Fallout New Vegas

Changelog (12 comments)

  1. angelwraith
    angelwraith
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    V.0021


    • Major remodel of VB cockpit.

    • Holorifle leveling increased, what i mean? it now does this:
      without TDE active:
      skill <25 ammo use 3
      skill >25 & <75 ammo use 2
      skill >75 ammo use 1

      with TDE active:
      skill <25 ammo use 2
      skill >25 & <75 ammo use 1
      skill >75 ammo use 0 and gun becomes automatic DO NOT USE WITH VATS WILL CRASH THE GAME

    • Solved canyon jumper cut-out issue.. now should stay stable and not randomly drop you to your doom.

    • now VB sink is now SMART sink.. which does a few things: like the sink's sink it can bottle water in any empty bottle.. however this one allows to you pour out dirty water and reuse the bottle for fresh water. it auto detects bottles in inventory and will pop up the menu when you have available bottles to fill.
      and the drink function. now has a nano-engineered effect which means 1 drink and no more dehydration.. AT ALL no more repeatedly needing to activate to fully quench thirst. Also there is a pretty strong healing effect the nanites produce as well for a short period.

    • there is now an incinerator switch in the cockpit that will destroy the contents of the dimensional safe. Why? every once in a while you may pick up and sort an item that when accessed will crash the game remove all items except for the culprit item and hit the switch and the problem item is removed.

    • added a nanite injection booth near the holoroom workshop to boost certain functions for a period (ten minutes)

  2. angelwraith
    angelwraith
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    V.0020

    • updated prerequisite: Fallout New Vegas 1.4.0.525
    • updated prerequisite: New Vegas Script Extender 2 beta 9
    • added prerequisite: Honest hearts
    • added prerequisite: Old World Blues
    • trap detection now supports HH and OWB
    • added plant detection and added a new shader to show when a corpse has item on it or not. (not always perfect)
    • GOT RID OF THE BIONIC KILL IMPLANT
      and substituted instead a psychic overload that paralyzes and damages all lifeforms within a certain range..
      (range increases and cost decreases with time and use) Activate this to be able to take on a group of rushing enemies, quickly tap the key and they will all succumb to your telekinetic abilities paralyzed and in pain. Now they wait in terror as you make your way from one to the next deciding whether or not they need a lead makeover.

    • L*Storage
      New option added to sort menu Local Storage Do Not Sort List This is only accessible through the all-in-one storage sorting menu (must be sneaking while activating menu)

      What this is: an additional container accessible from anywhere that you can store anything you like that is NOT affected by the sorting system. So that if there is anything you dont want to be sorted when you use the sort options to clear your inventory back to the VB.

      Furthermore this container adds the contents to a list that prevents all like items from sorting soo this means drop 1 energy cell into the box and from now on energy cells stay in your inventory when you sort.

      This means if you can get at least 2 of every item you want in your custom loadout and drop 1 of each into the DNS box from then on you can use the sort options in the all-in-one menu without having to later track down the things that you want to keep on you.


    All of these changes have been made and are working. I just need a little more time to tidy things up a bit and compile all the parts.

    Also starting with v.0020 i will be uploading the files for this mod in two separate files. The resources for the mod are much larger in file size and change much less frequently, therefore I can save the site a little bandwidth and you guys a little time if i upload the main file separately. The readme will be updated accordingly.
  3. angelwraith
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    V.0019
    New unique scope texture for holorifle.
    detection system now supports containers with items in them and traps.
    new weapon Grav Mine, with unique everything pretty much.
    couple small bug fixes/tweaks and 1 huge script optimization should have the detector running a lot better now too.
  4. angelwraith
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    V.0018
    stability tweaks with canyon jumper.
    new mode for holorifle that allows long range locks on the fly. (you have to be scoped in for it to kick in)
    a few other minor tweaks.
  5. angelwraith
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    V.0017c
    found some small errors with fnvedit and corrected them. they should not have had any effect on teh game but i am going to up this anyway.
    Name changes, added notes to instruct on most features. Some stability tweaks. Function tweaks.
    Ultra Grenade added (still needs work for now you should add through console with "player.additem ##0138f6 AMT" where ## is this mods index and AMT is a NUMBER of how many you want.
  6. angelwraith
    angelwraith
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    V.0016c
    fixed a bug with companion and holograms showing up blacked out. (bugs only present in .0016 & .0016b)

    V.0016

    2 new hotkeys and associated devices.
    canyon jumper - activate with num enter, look up tp go up down to go down and hold the jump button to accelerate thos actions. useful for climbing mountains, crossing canyons, walking on water. yeah i know, i dont care i thought it would be fun.
    advanced hologram warrior - impervious to damage but costs massinve amounts of energy. accessable with the num plus key. (btw shes decked out with hive tech too so shes basically a walking wmd.
    TV - yeah theres an activateable tv in the holoroom now.. will play screensavers.
    new holorifle textures and glowmaps.
  7. angelwraith
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    V.0015

    2 new hotkeys
    1 for the Bionic telekineses implant (kill module)
    1 for the energy shield. Check it out. its a full frontal physical shield. yes it stops bullets. yes it blocks melee attacks. no you cant shoot through it, however it will temporarily disable when you shoot so you can still attack. (unless you use a gun designed to shoot through walls such as the HiVE proton grenade holorifle.) If you use the activate key on the shield it will discharge into a weapon stream.

    tweaked a few scripts to prevent undesirable glitches.


    revamped list of default hotkeys:
    Numpad #s
    1) TDE [stealth]
    2) Energy Shield
    3) AED [detect]
    4) Weapon elevation down
    5) Weapon mode (if applicable)
    6) Weapon elevation up
    7) Weapon Hot-Swap (equip last weapon)
    BTI [kill all]

    Standard keyboard hotkey #s
    9) All-in-one device (custom hotkey menu accessible here)


    NEW ARMOR!!!!
    top shelf in workshop, in holoroom corner.
    custom textures with glow maps for both female and male models. interfaces with all-in-one device to allow phase-walking when crouched.
  8. angelwraith
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    V.0014


    Added an EXTREMELY simple 1 objective quest to make sure you find the all-in-one device.

    made changes to the HiVE proton grenade holorifle.
    reticle can now be accessed with weapon mode button as well.
    now can lock multiple targets at once. And now only locks enemies or aggressive npcs.

    made changes to the bionic telekenesis implant.
    And now only locks enemies or aggressive npcs.

    Hotkey menu revamped, now all hotkeys are customizable. and a few new hotkey options have been added.

    CLP - continuous laser prototype, one of the newest creations of HiVE designed to emit a steady beam able to cut through most enemies with ease. note there are no moving parts on this device save for the trigger and therefore the construction should last forever however the battery it runs on is internal and cannot be removed, only recharged. the weapon will appear to be broken but with some minor repair skills and a fission battery you can get it back up and running with ease.
  9. angelwraith
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    V.0013

    whats new:

    teleporter now has fuel source. large aperture looking apparatus over vendor cage. to charge shoot center dome with the HiVE proton grenade holorifle.
    maximum of 13 charges can be held at a time.
    green = 1 charge
    so if there are 3 lit green there are 3 charges left.

    bg color
    red, very low reserve
    yellow, low reserve
    blue, adequate reserve

    Holorifle reticle.
    now while both the detect device and the holorifle are equipped a reticle is accessable by pressing numpad "5" and reset by pressing both numpad "4" and "6" at the same time. to raise reticle press numpad "6", to lower reticle use numpad "4" [edited for V.0015]

    what it does:
    select your enemy with the reticle and you will see their shader change to a pinkish color. this means they are now locked as the target for the holorifle and when you fire their location is homes in on by the rifle REGARDLESS of obstacles in between you and your target.

    what this means?
    the weapon can achieve a short lock on enemies that allows you to shoot through walls, boulders, mountains crowds of innocents doesnt matter.. this ignores all obstacles. also you can select an enemy and fire regardless of your line of sight with the enemy.

    note this does not affect the weapons normal firing behaviors, you can continue to use the weapon as normal, it still fires like a sniper when scoped and sneaking and a shotgun when not scoped and standing and inbetween with the other two combinations.

    this is meant to all be intuitive, youll get the hang of it quick. and there are no special things you have to do to use it outside of bringing it up by pressing both numpad "4" & "6"

    also made a small change with sorters, where they now do not sort holorifle or either of the stealth armors found in the VertiBird so when in full combat dress a field sort will not leave you without a weapon ammo and armor.

    also disabled the detect module while in the vertibird as calling multiple refwalking quests and tons of effect shaders was starting to effect framerate.

    thats all i can remember for now.
  10. angelwraith
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    V.0012

    tweaked the teleport machine a bit. now at full power its a beast.

    added weapon display shelves that automatically set weapons out on display shelves. Caution pay attention to the warning message when you use it. This will reset weapons to their base form, fully repaired and WITHOUT any mods that were added.. so dont add modded weapons. This is due to the way containers are evaluated. In FO3 modded weapons would actually sort fine.. but with the way WMK was integrated into FONV this is the behavior we get and theres nothing really i can do about it at the moment.