- All games
- Fallout New Vegas
- Mods
- Gameplay Effects and Changes
- Project Nevada
Project Nevada
-
Endorsements
-
Unique DLs--
-
Total DLs--
-
Total views--
-
Version2.5
- Download:
- Manual
0 of 0
File information
Last updated
Original upload
Created by
PN TeamUploaded by
schlangsterVirus scan
Safe to use
Tags for this mod
- Chargen
- Companion/Follower Friendly
- Compilation
- Gameplay
- Lore-Friendly
- Replacer
- Fair and balanced
- English
- Animation - New
- Sound FX
- Textures
- Modder's Resource
- Tutorials for Players
- Utilities for Modders
- Quests
- Armour & Shields
- Clothing - Male Only
- Items - Apparatus
- Items - Leveled
- NPCs
- Items - Clutter
- Overhaul
- Mod Configuration Menu (MCM)
Current section
Activity logs
This page was last updated on 03 July 2021, 5:56PM
- Changelogs
-
-
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
- [Installer] Fixed a bug in the module selection
-
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
- [Core] Initial release
- [Cyberware] Initial release
-
- Author's activity
- Load more items
- Mod page activity
-
June 2024
-
06 Jun 2024, 6:28AM | Action by: Rabbit1221
Endorsed
'Project Nevada'
-
06 Jun 2024, 6:24AM | Action by: emailsaya13
Endorsed
'Project Nevada'
-
06 Jun 2024, 6:09AM | Action by: weazyott
Tracked
'Project Nevada'
-
06 Jun 2024, 5:38AM | Action by: LonePartisan
Untracked
'Project Nevada'
-
06 Jun 2024, 5:36AM | Action by: slenderq
Endorsed
'Project Nevada'
-
06 Jun 2024, 5:11AM | Action by: HokiLokison
Endorsed
'Project Nevada'
-
06 Jun 2024, 3:54AM | Action by: MuriaBR
Endorsed
'Project Nevada'
-
06 Jun 2024, 2:29AM | Action by: Oliver86only
Endorsed
'Project Nevada'
-
06 Jun 2024, 1:51AM | Action by: OnlyStunt
Untracked
'Project Nevada'
-
06 Jun 2024, 1:25AM | Action by: PostalxDude
Tracked
'Project Nevada'
-
06 Jun 2024, 1:21AM | Action by: silent12y
Endorsed
'Project Nevada'
-
05 Jun 2024, 8:57PM | Action by: Rymjk
Tracked
'Project Nevada'
-
05 Jun 2024, 8:27PM | Action by: michaada
Endorsed
'Project Nevada'
-
05 Jun 2024, 7:05PM | Action by: Leon1331
Endorsed
'Project Nevada'
-
05 Jun 2024, 6:07PM | Action by: AriOreo
Tracked
'Project Nevada'
-
05 Jun 2024, 6:00PM | Action by: shitcoins
Endorsed
'Project Nevada'
-
05 Jun 2024, 4:29PM | Action by: queenelsa21
Untracked
'Project Nevada'
-
05 Jun 2024, 1:35PM | Action by: nephrite9
Endorsed
'Project Nevada'
-
05 Jun 2024, 11:13AM | Action by: LonePartisan
Tracked
'Project Nevada'
-
05 Jun 2024, 7:48AM | Action by: muffinman76
Tracked
'Project Nevada'
-