Fallout New Vegas

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HiVE README (Updated Oct13,2011)


Index:
* to jump to an item quicker try searching for the
-( parenthesized term )


1. Install/Uninstall/Load Order Hints
-( fuzzypickles )

2. Functions/Instructions
-( lobotomizedmonkey )

3. Current Version Relevant Changelog
-( smurfglue )

4. Credits
-(pandapresent)

5. Full Unedited Changelog
-( thispartislonganbooring )

6. Spoilers/Hidden Item List
-( destructionpancake )





























1. Install/Uninstall
( fuzzypickles )

-make sure New Vegas is updated to 1.4.0.525 and working.
-Make sure Dead money is installed, and working.
-Make sure Honest Hearts is installed, and working.
-Make sure Old World Blues is installed, and working.
-Make sure NVSE v2 beta 9 is installed.. and working.
-Extract all the files in the HiVEnv archive to your "..\Fallout New Vegas\Data" folder.

Enable HiVEnv.esp in FOMM, earlier is better.
Now everything should be installed correctly.. and working. So, Enjoy!



If you ever find the need to uninstall, simply remove your items from the mod and then delete 1 file and 3 folders:

...Fallout New Vegas\Data\HiVEnv.esp
...Fallout New Vegas\Data\Meshes\HiVE
...Fallout New Vegas\Data\Textures\HiVE
...Fallout New Vegas\Data\Sound\fx\HiVE


Load Order Hints:

Load orders will always be specific to the computer due to the vastly diffecent options in mods, The following is a general guideline for the basic rules that should be followed in your load order to ensure maximum stability:



FalloutNV.esm*
DeadMoney.esm*
HonestHearts.esm*
OldWorldBlues.esm*
LonesomeRoad.esm*

-the rest of your .esm files here

HiVE.esp

-the rest of your .esp files here

-visual mods like NVskies, fellout and stuff like that.




*these first 5 must ALWAYS be first no matter what (the ones you have of course)































2. Functions/Instructions
-( lobotomizedmonkey )



Summary:
There are a few main functions of the Hive that you will need to be familiar with in order to get the best experience from this mod. This section will highlight the main info you need to know.



Finding the HiVE:
When you load the HiVE for the first time you will be greeted with some engineer notes and a quest (Locate HiVE tech) enable the quest and follow the compass to the All-In-One device and pick it up. You now will probably want to jump into the HiVE the quickest way possible so press the [9] key on the standard keyboard.** Now select Teleport and there you are, you're now in the HiVE.

(**the standard keyboard 9 was chosen for laptop users that do not have access to the numpad keys and need a way to reset the hotkeys, I strongly suggest you remap the all-in-one hotkey to the numpad [9] key so that the HiVE keys are all grouped together.)



Fueling the HiVE:
Almost all functions of the HiVE require fuel (including the teleporter), to make this fuel you will dump all of your trash items you find throughout the wastland into a conversion bin in the floor in the walkway leading into the vault. Aid items cannot be converted so keep them for yourself. Any other Items can be added however and the heavyiner and more valuable they are the more they will count for when being converted into raw materials. For instance 3 gold bars will convert for well over 15000 raw materials.. the point at which all three sectors of the HiVE become unlocked.




Unlocking the Various areas of the HiVE.

Bobblehead room: Add the correct items in the correct amounts to the safe next to the door (*1)

Vault - Gain 5000 raw materials/Beat Dead Money/Use cheat safe (*2)

Arena - Gain 10000 raw materials/Beat Old world Blues/Use cheat safe (*2)

Garden - Gain 15000 raw materials/Beat Honest Hearts/Use cheat safe (*2)

(*1 _for further Hints complete this readme, there are many Hints in the Changelog and outright spoilers at the end.)
(*2 _Raw Material instructions above, Cheat safe Instructions at the end of this readme)




Hotkeys:
[9] All-in-one device (custom hotkey menu accessible here)

[Num 1] Stealth *1
[Num 2] Energy Shield
[Num 3] Enemy/Item detection *1

[Num 4] Weapon mode down
[Num 5] Weapon Mode toggle *2
[Num 6] Weapon mode up

[Num 7] Weapon Hot-Swap *3
[Num 8] Stun *1
[Num +] Holo-Companion
[NUM Enter] Fly/Canyon Jumper


(*1 _uses MF cells)
(*2 _on/off, color, elevation)
(*3 _equip last weapon)



Using the Weapons/Armors

Armors:
All advanced armors automatically administer med-x Psycho stimpaks and superstimpaks but do not actually use them, you just have to have them in your inventory to gain their benifits. Also if in battle your health drops low enough while wearing one of the HiVE advanced armors you *may* be automatically teleported to the med-bay in an attempt to prevent your death. To control Night Vision use weapon mode keys to turn it on/off or change brightness, the night vision commands do not work when a HiVE weapom is out that uses those keys however so switch or holster your weapon to change the night vision.

HiVE - AE-86 Seiryuu Beam Katana:
-use weapon mode keys to turn it on and off and switch colors
different collors mean different things:
Color -- Resist -- Damage -- Detect Lvl -- effects
Off None Norm Silent None
White None ++ Loud Knockback
Purple EMP Norm Norm Knockback, EMP (dam+ robots)
Blue Damage - Loud Knockback, Paralyse
Green Energy + Norm Knockback
Yellow Damage + Loud Knockback, Confuse
Orange Energy Norm Norm Knockback, Burn
Red Fire - Silent Knockback, Burn

HiVE - Proton Grenade Holorifle
when you are sneaking and scoped in it shoots like a sniper rifle. when not sneaking or scoping it shoot more like a shotgun. scoped but not sneaking gives you a long range shotgun kind of blast, similar to how to reacts when sneaking but not scoped. also important to note if you have the HiVE all-in-one TDE module active the ammo usage is 1/3 that of normal. Also with use of the weapon mode keys you can lock your enemies and fire on them through things. The first mode allow you to control a selection reticle that when you have enemy detection enabled will allow you to visably select your target. the second selection mode is a fit more straight forward, use the scope to 'paint' your target (also requires enemy detection to be on)
































3. Current Version Relevant Changelog
-( smurfglue )

V.0027
* Added Cazador Launchers
* Added Sonic Hacker
* no more teleporter powerwheel. To charge Teleporter just refill the mill in the vault.
* MAJOR MAJOR overhaul of the garden. Much much prettier now.. and with sunlight!
* many non-used items and scripts removed to decrease file size and increase performance.
* HiVE combat Fist added.
* new effects and queues to help people to the mill.
* minor ae86 tweaks to improve player safety in close quarters melee combat.

* HiVE Unique item converter added (next to materials processor in vault)
PISTOLS:
.357 Magnum revolver -> Lucky for 7000
.44 Magnum revolver -> Mysterious Magnum for 9000
.45 Auto Pistol -> A light in shining darkness for 7500
9mm pistol -> Maria for 5000
Hunting Revolver -> That gun for 5000

RIFLES:
BB gun -> Abile Kid Le bb gun for 3000
Cowboy Repeater -> La longue Carabine for 7000
Marksman Carbine ->All-american for 9000
Service Rifle -> Survivalist rifle for 11000
Hunting rifle -> This Machine for 10000
Sniper rifle -? Gobi-Campaign scout rifle for 7500
Varmint Rifle -> Ratslayer for 2000
9mm SMG -> Vance's 9mm SMG for 11000
10mm SMG -> .45 auto SMG

SHOTGUNS:
Hunting Shotgun -> Dinner Bell for 7000
Sawed off shotgun -> Big Boomer for 8000

ENERGY WEAPONS:
Laser pistol -> Pew Pew for 16000
Plasma Defender -> Alien Blaster for 9500
Plasma Pistol -> Pulse gun for 12000
Gauss Rifle -> YCS/186 for 7000
LAER -> Elijas advanced LAER for 5000
Laser Rifle -> AER14 prototype for 7500
Plasma Rifle -> Q-35 Matter Modulator for 7000
Tesla Cannon -> Tesla-Beaton Prototype for 7000

EXPLOSIVES:
Grenade Rifle -> Thump-Thump for 6000
Grenade Machinegun -> Mercy for 10000
Missle Launcher -> Annabelle for 8000
Frag Grenade -> Holy frag Grenade for 3000

MELEE:
Cleaver -> Chopper for 6000
Combat Knife -> Chances Knife for 6500
Fire-axe -> Knock Knock for 7000
9 iron -> Nephis Golf Driver for 6500
Super Sledge -> Oh baby! for 9000

UNARMED:
Displacer Gloves -> Pushy for 8000
Spiked Knuckles -> Love and Hate for 8000
Zap Glove -> Paladin Toaster for 7500
Saturnite fist -> Saturnite fist super-heated for 6000

UNCATEGORIZED:
Minigun -> CZ57 for 9000


V.0026
*added AE-86 Seiryuu Beam Katana by AlphaDragoon
-use weapon mode keys to turn it on and off and switch colors
different collors mean different things:
Color -- Resist -- Damage -- Detect Lvl -- effects
Off None Norm Silent None
White None ++ Loud Knockback
Purple EMP Norm Norm Knockback, EMP (dam+ robots)
Blue Damage - Loud Knockback, Paralyse
Green Energy + Norm Knockback
Yellow Damage + Loud Knockback, Confuse
Orange Energy Norm Norm Knockback, Burn
Red Fire - Silent Knockback, Burn

*fixed weapon wall cascading issue.
*added a check for the proper version so that now if there is an issue with NVSE it will just tell you in game so I can avoid all these cat and mouse games that lead back to a faulty NVSE installation.
*moved armors to the armor room. now Seiryuu and Modspec combat knife take their place.



V.0025
*Modspec Combat Knife.. found in Mini-Armory of Vault



V.0024
* Aries Power Armor.. Power armor with the same effects as the Spectre stealth suits. Located in Vault in new room that opens with the same switch as the mini-armory.
* All advanced armors now automatically administer med-x Psycho stimpaks and superstimpaks but in very small amounts that it can replicate so it doesnt actually use any of them you just have to have them in your inventory.
* Mill, large machine in the vault that breaks down any and all items (except for aid items for now) to their base raw materials and then stores it as fuel for the HiVE and its replicators.
* Mini Med-Bay, heals wounds and satisfies basic needs. Also if in battle your health drops low enough while wearing one of the HiVE advanced armors you *may* be automatically teleported to the med-bay in an attempt to prevent your death.
* chem sets are now deluxe chem sets that run infinitely off of The HiVE fuel source the Raw Materials.
* Nuka Fridge found in kitchen in the vault makes ice cold variants of Water, Nuka-Cola and Sunset Sarsparilla.
* secret room switches in the vault are now nightlights.. so if your having trouble finding them, shut of the lights and they will glow!
* HiVE bank now has an interest rate
* HiVE Gauss Marksman Carbine in mini-armory of vault
V.0024c
*added a way to clear all the hotkeys to the second hotkey menu list.

V.0023
* Vault
* Garden
* Combat Arena

* Updated HiVE RCW, Constant Laser, and finally implemented the multiplasma thrower, only found in vault.


V.0022
* Added bobblehead display to safe in corner which allows a temporary boost in specific skills for a raw material price
* Added a "key" to room in corner of the Xport room; changed the door to a forcefield and added a 2nd way in (secret entrance is still there) the switch to the door will only work if the correct amount of 4 particular items are in the chest to the right of the door. The first of Which is ("H"-purified water: 68) The other three items can be found in this readme in that format. Hopefully this motivates you to read the readme. theres lots of important info in here thats only in here.. so you need to know it.
* auto access to holodeck by standing in light in VB


V.0021
* VB sink is a 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, one sip is all you need to fully quench thirst.
* 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)


V.0020 (Data pack V.0020)

stun: paralyzes and damages all lifeforms within a certain range. (range increases and cost decreases with time and use) Activate this to easily deal with a group of rushing enemies.

* Local Storage/Do Not Sort List: Accessible through the all-in-one storage sorting menu (must be sneaking while activating menu) ("i"-Bottlecaps: 69)
adds an additional container that is NOT affected by the sorting system. add items that you want to not be sorted into the Hive by the auto-sorter.

V.0019
*unique scope texture for holorifle.
*Gravity Mine, with unique everything pretty much.

V.0017c
Ultra Grenade

V.0016
*canyon jumper - activate with num enter, walk in the direction you want to fly.
*advanced hologram warrior - impervious to damage but costs massinve amounts of energy. accessable with the [num +] key.
TV - will play screensavers.
new holorifle textures and glowmaps.
texture for hive stealth suit
NEW ARMOR! top shelf in workshop, in holoroom corner.
custom textures with glow maps for both female and male models.

("V"-Blank Books: 76)

V.0014
*Simple 1 objective quest to make sure you find the all-in-one device.

*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.


V.0013
teleporter now has fuel source. Each use will require 50 raw materials to be in the mill.

("E"-Micro Fusion Cells: 65)

Holorifle reticle.
now while both the detect device and the holorifle are equipped a reticle is accessable by pressing both - and + at the same time. to raise reticle press [Num 6], to lower reticle use [Num 4]

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.

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

V.0012

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.


release V.0011
All-In-One device:

Teleport - Personal transportation matrix: direct teleport into Vertibird holoroom. This was to make the vertibird accessible from anywhere such as inside buildings, this is so you can summon VB prior to entering dungeon and then when you want back out quickly just teleport and walk out of the VB.
To use: to teleport into the holoroom from anywhere activate teleport module through all-in-one.. to get back simply walk back onto the teleporter. youll hear/see it warming up.

Storage - dimensional conduit relay: safe accessible from ANYWHERE
sneak activate to access the sorting menu for the VB containers (i.e. SORT ON THE GO)

Stealth - Tactical Dimensional Envelope: slows your surroundings and makes you very difficult to detect. Runs on MF cells.

Home - Verti-Bird Beacon: This is the control to summon or dismiss the vertibird. there are also controls to move around 5 placeable beacons for your VB to fly between. To select your destination activate the orange display in the cockpit area of the vb and then exit as normal. Also the console to the right of that allows you to idle or shut down the engine while inside.

Stun - Stuns closeby enemies

Detect - Advanced enemy detector: adds a holographic shader to all living things colored based on their likelyhood to attack you and whether or not they find you as an enemy. It runs on MF cells but not many, its like 1 every 30 seconds. or 120 an hour.
Red = An Alerted/Attacking enemy
orange = An enemy who is not yet alerted to your presence.
dark blue = sleeping can be anyone deathclaws sleep too so be careful.
black = dead.

HiVE All-In-One menu: default hot-key is 9 however if you have something set to that already you can activate the device through your inventory and change the hotkey to whatever you like. or hotkey it the old fashioned way and disable the fose hotkey all together.


Vertibird:
This is the real meat n bones of this mod, the center of it all. so as to avoid interactions with other mods this is it.. and its completly moveable .. therfore there should never be any issues with overlapping mods.

holoroom - intense holographic room with many features:

advanced weapon vendor - as the name implies this is a vendor that deals in mostly advanced weaponary.

user setable ammo replication (normal activate to add ammo based on user selectable ammo price set at terminal, sneak activate to permanently set a ammobox to replicate your current ammo)

holorifle - fun gun, shoots dimensional bubbles
when you are sneaking and scoped in it shoots like a sniper rifle. when not sneaking or scoping it shoot more like a shotgun. scoped but not sneaking gives you a long range shotgun kind of blast, similar to how to reacts when sneaking but not scoped. also important to note if you have the HiVE all-in-one TDE module active the ammo usage is 1/3 that of normal.

































4. Credits
-( pandapresent )

Credit goes out to:
vivanto for his vertibird interior model. Now no worries about legal issues yay!!

RegentEagle for their blu-ray player

clintster74 for his Tv mesh (all textures however are redone)

and AlphaDragoon & InfiniDragon fir their amazing AE-86 Seiryuu Beam Katana textures and meshes and sounds!!!

Also ive used some of the models and textures from Speedy Resources by SpeedyB64































5. Full Unedited Changelog
-( thispartislonganbooring )
V.0027
* Added Cazador Launchers
* Added Sonic Hacker
* no more teleporter powerwheel.
* MAJOR MAJOR overhaul of the garden. Much much prettier now.. and with sunlight!
* many non-used items and scripts removed to decrease file size and increase performance.
* HiVE combat Fist added.
* new effects and queues to help people to the mill.
* minor ae86 tweaks to improve player safety in close quarters melee combat.

* HiVE Unique item converter added (next to materials processor in vault)
PISTOLS:
.357 Magnum revolver -> Lucky for 7000
.44 Magnum revolver -> Mysterious Magnum for 9000
.45 Auto Pistol -> A light in shining darkness for 7500
9mm pistol -> Maria for 5000
Hunting Revolver -> That gun for 5000

RIFLES:
BB gun -> Abile Kid Le bb gun for 3000
Cowboy Repeater -> La longue Carabine for 7000
Marksman Carbine ->All-american for 9000
Service Rifle -> Survivalist rifle for 11000
Hunting rifle -> This Machine for 10000
Sniper rifle -? Gobi-Campaign scout rifle for 7500
Varmint Rifle -> Ratslayer for 2000
9mm SMG -> Vance's 9mm SMG for 11000
10mm SMG -> .45 auto SMG

SHOTGUNS:
Hunting Shotgun -> Dinner Bell for 7000
Sawed off shotgun -> Big Boomer for 8000

ENERGY WEAPONS:
Laser pistol -> Pew Pew for 16000
Plasma Defender -> Alien Blaster for 9500
Plasma Pistol -> Pulse gun for 12000
Gauss Rifle -> YCS/186 for 7000
LAER -> Elijas advanced LAER for 5000
Laser Rifle -> AER14 prototype for 7500
Plasma Rifle -> Q-35 Matter Modulator for 7000
Tesla Cannon -> Tesla-Beaton Prototype for 7000

EXPLOSIVES:
Grenade Rifle -> Thump-Thump for 6000
Grenade Machinegun -> Mercy for 10000
Missle Launcher -> Annabelle for 8000
Frag Grenade -> Holy frag Grenade for 3000

MELEE:
Cleaver -> Chopper for 6000
Combat Knife -> Chances Knife for 6500
Fire-axe -> Knock Knock for 7000
9 iron -> Nephis Golf Driver for 6500
Super Sledge -> Oh baby! for 9000

UNARMED:
Displacer Gloves -> Pushy for 8000
Spiked Knuckles -> Love and Hate for 8000
Zap Glove -> Paladin Toaster for 7500
Saturnite fist -> Saturnite fist super-heated for 6000

UNCATEGORIZED:
Minigun -> CZ57 for 9000




V.0026
*added AE-86 Seiryuu Beam Katana by AlphaDragoon
-use weapon mode keys to turn it on and off and switch colors
different collors mean different things:
Color -- Resist -- Damage -- Detect Lvl -- effects
Off None Norm Silent None
White None ++ Loud Knockback
Purple EMP Norm Norm Knockback, EMP (dam+ robots)
Blue Damage - Loud Knockback, Paralyse
Green Energy + Norm Knockback
Yellow Damage + Loud Knockback, Confuse
Orange Energy Norm Norm Knockback, Burn
Red Fire - Silent Knockback, Burn

*fixed weapon wall cascading issue.
*added a check for the proper version so that now if there is an issue with NVSE it will just tell you in game so I can avoid all these cat and mouse games that lead back to a faulty NVSE installation.
*moved armors to the armor room. now Seiryuu and Modspec combat knife take their place.

V.0025
*mostly performance improvments. With focus on the Vault, Combat Arena, and Garden areas.
*Modspec Combat Knife.. A combat knife in the spirit of HiVE
*reduced nano-water price to 1250


V.0024
* Aries Power Armor.. Power armor with the same effects as the Spectre stealth suits. Located in Vault in new room that opens with the same switch as the mini-armory.
* All advanced armors now automatically administer med-x Psycho stimpaks and superstimpaks but in very small amounts that it can replicate so it doesnt actually use any of them you just have to have them in your inventory.
* Mill, large machine in the vault that breaks down any and all items (except for aid items for now) to their base raw materials and then stores it as fuel for the HiVE and its replicators.
* Mini Med-Bay, heals wounds and satisfies basic needs. Also if in battle your health drops low enough while wearing one of the HiVE advanced armors you *may* be automatically teleported to the med-bay in an attempt to prevent your death.
* All HiVE systems previously running on Micro fusion cells to the new "Raw Materials" created by recycling at the mill(vault), so in essence all the worthless stuff you used to pick up is now valuable as Raw materials.. which pays for all item replication
* chem sets are now deluxe chem sets that run infinitely off of The HiVE fuel source the Raw Materials.
* Nuka Fridge found in kitchen in the vault makes ice cold nuka colas out of nuka colas and ice cold purified water out of purified water.
* secret room switches in the vault are now nightlights.. so if your having trouble finding them, shut of the lights and they will glow!
* HiVE bank now has an interest rate
* HiVE Gauss Marksman Carbine in mini-armory of vault
V.0024b
* Modspec .45 add crash resolved.
* Ares armor added to do not sort lists.
* needed materials messages added to replicators if you have insufficent funds.
V.0024c added a way to clear all the hotkeys to the second hotkey menu list.

V.0023
Huge update, Main feautres:
* Vault: discover its many unbelievable goodies after completing Dead Money. (Hint: The statues hold more than meets the eye)
* Garden: updated, and now available after the completion of Old World Blues.
* Combat Arena: Simple interface, deadly possabilities. Unlock with the completion of Honest Hearts.
if you would prefer Skip all the requirments and start playing with the expansions now.. skip to end of readme.
* Updated HiVE RCW, Constant Laser, and finally implemented the multiplasma thrower, only found in vault.
* Streamlined Menus, Navmeshes and lights throughout entire complex and tested thouroughly with fraps to achieve best frame rates with all the crap i got in here.
V.0023b
* Fixed minor V.0023 specific bug.
* a Few small things i forgot before releasing V.0023
V.0023c
* Fixed a few V.0023 specific bugs.
* Reduced rewards from arena.
* Fixed Nano-suit effects
* Fixed cell change cut-out for shield and holorifle reticle.

V.0022
* Added bobblehead display to safe in corner which allows a temporary boost in specific skills for a large microfusion cell price
* Added a "key" to room in corner; changed the door to a forcefield and added a 2nd way in (secret entrance is still there) the switch to the door will only work if the correct amount of 4 particular items are in the chest to the right of the door. The first of Which is ("H"-purified water: 68) The other three items can be found in this readme in that format. Hopefully this motivates you to just read the readme. theres lots of important infos in here thats only in here.. so you need to know it.
* Fixed Teleport FX
* Fixed VATS holorifle and VATS RCW crashes
* Added Garden (must have completed Old World Blues to access, and then the option will become automatically available upon accessing the holodeck transfer pad next to the teleporter.
* Moved Nano-rig to corner safe room
* further tweaked solution for canyon jumper to a more stable method, and applied method to shield as well so now neither the canyon jumper or shield will cut out over long distances.
* added auto access to holodeck by standing in light in VB
* Lowered the default glow intensity of object for the floors to make it a bit more bearable.
* set up basis for several future HiVE expansions


V.0021
* there has been a MAJOR MAJOR VB interior overhaul to include OWB style and future tech feel.
* 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)


V.0020 (Data pack 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)
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.

* 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) ("i"-Bottlecaps: 69)

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.

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.


V.0018
new mode for holorifle that allows long range locks on the fly.
a few other minor tweaks.


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.


V.0016b,c,d
minor fixes to v.0016
& texture added for hive stealth suit


V.0016
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.


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.


("V"-Blank Books: 76)

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.


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.


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.

("E"-Micro Fusion Cells: 65)

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 both - and + at the same time. to raise reticle press +, to lower reticle use -

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 - & +

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.


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.


release V.0011
whats in this release (THE IMPORTANT STUFF)

most features selectable through the all in one device


All-In-One device:

Teleport - Personal transportation matrix: direct teleport into Vertibird holoroom. This was to make the vertibird accessible from anywhere such as inside buildings, this is so you can summon VB prior to entering dungeon and then when you want back out quickly just teleport and walk out of the VB.
To use: to teleport into the holoroom from anywhere activate teleport module through all-in-one.. to get back simply walk back onto the teleporter. youll hear/see it warming up.

Storage - dimensional conduit relay: safe accessible from ANYWHERE
sneak activate to access the sorting menu for the VB containers (i.e. SORT ON THE GO)

Stealth - Tactical Dimensional Envelope: slows your surroundings and makes you very difficult to detect. Runs on MF cells.

Home - Verti-Bird Beacon: This is the control to summon or dismiss the vertibird. there are also controls to move around 5 placeable beacons for your VB to fly between. To select your destination activate the orange display in the cockpit area of the vb and then exit as normal. Also the console to the right of that allows you to idle or shut down the engine while inside.

Stun - Stuns closeby enemies

Detect - Advanced enemy detector: adds a holographic shader to all living things colored based on their likelyhood to attack you and whether or not they find you as an enemy. It runs on MF cells but not many, its like 1 every 30 seconds. or 120 an hour.
Red = An Alerted/Attacking enemy
orange = An enemy who is not yet alerted to your presence.
dark blue = sleeping can be anyone deathclaws sleep too so be careful.
black = dead.

HiVE All-In-One menu: default hot-key is 9 however if you have something set to that already you can activate the device through your inventory and change the hotkey to whatever you like. or hotkey it the old fashioned way and disable the fose hotkey all together.


Vertibird:
This is the real meat n bones of this mod, the center of it all. so as to avoid interactions with other mods this is it.. and its completly moveable .. therfore there should never be any issues with overlapping mods.

holoroom - intense holographic room with many features:

advanced weapon vendor - as the name implies this is a vendor that deals in mostly advanced weaponary.

user setable ammo replication (normal activate to add ammo based on user selectable ammo price set at terminal, sneak activate to permanently set a ammobox to replicate your current ammo)

holorifle - fun gun, shoots dimensional bubbles
when you are sneaking and scoped in it shoots like a sniper rifle. when not sneaking or scoping it shoot more like a shotgun. scoped but not sneaking gives you a long range shotgun kind of blast, similar to how to reacts when sneaking but not scoped. also important to note if you have the HiVE all-in-one TDE module active the ammo usage is 1/3 that of normal.




































6. Spoilers/Hidden Item List
-( destructionpancake )

To open the mini-armory and bank activate the statues above the bed in the vault.


To access the expansions and gain easy access to the items that unlock the forcefield door next to the bobblehead display follow this route:

1. Follow ramp up to weapon display area of Armory
2. Jump to the top of the vendor cage.
3. Follow wall around on top of ammo shelves until you are on top of the ammo value selection terminal.
4. Jump to the top of the glowing red door.
5. Turn Directly towards the wall next to you and WALK THROUGH IT.
6. There is a ramp down to the shelf with the gold, and the container with the items for the forcefield door container and the keys that unlock the rest of the expansions without needing to have completed the DLCs.

the numbers of items in that safe are important to that contaier, you must put in exactly:
68-purified water
69-Bottle caps
76-Blank books
65-Micro fusion cells