuck in sprint mode
- [Core] Inventory Sorter: Fixed issue that would leave certain items unsorted until the player opens the inventory for the second time
- [Core] Zoom: Enabled digital zoom for energy weapons that get their scopes by WME/WMX for better integration (thanks to jonnyeah)
- [Cyberware] Added new 'EMP Generator' implant, which grants the ability to fire a targeted electromagnetic pulse
- [Cyberware] Added new 'Hyperfrequency Emitter' implant, which can be used to cause an explosive combustion in a targeted area
- [Cyberware] Added level 8 perk to give 2 more arm implant slots to the player
- [Cyberware] Added level 8 perk to give 2 more leg implant slots to the player
- [Cyberware] Fixed recipe descriptions for Razor Nail implants and other typos
- [Cyberware] Increased AP regeneration while using implant-powered vision modes from 0% to 50%
- [Cyberware] Added surgery dialogue option to Arcade Gannon (if he is recruited as a follower)
- [Cyberware] Fixed issue where the effects of already installed vanilla implants would not be removed when they are switched out by Cyberware
- [Rebalance] Added option to change level cap
- [Rebalance] Added option to change timescale
- [Rebalance] Removed additional food variants so lists, recipes etc use the defaults again (for compatibility reasons)
- [Rebalance] Added rads back to raw meat and pre-war food
- [Rebalance] Set food quality labels visible
- [Rebalance] Improved weapon classification for Alternative Repair System
- [Rebalance] Fixed repair lists for Gauss weapons so they can all be repaired with each other
- [Equipment] Added 2mm EC ammunition, used by the Auto-Gauss, the Auto-Gauss Pistol and the Gauss Minigun
- [Equipment] Included new weapons in some form lists they were missing from, and various other fixes (thanks to xporc)
- [Equipment] Updated models and textures for Wattz weapons (thanks to jonnyeah)
- [Equipment] Tweaked weapon balancing (thanks to MadCat221)
Version 2.2
- [Core] Added Chargeable Weapons feature that adds special fire modes to selected energy weapons
- [Core] Added charging mechanics to AER14 Prototype and Q-35 Matter Modulator
- [Core] Dynamic Crosshair: Included parts of Antistar's Ammo Spread Effect Fixer so the crosshair shows spread decrease for special ammo
- [Core] Explosive Entry: Added additional type checks for destroyed items in containers to avoid destroying important things
- [Core] Stealth Field: Fixed bug that allowed multiple Steath Boys to run at the same time
- [Core] Scanner: Fixed issues with reloading during scanning
- [Cyberware] Fixed a bug that could leave the cybernetic surgery menu unresponsive in rare situations
- [Cyberware] Added cybernetic surgery service to Doctor Henry in Jacobstown
- [Cyberware] Relocated Wired Synapses implant
- [Cyberware] Removed Energy Cell drain from implant-powered vision modes, instead AP regeneration is set to 0 while active
- [Rebalance] Added options for auto aim to the configuration menu
- [Rebalance] Added options to modify skill points gained on level up
- [Rebalance] Fixed falling damage slider in the configuration menu
- [Rebalance] Fixed several tooltips in the configuration menu
- [Rebalance] Fixed headshot monitor effect not being stopped for companions in certain situations
- [Equipment] Added Leather Backpack (Source: http://www.newvegasnexus.com/downloads/file.php?id=39611)
- [Equipment] Added Classic PPK12 Gauss Pistol (Source: http://www.newvegasnexus.com/downloads/file.php?id=42711)
- [Equipment] Added Homemade Rifle, Plasma Rifle and Assault Rifle (Source http://www.newvegasnexus.com/downloads/file.php?id=41099)
- [Equipment] Added unique Multiplas Rifle created by MadCat221 with custom charging mechanics
- [Equipment] Added unique Tri-Beam Laser Rifle created by MadCat221 with custom charging mechanics
- [Equipment] Reworked the charging mechanics for the Plasma Disruptor and made the script compatible with the latest NVSE versions
- [Equipment] Fixed issues with the Railway Rifle that could result in potential CTDs after firing multiple shots
- [Equipment] Fixed 2 mismatched FormIDs introduced by the 1.4 patch
- [Equipment] Fixed wrong attack animation for Wattz Laser Pistol
Version 2.1
- [Core] Removed old Control Panel and replaced it with an integrated version of MCM
- [Core] Removed old configuration menu and replaced it with an MCM-powered menu
- [Core] Added Inventory Sorter feature
- [Core] Fixed various typos
- [Core] Added missing vision effects to Lucky Shades
- [Core] Various optimizations by utilizing new NVSE functions
- [Core] Explosive Entry: Added trespassing alert when blowing up owned containers/doors
- [Core] Explosive Entry: Fixed bug that would make the HUD icon appear for all explosions
- [Core] Explosive Entry: Fixed bug where HUD icon would not disappear after reload
- [Core] Explosive Entry: Added some missing explosions to the detection lists
- [Core] Grenade Hotkey: Fixed an issue where the script would stop working in rare situations
- [Core] Stealth Field: Fixed bug where Stealth Boy wouldn't drain field stability when activated for the first time
- [Core] Visor Overlays: Decreased extra visor brightness by 50%
- [Cyberware] Improved implant system so it's now possible for other mods to add their own implants
- [Rebalance] Removed old configuration menu and replaced it with an MCM-powered menu
- [Rebalance] Improved Alternative Repair System
- [Rebalance] Fixed hitpoint formula descriptions by adding the missing 100 base HP
- [Rebalance] Included Yuki's weapon repair kit fix that would otherwise get overriden
- [Rebalance] Fixed issue where headshot monitor could accidently be added to the player
- [Rebalance] Removed non-functional 'Less Skill Points' option
- [Rebalance] Removed more common ammo crafting components to avoid CTDs
- [Rebalance] Removed rancid food from dead animal loot
- [Rebalance] Removed unintended high radiation increase when wading in water
- [Equipment] Added missing 3 Shooter to Shotgun Surgeon perk list
- [Equipment] Added missing Pipe Bomb to Demo Expert perk list
- [Equipment] Added 10mm and 10mm SMG to The Professional perk list
- [Equipment] Improved Plasma Disruptor charging mechanics
- [Equipment] Fixed Rail Cannon zooming bug
- [Equipment] Fixed missing meshes for modded Gauss Minigun
- [Equipment] Fixed 5mm SMG loot list count
- [Equipment] Fixed missing dry firing and equip sounds for .44 Pistol and High Roller
- [Equipment] Fixed list error that prevented BoS NPCs from spawning with some of the new weapons
- [Equipment] Fixed visbility condition for Nuka Grenade recipe, added extra safety conditions to all recipes
- [Equipment] Fixed faulty meshes for various weapons (thanks to Antistar)
- [Equipment] Fixed 3 Shooter weapon mod description
- [Equipment] Replaced .44 Pistol flash light mod by proper laser sight
Version 2.0a
Version 2.0
- [Core] Enhanced vision modes and Stealth field are no longer tied to Cyberware and can be enabled and disabled in the control panel
- [Core] Added Explosive Entry feature that allows the player to break locks with explosives
- [Core] Added sound effects for primary needs
- [Core] Sprint: Added freely configurable hotkey (no longer restricted to walk/run)
- [Core] Grenade Hotkey: Added item categories to support mines and placed explosives
- [Core] Grenade Hotkey: Added auto detection of new explosives (once they have been equipped at least once)
- [Core] Stealth Field: Added support for stealth girl perk
- [Core] Enhanced Vision: Added trap highlighting to EM vision
- [Core] Enhanced Vision: Tweaked grain and brightness for clearer sight in all vision modes
- [Core] Enhanced Vision: Added vision modes for Reinforced Combat armor (and Mk2 variant)
- [Core] Bullet Time: Added perk descriptions
- [Core] Scanner: Tweaked threat estimation (Deathclaws are no longer a low threat...)
- [Core] Visor Overlays: Changed underlying system to enhance extendability and simplify addition of custom overlay textures
- [Cyberware] Added level 14 perk to give 2 more torso implant slots to the player
- [Cyberware] Added level 14 perk to give 2 more head implant slots to the player
- [Cyberware] Added new implant to enable slower bullet time
- [Cyberware] Added a short quest that's started when the player picks up the first implant and completed once the player opens the surgery panel
- [Cyberware] Added new head implant that grants slower bullet time
- [Cyberware] Added restoration of original implant perks if Cyberware is disabled
- [Cyberware] Fixed implant placement in Vault 22 so it still can be obtained after the respective quest
- [Equipment] Initial release
- [Rebalance] Initial release
Version 1.0