Fallout New Vegas

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CRYSIS NANOSUIT - salomaogh
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IMPORTANT NOTES
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1 - Default Actions

- Primary Menu: X (Hold)
- Secondary Menu: Tap the Primary Menu hotkey and then hold it.
- Power Jump: L-Alt - (Double Tap).
- Sprint: Left Shift - (Tap and hold it)
- Tactical Visor Zoom: M (Hold). Use the mouse wheels to zoom in\out.
- Toggle Devices while the Visor is on: N (Tap).

2 - If you are unable to perform the sprint while in Speed Mode:

i - The Sprint Key and the "Toogle Run" Control are the same by default. Just rebind one of them.
ii - You are in god mode. Disable it.

3 - The Power Jump hotkey and the "Always Run" Control are ALSO the same by default. Just rebind one of them as well.

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RELEASE NOTES
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V 7.1.3 NOTES (Updated: November 9th, 2018):

- Replaced all trigonometric functions with the ones implemented by JIP, which should improve performance when accessing the menus and when the Radar is active.
- Player's impact material type changed to metal when in Armor Mode.
- Added an MCM option for performance improvement. If"Always All Targets" is toggled, the radar (if active) will display the npcs nearby. If not, the player must aim at the target with the Visor On to be able to display them on the radar.
- MCM is not a requirement anymore, but it should be used.

V 7.1.2 NOTES (Updated: February 8th, 2018):

- Minor bug fixes and script improvements.
- Only the configuration file was changed inside the zip file 'Crysis Nanosuit - Crynet Nanosuit v1.5'.

V 7.1.1 NOTES (Updated: January 13th, 2018):

- Other bug fixes and script improvements.
- The information displayed in the Tactical Visor and the options in the MCM can now be translated to any language.
- A PT-BR Translation package has been created as an example of how to translate the mod. It contains the operator voices (male and female), as well as the translated messages and options.

V 7.1.0 NOTES (Updated: January 11th, 2018):

- Several bug fixes and many other script improvements.
- Added multilanguage support. Audio and Text.
- The suit messages now have custom free fonts from Dan Zadorozny.
- Added some other options in MCM.

V 7.0.3 NOTES (Updated: January 3rd, 2018):

- Rewritten the Power Throw script and now works.
- Script improvements.


V 7.0.2 NOTES (Updated: January 3rd, 2018):

- Mostly minor script improvements and some minor fixes found along the way.
- Removed aspam message in the console command added while debugging the mod.

V 7.0.1 NOTES (Updated: December 27rd, 2017):

- Fixed an issue when equipping\unequipping the suit.
- Fixed a rare issue that would prevent the suit from regenerating energy when using the sprint.
- Script improvements and other few changes.
- Fixed an issue that would prevent the user from sprinting after jumping.
- Added a missing variable inside the configuration file: crysis nanosuit - crynet nanosuit.ini

V 7.0.0 NOTES (Updated: December 24rd, 2017):

- Jumped to the version to 7.0.0 due to the massive internal changes.
- Fix issue with Visor zoom not restoring the default FOV value properly and the improved the script.
- Added support for customizable tasks (batch files).
- Several performance improvements.
- The Visor has been expanded to provide information about more types of objects.
- Improved the way energy is restored\consumed.
- Improved the Detection Meter.
- Improved the Camouflage script. The player will stay undetected by actors while cloaked as long a minimum distance (configurable) is kept.
- Added a few more configurable variables and removed unnecessary ones.
- Added a perk mode option for those who do not wish to aquire the suit abilities through perks. Now, they can be bought.
- Added a feature that is an early implementation of hacking in Crysis 3. For now, the user can toggle some eletronic devices (Radios, Eletronic doors etc) when the Visor is on.
- Added a restriction that the suit only works if the user has at least 1 unit of the power source (a misc item simply called "Suit Energy Source"). That emulates the need of fusion cores for Power Armors in Fallout 4.
- The suit may enter a overheated and cooling down state. However, Which situations those states will be triggered is an object for further implementation, but they can be triggered through the batch scripts.
- List of weapons (from other mods) that can be fired without disrupting the Cloak Mode has been extracted from the mod and is now in a INI file called "silenced weapons".
- List of explosions that will force the suit to enter the Offline State (iSuitStatus = -1) has been extracted from the mod and is now in a INI file called "EMP explosions".
- List of weapons' object effect that will drain energy from the suit has been extracted from the mod and is now in a INI file called "EMP Object Effects".
- List of toggeable devices that can be activated when the Visor is on has been extracted from the mod and is now in a INI file called "Toggleable Devices".
- Improved the Radial Menus logic so that you can deactivate all suit modes when using the Nanosuit 1.
- The Detection Meter and the Radar, which are features that consume processing power, can be disabled in MCM to improve performance.
- The player will now be able to move undetected from the Nellis AFB Artillery while cloaked.
- Fix issues with Sprinting in certain cases.
- Fix an issue when equipping\unequipping the suit in the inventory menu.
- Fixed an error when the suit was offline.
- Improved the melee hit (Solid Project's feature) compatibility.
- Added more event handlers and renamed other ones.

V 6.3.1 NOTES (Updated: September 3rd, 2017):

- Fixed issue when using the Radial Menu hoktey without the suit being equipped.
- Fixed Animation Project\Solid Project Sprint.
- Fixed Power Throw script not being executed.
- Fixed Firing while cloaked.
- Fixed Combat Meter.
- Fixed On Hit With Event.
- Fixed energy regeneration delay not being set properly.
- Fixed sprint speed multipliers not being applied properly.
- Fixed a major CTD issue with the radar.
- Improved the detection meter formula.
- Performance improvements.

V 6.3.0 NOTES (Updated: September 1st , 2017):

- Several bug fixes.
- Improved camouflage script. When cloaked, enemies will not just drop combat, but will start the standard search procedure.
- Improved detection meter script.
- The radar has been expanded to display the direction of actors towards the Player.
- Added some more configurable variables.
- Performance improvements.
- Added Support for Solid Project.

V 6.1.9 NOTES (Updated: June 4th , 2017):

- Minor bug fixes.
- Performance improvements towards the Radar.
- Added some configurable variables concerning perks.

V 6.1.8 NOTES (Updated: May 28th , 2017):

- Several bug fixes.
- Minor changes.
- Rebalanced some configurable variables and perks.

V 6.1.7 NOTES (Updated: May 21th , 2017):

- Bug fixes.
- General script improvements.

V 6.1.6 NOTES (Updated: May 14th , 2017):

- Added detection meter, combat indicator and Radar HUD elements.
- Improved deflection hit.
- Bug fixes.
- General script improvements.
- Added new configurable options.

V 6.0.8 NOTES (Updated: April 23th, 2017):

- Massive Internal changes to support customisable suits with unique settings. Check the 'Config\Crysis Nanosuit' folder for details.
- Performance improvements.
- Now the plugin requires JIP LN NVSE Plugin 43.50+.

V 5.9 NOTES (Updated: February 5th, 2017):

- Readded support for the Legacy of X13 mod.
- Fixed issue when disabling\enabling the mod.
- Fixed issue regarding the player damage threshold and damage resistance values.
- Minor Bug fixes and general improvements.

V 5.8 NOTES (Updated: January 29th, 2017):

- Bug fixes and general improvements.

V 5.7 NOTES (Updated: January 22th, 2017):

- Bug fixes and general improvements.

V 5.6 NOTES (Updated: January 18th, 2017):

- Bug fixes and general improvements.

V 5.5 NOTES (Updated: January 16th, 2017):

- Bug fixes and general improvements.

V 5.4 NOTES (Updated: January 8th, 2017):

- Bug fixes and more performance improvements.

V 5.3 NOTES (Updated: January 4th, 2017):

- Performance improvements.
- Fixed an issue when detecting the requirements for the mod. The Mod Configuration Menu is required no longer, but recommended.
- Improved Auto Armor scripts.

V 5.2 NOTES (Updated: December 25th, 2016):

- Now Compatible with Animation Project sprint and takedown features.
- Improved some HUD elements.
- Minor tweaks.

V 5.1 NOTES (Updated: December 14th, 2016):

- Fixed an unwanted result when using the Vision Modes.

V 5.0 NOTES (Updated: November 29th, 2016):

- Fixed issue when using Power Punch.
- Fixed issue when using the Visor.
- Fixed issue when falling.
- Fixed an issue where some default numeric settings are not restored properly.
- Remove unused records.
- Added custom perk icons.
- Fixed wrong gameplay settings.
- Improved some HUD elements and added some others.
- Power Jump also works in Superhot Mode.
- Performance improvements.

V 4.1 NOTES (Updated: November 2nd, 2016):

- Minor script improvements.
- The tactical Visor provides some information regarding terminals. Lutana nvse 18.0 BETA BUILD is required.

V 4.0 NOTES (Updated: October 20th, 2016):

- Massive internal changes in order to take advantage of the NVSE event handlers.
- Changed the way of accessing the options in the Radial Menu, thus, improving gameplay.
- Nanosuit wearer is immune to the Dead Money Toxic Gas Cloud.
- Wearer can now activate the Air Stomp simply by falling.
- Expanded the Tactical information provided by the Visor.
- Added a deflection hit indicator, depending on the heading angle and distance to the Attacker.
- Fixed several bugs.

V 3.4.2 NOTES (Updated: July 10th, 2016):

- Small adjustment: Equipped weapon is now invisible while cloaked in 3rd person.

V 3.3 NOTES (Updated: June 5th, 2016):

- Fixed some scrits that could cause bloat.
- Visor also provides information about 'armor' objects.

V 3.2 NOTES (Updated: May 28th, 2016):

- The Radial Menu is summoned properly when in Superhot Mode, available in "SUPERHOT" Mod, by Xilandro.
- General Script improvements.

V 3.1 NOTES (Updated: May 26th, 2016):

- General improvements.
- Fixed issues which NVAC were complaining about.
- Added Stamina support: Nanosuit 3 user drains stamina instead of suit energy.

V 3.0 NOTES (Updated: May 22th, 2016):

- General performance improvements.
- Now, the Visor provides tactical assessment of weapons.

V 2.9 NOTES (Updated: May 16th, 2016):

- Quick fix for the target information feature.
- Minor improvements.

V 2.8 NOTES (Updated: May 15th, 2016):

- Fixed Auto Regeneration Perk.
- Improved 'GetIsAiming' function.
- Improved gameplay with OnHit event.
- Added\Rebalanced some values to make the nanosuit user less overly powerful.
- Minor fixes.

V 2.7.4.1 NOTES (Updated: November 8th, 2015):

- Fixed Nanovision function not being able to remove the Effect Shaders on actors when the Visor is disabled.
- Fixed Light Armor Spell.
- Other minor improvements.

V 2.7.4 NOTES (Updated: November 2nd, 2015):

- Fixed some perk requirements.
- Added the main HUD overlay for Nanosuit 2 and Nanosuit 3 again.
- Improved Nanovision image space modifier.
- Added some new info of aimed targets, while using the Tactical Visor: Percentage of Health; Damage Resistance; Damage Threshold.
- Added a scripted Grain Fx animation when using the Nanovision and NightVision.
- Added the Sensor Upgrade perk.
- Added a combat reaction indicator when using the Tactical Visor.
- Improved a little bit the GetIsAiming function.
- Nanosuit 2 and Nanosuit 3 perks now are playable.
- Code cleanup.
- Redone the Auxiliary Power Supply bar and the Nanosuit 1 energy bar.
- Improved script for adjusting the HUD elements in Game Mode added in v 2.7.3.2. Open MCM 'HUD' submenu, select a temporary hotkey and the
HUD element to be adjusted. Go back to the game, keep pressed the hotkey while using the arrow keys. The player must not move while adjusting
the selected HUD element.

V 2.7.3.2 NOTES (Updated: October 25th, 2015):

- Fixed HUD Elements not showing up properly.
- Fixed crash bug when trying to enable the Nanosuit 2.
- Fixed MCM HUD options.
- Fixed energy drainage issues.
- Fixed a minor Target Visor issue.
- Fixed a bug when uninstalling the mod.
- Changed perks requirements.
- Improved Super Stealth and Auto Armor Perks with the new functions from JIP NVSE v22.0.
- Slightly Changed Chameleon Effect with the new functions from JIP NVSE v 21.0.
- Tweaked NanoVision Image Space Modifier.
- Added Script to adjust the HUD elements in Game Mode. Open MCM 'HUD' submenu, select a temporary hotkey and the HUD element
to be adjusted. Go back to the game, keep pressed the hotkey while using the arrow keys. The player must not move while adjusting
the selected HUD element.

V 2.7.3.1 NOTES (Updated: October 12th, 2015):

- A bug fix concerning the Nanosuit 2.
- improved chameleon effect.
- code clean up.

V 2.7.3.0 NOTES (Updated: September 20th, 2015):

- Fixed Visor function.
- Improved Some Scripts.
- Minor Improvement regarding the Tactical Visor Target Information feature.

V 2.3.7.9 NOTES (Updated: September 7th, 2015):
- 2 More bug fixes.
- Added Tactical Visor Target Information feature available only for Nanosuit 2 and 3.
- Lutana NVSE is now required.

V 2.3.7.8 NOTES (Updated: September 6th, 2015):

- Minor changes.
- 2 Bug fixes.
- Added UCN Test Plugin as an example for those who wish to attach the nanosuit abilities into custom armors.

V 2.3.6.7 NOTES (Updated: August 25th, 2015):
- Code Cleanup.
- Bug fixes
- Nanosuit 3 available

V 2.3.6.6 NOTES (Updated: June 24th, 2015):

- Fix: Fixed the issue with the visor zoom function.

V 2.3.6.5 NOTES (Updated: May 25th, 2015):

- Small fix: Fixed UI Menus not hiding properly.

V 2.3.6 NOTES (Updated: May 9th, 2015):

- Code Cleanup and rebalanced some perks.

V 2.3.5 NOTES (Updated: May 4th, 2015):

- Bug fix: Remove some vanilla scripts which had been unintentionally changed.
- Bug fix: Power Jump fixed.
- Bug fix: Fixed the zoom function.
- Addition: Added the Automatic Health Regeneration Perk.
- UI Change: Changed the Suit Energy Counter.
- Minor Improvement: Player can't cloak while under the effect of StealthBoy.
- Minor Improvement: Code Clean Up.
- Minor Improvement: Removed an unnecessary spell for the NanoRecharge Perk.

*** Now Requires JIP NVSE 4.0+ ***

Version: 2.3.6.6 , Last Updated: June 24th, 2015:

- Small fix: Fixed the issue with the visor zoom function.

V 2.3.6.5 NOTES (Updated: May 25th, 2015):

- Fix: Fixed UI Menus not hiding properly.

V 2.3.6 NOTES (Updated: May 9th, 2015):

- Code Cleanup and rebalanced some perks.

V 2.3.5 NOTES (Updated: May 4th, 2015):

- Bug fix: Remove some vanilla scripts which had been unintentionally changed.
- Bug fix: Power Jump fixed.
- Bug fix: Fixed the zoom function.
- Addition: Added the Automatic Health Regeneration Perk.
- UI Change: Changed the Suit Energy Counter.
- Minor Improvement: Player can't cloak while under the effect of StealthBoy.
- Minor Improvement: Code Clean Up.
- Minor Improvement: Removed an unnecessary spell for the NanoRecharge Perk.

*** Now Requires JIP NVSE 4.0+ ***

V 2.3.4 NOTES (Updated: February 03rd, 2015):

- Fixed a bug where some NPCs would just walk around without attacking the player.

V 2.3.3 NOTES (Updated: January 19th, 2015):

- A few more changes with regard to the Heavy Armor and Light Armor perks.

V 2.3.2 NOTES (Updated: January 18th, 2015):

- A minor fix for the cloak mode when firing a weapon.
- A little improvement regarding the cast of effect shaders on actors. Now, actors colored red
are enemies or those who will atack you on sight.

V 2.3.1 NOTES (Updated: January 14th, 2015):

- Slight Changes and one more minor fix regarding the "The Legacy of the X13" mod.
- Ultimate Crysis Pack v2 Compatibility.

V 2.3.0 NOTES (Updated: January 12th, 2015):

- Fixed CTD when uninstalling the mod.
- Fix: Protection against the toxic cloud works again with the Dead Money Patch.
- Fixed the Stealth Suit MkII option.
- Fix: Explosion sounds are triggered properly now.
- Fixed bugs regarding the change of OS for the armors.
- Fixed values of Light Armor and Heavy Armor perks.
- Fixed firing while cloaked.
- Fixed drain speed of energy in cloak mode.
- Added the Cover Ops Perk.
- Improvement: Empty Containers are highlighted differently, with new effect shaders.

V 2.2.9 NOTES (Updated: January 7th, 2015):

- Performance improvement and fixes.
- Added more ranks to some perks.
- Some global variables have been modified. Follow the uninstallation procedure to update them.

V 2.2.8 NOTES (Updated: January 2nd, 2015):

- Some perks have been rebalanced and some of them have a second rank.
- 2 minor fixes and changes.
- Added an option in the developer's submenu to reset all variables from the Main Quest,
in case something goes wrong. This come in handy, because it does not remove any perks the player earned.

V 2.2.7 beta 2 NOTES (Updated: December 31th, 2014):

HAPPY NEW YEAR EVERYONE !!! \0/

- With a help of necrow, this version results in no CTDs , whereas stuttering and freezing are reported.
It appears at some point during the gameplay.

V 2.2.7 beta 1 NOTES: (Updated: December 26th, 2014):

- The Tactical Visor issue still persists and results and CTDs at some point. Furthermore stuttering and
freezing are reported. Also, the Tactical Visor does not highlight containers.

V 2.2.7 NOTES (Updated: December 26th, 2014):

- Added single events option in MCM for the Sprint, Power Jump and Air Stomp, as requested.
- The Tactical Visor feature is disabled for now until i have fixed the CTD issue.
Thus, it won't highlight actors nor containers.

V 2.2.6 NOTES:

PS: If you are updating from a version lower than V 2.2.4, follow the uninstallation process below.

- Minor fix: Fixed a minor (but very wierd) bug introduced in the last version that led the script to apply
the effect shader multiple times when a NPC died.
- Added a small compatibility patch for the JNF Sniper Zooming. The player won't trigger the zoom when
whichever Radial Menu is opened.

V 2.2.5 NOTES:

PS: If you are updating from a version lower than V 2.2.4, follow the uninstallation process below.

- Fix: HUD Elements are concealed again when the nanosuit is put off.
- Minor Fix: NPCs also update their effect shaders when their AI procedure are changed.
- Other minor changes.

V 2.2.4 NOTES (Updated: December 21st, 2014):

PS: PLEASE MAKE A CLEAN SAVE, BECAUSE I HAVE UPDATED SOME ESSENTIAL VARIABLES. DISABLE IT IN THE MCM MENU FIRST,
THEN SAVE THE GAME, UNCHECK THE MOD, LAUNCH AND SAVE THE GAME AGAIN. AFTERWARDS, CHECK IT AGAIN. ENJOY IT. :)

- Fixed a issue regarding null references, thanks to NVAC.
- Fixed the issue regarding the player speed when armored.
- Fixed a minor issue regarding the use of Power Mode (Nanosuit 2).
- Fixed the line that did not allow a change of the 'fjumpheightmin' game setting.
- Improvement: suit does not drain energy when sprinting while in air.
- Improvement: The position of the HUD elements are relative to the screen width and height. Please let me know if the HUD elements
are not adjusted as in the pictures.
- Fixed the issue that causes to drain all suit energy when player's health is continuously drained (when poisoned or in flames)
and leading the script to incessantly play the "On Impact"sound.
- Fixed the bug that led to excess consumption of suit energy when sprinting while armored. (Nanosuit 2).
- Other minor improvements and fixes.
- Perfomance improvement.
- Improved the sneakmeter texture a litte bit and changed the color.
- Minor Improvement: Super Throw sound is delayed when using dynamites.
- Fixed the issue regarding containers applying effect shaders more than once.

V 2.2.3 NOTES (Updated: December 19th, 2014):

- NEW: Yet another HUD element Added to the nanosuit 1 and nanosuit 2.
- Many implemented HUD elements have been redrawn from the scratch or tweaked.
- Added a Visor overlay for the nanosuit 1 to go with the new HUD element and moved the previous one to the nanosuit 2.
- Added more effect shaders for the Tactical Visor for better actor distinction.
- Added a sound when using the Power Throw.
- Rebalanced perks again. Put the self administration system as perk.
- Minor changes and fixes.
- Added Visor Overlay for Nanosuit 1.
- The Tactical Visor should be able to highlight containers from other mods now.
- Fix the minor bug which would led the script to applying again the effect shaders on containers.
- More improvements and CTD fixes regarding the Self Administration Module and it comes as a perk now.
ALL CTDs HAVE BEEN FIXED NOW.
- Fix the bug that led to excess comsumption of suit energy or battery when multiple functionalities were
in use.
- Fix the minor issue that led to playing no sound when the Visor was switched off.

V 2.2.2 NOTES (Updated: December 17th, 2014):

- Fixed CTD when using the Administration of Medicine, Stimpak and Primary Needs.
- Improved a lot the Air Stomp script and the jump monitor. Now,player cannot power jump while in air.
- Fixed the script where it continuously applied the body heat effect shaders on actors when the nanovision
was on, leading to lag.

V 2.2.1 NOTES (Updated: December 14th, 2014):

- Fix: Effect Shaders and Spells are applied when the game is restarted or loaded.
- Fixed Invisible Predator Perk.
- Improved Night Vision Image Space Modifiers.
- Added the Old World Blues patch dyanamically with an option in MCM. No need to use the optional plugin anymore.
- Added the Legacy of X13 patch dinamically. No need to use the optional plugin anymore.
- Added Dead Money Compatibility Patch dynamically. No need to use the optional plugin anymore.
- Sprint, Air Stomp (through the hotkey) and Power Jump events have been changed.
- Most Perks have been rebalanced. They are a little bit harder to acquire now.
To trigger the Sprint and the Air Stomp, tap and hold their hotkeys. To trigger the
Power Jump, tap twice it's hotkey. Now, this mod is compatible with the "Project Nevada
and "Sprint Mod". IF YOU HAVE ANY PREVIOUS VERSIONS OF UCN, YOU MUST UNEQUIP AND EQUIP THE SUIT AGAIN
FOR THESE ACTIONS TO TAKE EFFECT.

V 2.2.0 NOTES (Updated: December 12th, 2014):

- Added a small script so as to be compatible when using the "Fps Wheel" mod to change the current equipped weapon.
- Tactical Visor now highlights many more specific containers, including from other mods.
- Fix: Effect Shaders cast on containers are active again after the game is restarted or loaded.
- Fix: Using the Power Punch, the Air Stomp, Power Throw and firing when cloaked work properly now.
- Rebalanced some perks. Added the Trap Detection perk that grantes the suit's wearer to see traps in their
current level of danger, making the Tactical Visor with less features right at the beginning.
- Deleted some unused textures and renamed some others, hence, reducing file size.
- Some Messages from Console are gone.
- Minor changes and fixes.

V 2.1.9 NOTES (Updated: December 8th, 2014):

- After hours of printing variables to console (my reliable debug tool haha) and playtesting, i managed to fix the problem with
lower or higher consumption of suit energy and battery when using the suit modes.
- Improved Night Vision Image Modifier for mods that decrease the brightness of nights.
- Tactical Visor gains another feature that comes with a perk: The Threat Awareness. Now, it highlights incoming projectiles,
as well as traps, which have been previously implemented.
- Some other fixes that i don't recall.
- (Experimental): I've implemented a pulse charge, but it's disabled by default in the MCM because i haven't finished completely
(haven't had enough time to finish it). For now, it only disables all the lights within a certain range and enables them again
after sixty seconds and charges again in three minutes. I've seen that exiting the game when the lights is still off prevents the
routine from enabling them next time, forcing the player to use it again, restoring the order of things.

V 2.1.8c NOTES (Updated: December 6th, 2014):

- Improvement regarding the delay of energy and battery regeneration. All features are covered now.
- Armor Mode in nanosuit 2 drains energy again.
- Now, player can use features which consume battery, even if there is not suit energy, since they are different
power supplies, unless the user suffers an EMP attack.
- Draining and regeneration of suit energy and battery are as they should be.
- Applied Image Space Modifier again when armored after exiting Menu Mode.

V 2.1.8b NOTES (Updated: December 5th, 2014):

- The disappearing of player's equipped weapon when using the menu has been fixed (i hope).
- The problem with the quick energy draining is apparently due to the fact that draining and restoration are in diferent scripts
thus, they are not synced. Very interesting issue. I've done a quick workaround. Now, it drains less, close to what i calculated.
- Impromevents upon the uninstalation and reinstalation of the mod in MCM menu.
- Other minor fixes and improvements.

V 2.1.8 NOTES (Updated: December 3rd, 2014): Improvements and bug fixes

- Fixed the main issue, regarding the menu. Apparently SetScript still doesn't work as for NVSE 4.6 beta 1 and using it makes
all the MCM options not to work properly, until the user launches the game again.
- Some textures have been resized so as not to display their container on the Head-Up Display.
- You don't need to be deadshot or the flash to trigger the secondary menu anymore haha. i raised up a little bit the timer
two fold it's original value.
- A big improvement for rebalancing purposes: every time you use the battery or the suit energy, it takes some time to replenish
them. The Nano Recharge perks reduces the values.
- Other issues that have been stacked up since update v 2.1.5 and i do not recall right now.

PS:. The drain speed of energy still is not what i planned. There is something i am missing, since i replaced the use of Action Points
with the suit energy and battery. However, it's not a glitch. I'll keep tracing it to see what it is when i have more free time.

V 2.1.7 NOTES (Updated: December 1st, 2014):

- Replaced the Original Energy Bar with 2 new ones.
- Added a battery for powering the Tactical Visor , Night Vision and Nano Vision Modes.
- Added a new perk for reducing the drain speed of the Visor.
- Fix a bug in Speed Mode.
- All voice active sounds have been changed.
- Fixed the issue regarding the menus not displaying.

V 2.1.6 NOTES (Last Updated: November 26th, 2014):

- Finally, i managed to add an energy bar with a counter \0/. It is simple, but i am planning to replace it
in the further updates. No Action Points are required to run the suit anymore, just Suit Energy. :)
- Added a sneakmeter.
- Added some options in MCM. The developer's option it's just for me, because it helps me testing the suit.
- I have merged my Jump Bug Fixer Mod with UCN. If you are already running it, it won't cause any trouble, but
you don't need it anymore.
- Added "Crossbows" and "Crossbows For The Wastelands" Patches in-code.
- Rebalanced some perks and values to accomodate the energy consumption.
- Fixed some issues that i do not recall right now.
- Improved Main Overlay, adding a neat glow effect and making it less aliased.

V 2.1.5 NOTES (Updated: November 16th, 2014):

- MCM Support. \0/ ( For Uninstallation of the Mod, you should disable the Mod in MCM )
- Primary and Secondary Menus. This reduces the number of hotkeys (requested by someone). It took me days
to learn the basics of Paint Net, but i did it \0/.
- Slightly Improved the Main HUD.
- Performance Improvement in the cell search block.
- A new Nanosuit 2 Maximum Armor Overlay with blurred screen.
- Added an option in MCM for users with mods that darken the nights.
- Adds a Red Night Vision for Nanosuit 2 . The Inspiration comes from Call Of Duty Advanced Warfare.
- Added an Auto-Injection module for the nanosuit. Now, the suit will inject any existing Stimpaks and Super Stimpaks
when the player's health is low. Furthermore, it will inject any existing chems (Med-X, Buffout, Psycho, Jet) in combat situations.
Also, the suit will inject foods and water (Primary Needs auto-injection) through the user's stream when they start starving or dehydrating.
Of course this only works on hardcore mode. All of these can be disabled in MCM menu, but are enabled by default.
- Added an compatibility for the "The Legacy of X13 - An Armor Overhaul" mod.
- Removed Tagging feature. Useless here. :(
- Now traps are shown properly when the game is restarted or loaded.
- Now, some containers are shown as well without the optional patch, by adding a script dynamically. This is opened for further improvements in the future.
- Seems that executing both the "SetCameraFOV" and "FOV" functions strecth the player's arm even when the value is the same as the default "75". I could not
work this out :( , but at least it will have this effect only if the user zooms in or out.

V 2.1.4 NOTES (Updated: October 17th, 2014): Quick Update

- Fix zoom function.
- Fix an effect shader issue.
- Tactical Visor Restriction restriction has been removed.
- Added an auto-injection of stimpaks\super-stimpaks when Hp drops to 50 % and 25 % successively if the player has
stimpaks or super-stimapks and auto-injects anti-venoms when poisoned.

V 2.1.3 NOTES (Updated: October 12th, 2014):

- 2 fixes for nanosuit 2: now, the suit disables when there is not enough energy for power jump and sprint.
- Improved NightVision and NanoVision.
- Full Compatibility with Project Nevada.
- New feature: Tactical Visor (Default Hotkey : B): trap detection, zoom (Default Hotkeys are Zoom In: "K" & Zoom Out : "M") and
tagging (Default Hotkey: Z) functions. Ps: While it's on, PLAYER CANNOT FIRE A WEAPON.
- New Assets: new sounds fx, completely voiced, replaced helmet.
- New perk Detonation Delay (Requires Level 20): delays the detonation of eletronic traps, such as baby carriage and
mailbox.
- improved Auto Armor Perk: when the suit's wearer is close to traps that are about to be activated (such as bear traps,
baby carriages, mailboxes, grenades bunchs etc), the suit automatically enables the armor mode.
- Added Main HUD and the Tactical Visor HUD. (Needs tweeking i know). Requires UIO UI Organizer by jazzisparis in order to display them.
- Added Patch for Crossbows mods (Requires Crossbows for the Wastelands mod or crossbows mod): The crossbows do not drain energy while in cloak mode.
- Added Patch for Dead money DLC: The nanosuit is hermetic sealed and has HEP filters, so the suit's user is safe from
the deadly cloud.
- Added plugin for Loot Vehicles (Requires Loot Vehicles): when vehicles are about to explode, the nanosuit informs its user of the danger. With
the auto armor perk, the nanosuit switches to armor mode automatically in such situations.
- Improved performance while in cloak mode.
- Added the Old World Blues Patch , which replaces the Advanced Stealth Suit Mk II with the nanosuit and removes the one at the Doc Mitchell House.
Complete the Project X-13 Quests for a more powerful nanosuit. Requires Old World Blues and UCN v 2.1.3.
- Tactical Visor highlights containers as well, such as gun cases, gun cabinets, ammunition boxes, grenade boxes, mine boxes, first aid kits,
and DLC containers, such as satchel charges, millitary shipping crates, explosive crates, emergency kits etc.

V 2.1.2 NOTES (Updated: September 25th, 2014): Other fixes

- Two unwanted results regarding the nanosuit 2 are gone.

PS01:. If you are updating from v 2.1.0, you don't need to uninstall it. Just replace the file.

V 2.1.1 NOTES (Updated: September 23th, 2014): Quick Fixes and improvements.

- i reuploaded v 2.1.1, so that 1000 caps does not appear on corpses.
- Quick fix for the player being detected by actors while cloaked.
- Deleted some unused variables.
- player has improved spotting and detection.

PS01:. If you are updating from v 2.1.0, you don't need to uninstall it. Just replace the file.

V 2.1.0 NOTES (Updated: September 19th, 2014): Improvements and fixes

- Finally, draining speed of energy is exactly as planned. Thus, several global variables have changed.
- Added Armor Enhance Perk for nanosuit 2. I forgot to add it before.
- Changed a few aspects of some Effect Shaders.
- Now, each level brings one perk.
- Minor Fixes.
- Minor Changes.

PS01:. Make sure to uninstall the previous version before updating to this one. Otherwise
the global values won't be updated.

V 2.0.9 NOTES (Updated: September 17th, 2014):

- Changed a little bit the colors of the Shader Effects and now they flicker.
- Sprinting in Speed Mode drains Ap again.
- Existing Messages now can be easily translated without compiling the scripts.
- When the game is restarted and the suit is functioning, the Effect Shaders appear as they
are supposed to.

PS01:. If you are updating from v 2.0.5, you don't need to uninstall it. Just replace the file.

V 2.0.8 NOTES (Updated: September 15th, 2014):

- Added effects when either Armor or Strength or Speed Modes are activated.
- Added 2 missing sounds to the main resources.
- Added some messages.

PS01:. If you are updating from v 2.0.5, you don't need to uninstall it. Just replace the file.

V 2.0.7 NOTES (Updated: September 12th, 2014):

- Fixes related to Air Stomp feature. Now, you cannot perform the Air Stomp if you already landed.
- Grabbing an object won't trigger the swing sound anymore.
- Deleted an invalid editor id.
- Reduced file size.

PS01:. I REUPLOADED V 2.0.7 versions to fix the handicapped player issues . YOU SHOULD DOWNLOAD
IT AND THE MAIN FILE AS WELL, as it has missing files from extracted from Old World Blues and the sounds
for the nanosuit 2.

PS01:. If you are updating from v 2.0.5, you don't need to uninstall it. Just replace the file.

V 2.0.6 NOTES (Updated: September 9th, 2014):

- Some other fixes.
- New feature for nanosuit 2: Air Stomp. You hold the Super Jump Hotkey (Default: Alt Left) for 0.2 sec
to perform the super jump (you can release it after that) and then hold the super punch hotkey (default: z)
for 0.2 seconds. Damage on actors is affected by the percentage of Ap you have and the falling speed.
So, the higher you jump, the more damage actors get.

PS01:. If you are updating from v 2.0.5, you don't need to uninstall it. Just replace the file.

V 2.0.5 NOTES (Updated: September 7th, 2014): Improvements and Bug Fixes version.

- Several Improvements and Bug Fixes, most of them regarding the recoiling and super punch features.
- New sounds for the "other" UCN version.
- Now, the helmet is attached to the suit as all-in-one. There is no Helmet at the Doctor's Mitchell house
anymore. You won't need it. ( I did this because dragbody's nanosuit has the helmet attached to the upper body.)
- Some global values are changed.
- New feature(not from any of the crysis series): Using stimpaks in Armor Mode, restores more health.

PS01:. Make sure to uninstall the previous version before updating to this one. Otherwise the
global values won't be updated.

V 2.0.4 NOTES (Updated: September 5th, 2014):

- Fix a bug introduced in 2.0.3, regarding the recoiling feature.
- Bug fix regarding the state of the Always Run button, changed due to the its calibration.
- Since many penalties have been created in order to be as close as possible to the suits created bu the game
developer Crytek, the Invisible Predator Perk, which offers great advantage in combat is now available for
the nanosuit 1, instead of the nanosuit 2.
- Some values for perks and settings have been changed.
- Another feature from Crysis introduced( NOT available in the PN compatibility version due to part of its im-
plementation is in the OnHit block script): When the suited subject is armored, taking a hit will cease momen-
tarily the recovering of Ap (Nanosuit 1: 3 seconds, Nanosuit 2: 2 seconds). Acquiring the Systems Response
Module perks will decrease these values.
- Now, equipping hand-to-hand weapons and attacking is as the same as Super Punching.

V 2.0.3 NOTES (Updated: September 2nd, 2014):

- Super Jump has its own hotkey. (default : Left Alt) - PS:. messing with the Jump control was no good :( .
- Rebalanced Perks, Spells and Variables for proper Ap draining. Super Jump for Mark 2 OS is done by
holding the hotkey for 0.5 seconds, not tapping it.
- Improved NightVision and NanoVision Image Modifiers for darker nights.
- Minor Bug fixes.
- Crysis 1 feature : When in Maximum Strength, recoil drains Ap when the player shoots with pistols,
rifles and launchers. Each of them has it's own drain multipler. So launchers drains more Ap than
rifles or pistols so as to reduce gun spread to 0.5. Another thing is (not in Crysis, not that i know of)
the throwing velocity of grenades is increased to 1.5 at the cost of Ap as well. If you don't have any
Ap left, the perks will be withdrawn and will return only after fully Ap regeneration.

PS01: Make sure that you uninstall the previous version properly through the Pip-Boy before reinstalling the
latest one. Otherwise, the global variables won't be updated as they should.

V 2.0.2 NOTES (Updated: August 29th, 2014):

Fix Uninstallation Process: Now, everything will be removed from the player's inventory, including
the equipped armor and helmet. If you wish to reinstall it again, save your game, close it, uncheck
the mod in the mods' list, open and save the game again, then you'll be able to add it again safely.

V 2.0.1 NOTES (Updated: August 29th, 2014):

Mark 2 bug fixes:

- Sprinting now drains Ap properly.
- Armor Mode slows down speed of movement.
- Uninstallation option does not work as intended for now, but it works as long as one does not wish
to reinstall the mod anymore. So, it will make the armor completely useless, as expected.
- Jump bug fixed when one unequips the suit. GameSetting fjumpheightmin returns to its original
value now.
- Speed of movement bug fixed when one unequips the suit. Actor Value speedmult returns to its
original value now.

V 2.0.0 NOTES (Updated: August 28th, 2014):

Uninstall the previous version (if you have), before installing the latest one.

- Default Hotkeys have been already set.

- The new armor is from Urwy ("Stealthsuit MKII - Added glowmaps") and the new helmet it's from
SangRahl ("Stealth Helmet Retex"), particularly the Azure Dragoon version. Thanks very much for these
awesome works.

PS01:. When operator is running on the Mark 2 nanosystem, the Strength Mode and Speed Mode (merged into
the Power Mode in Crysis 2) are ALWAYS ON, as long as the suit is functioning 100%. So their hotkeys are
useless. Therefore, the only actively modes are the Armor Mode and Cloak Mode, as they are meant to.

PS02:. If you want to jump a NORMAL jump, JUST SNEAK and you'll be able to. Jumping while standing up
is used for a SUPER JUMP.

PS03:. If you wish an armor to run only the Mark 1 nanosystem and another armor to run both Mark 1 and
Mark 2, there is a Basic Effect called "UCNIsNanosuit2Effect" that you can include in the ObjectEffect
"UCNNanosuitArmorObjEff" for this purpose. The armor at the doctor's Mitchell house has already this
effect.

V 1.0.1 NOTES (Updated: August 26th, 2014):

- Fixes.

V 1.0.0 NOTES (Updated: August 25th, 2014):

- Initial Release.

===================================================================================
INTRODUCTION
===================================================================================
Once the mod is installed, the player will find the suit on the left side of the fireplace at the Doctor
Mitchell's house.I intend to create a quest to not give it away so easily someday.All i did in the latest
version was introducing the nanosuit into the Fallout world. The mod also supports the Mod Configuration
Menu and has several options, some of which people asked me to implemented.

--------------------
Primary System
--------------------

Responsible for vital functions (life support), such as HP regeneration, primary needs and limb
conditions. This script is also responsible for updating some essential variables. If the player is
crippled, the suit it will regenerate all their limbs (i will change this in the future) at once and only
will be able to do it again after a certain amount of time (default cooldown timer: 2 minutes).

-----------------------
Secondary System
-----------------------

This system is responsible for toggling the modes, which are the Strength, Speed, Armor and Cloak
modes in the Mark I Operational System. Considering that in the original game, the suit's power is
given in percentage (ranging from 0% to 100%), variables that consumes Action Points (it simulates
the suit's power, given that i do not have the skills to create a new progress bar just for this purpose)
are also given in percentage of the total AVAILABLE Power, which is the PC's Base Action Points minus
a threshold (default value is 5). For instance, if the PC has 80 Ap to spend, the suit will only drain 75
APs, tops. PS:. This is not a feature from Crysis, but i did this while trying to solve some bugs. Setting
this value as zero will make all the PC's Base AP available to be spent.

- Armor Mode:

As the Hit Points regeneration is a constant state, the armor provides higher regeneration rate than
any other modes. It provides protection from enemy threat at a cost of Action Points. Only damages
taken while ARMORED are recovered, at a cost of AP. Damage threshold is tremendously increased as
well (DT is increased to 26 - Vanilla's Power Armor DT), damage resistance is increased to 15 points and
endurance is increased by 1.

- Cloak Mode:

While in this mode, enemies are unable to detect the suit's wearer, as long as they keep some distance.
(default value: 140 game units = 2 meters = 6.56 ft).Otherwise, the player will loose the sneak skill and
will be detected by nearby foes and only will recovered if decloak and cloak again. Of course that if this
process is done too close to the enemies, it will not take effect. As the suit must work hard to refract
the surrounding light. the AP drain speed vary depending on the the wearer state of movement. Therefore,
cloak while not moving will drain less AP (3 minutes) than sneaking (26 seconds), or moving (18 seconds)
or sprinting (5 seconds: not applicable for this Initial Release. It will be available in the future versions).
Bear in mind that if the player fire a weapon (regardless of the weapon), it will drain all AP and the mode
will automaticaly switch off, going back to armor mode.

- Strength Mode:

The suit's wearer presents the outstanding ability of a Super Jump (drains 35 % of the AVAILABLE Ap) while
in this mode. It also gives its owner the capacity of a Super Punch (drains 20 % of the AVAILABLE Ap) that
pushes enemies away, depending on their strength and endurance. All weapons have less sway as well
(default value: 50%). Critical Hit Chance is increased to 20 points when attacking with melee weapons.
Furthermore, Carry weight is increased to 50 points an unarmed damage is increased to 20 points.

- Speed Mode:

In this mode, the wearer can sprint faster (in the initial release, you can only sprint while in this mod)
, that is, the the PC's speedmult is greatly increased (default value: 500) for a short time (default value
: 2 seconds). This can be a proof of a great advantage while dodging incoming missiles. Furthermore,
reloading , equipping and aiming move speed are increased, as well as the fire rate of the equipped
weapon (default value: 50% of increase for all these variables). It is also possible to make super jumps
if switching to Strength mode and executing it for a short period of time (default value: 2 seconds)
before the speed mode is deactivated. Agility is increased by 1 point.

---------------------
Terciary System
---------------------

This system is responsible for non-modal functions, like water breathing, night vision and the Tactical Visor
. The Water breathing perk is ALWAYS available, which is quite the opposite in Crysis (i don't think it is possible of knowing if the player
character is underwater or not. If you do, please let me know ;) ). Furthermore, the wearer's detection capacity is
improved when this system is online. Also, The Tactical Visor provides awareness of actors, some typed containers, traps and projectiles.

------------------------
Deep Layer System
------------------------

Just like in Crysis 2, this system is responsible for foreign intrusions, such as poisoning. It is also
responsible for dealing with exposure to gama particles (radiation). Like the limb conditions, these treat-
ments have a cooldown timer (default value: 2 minutes for both poisoning and radiation exposure). Further
to this, the radiation exposure treatment is only activated after a certain amount of Rads taken (default
value: 200, which is the minor radiation sickness)

-----------------------
OTHER FEATURES
-----------------------

As seen in Crysis 2, the suit's weakness is EMP. Thus, if the suit's wearer is hit by an EMP, it will disable
and recover after some time (default value: 2 minutes). During this time, the suit will have NO effects and
will offer ZERO protection from incoming projectiles. The player CAN equip other armors, for it will not affect
the rebooting time. There is a chance that nearby enemies have a EMP grenade and they might throw at you
depending on their Explosive skills and in which faction they belong to (Enclave Faction and Brotherhood of Steel
faction are the only ones capables of throwing them. I did this because i thought to myself that only factions
that possess advanced technology will recognize the nanosuit's technology and it's weaknesses).

===================================================================================
INSTALLATION
===================================================================================
1 - You can simply drag and drop the files in the 'Data' folder
===================================================================================
UNINSTALLATION
===================================================================================

1 - FIRST, use the "Enable\Disable Mod" option on the MCM Menu.
2 - Save your game.
3 - Exit the game.
4 - Uncheck or delete the file on the Fallout Mod Manager.

===================================================================================
REQUIREMENTS
===================================================================================
NVSE V 5.0.3
JIP NVSE v 32.0+
The Mod Configuration Menu
UIO - User Interface Organizer
===================================================================================
CREDITS
===================================================================================
Bethesda and Obsidian for creating the game.
Nexus for the allowing me to upload the files.
africaisstarving for helping me with the Project Nevada compatibility script and the overlays. Big thx to you. :)
KiCHo666 for giving suggestions for the earlier versions.
Cipscis team for creating the Script Validator (Script Validator).
alaketh for the inspiration mod, (TEK_Crysis Nanosuit - Fallout 3 mod).
Khyrin1129 for being another source of ideas (Nano Armor System - Fallout 3 mod).
troyquay for allowing anyone to use the assets of his Thermal Vision mod.
Urwy for creating the "Stealthsuit MKII - Added glowmaps" mod and allowing me to use it.
===================================================================================
REFERENCES
===================================================================================
crysis.wikia.com/wiki/Crynet_Nanosuit_2
http://geck.bethsoft.com/index.php?title=Category:Functions
fose.silverlock.org/fose_command_doc.html
www.gribbleshnibit.com/projects/NVSEDocs/list.php
segmentnext.com/2011/03/22/crysis-2-nanosuit-guide/
http://www.ign.com/wikis/crysis-3/Campaign_Suit_Modules
===================================================================================
TOOLS USED
===================================================================================
- GECK.
- FNVEdit.
- Paint NET.
- Sound Forge 9.0b.
- Free Sounds. (http://www.freesfx.co.uk/)
- Demo voices. (http://www.oddcast.com/home/demos/tts/tts_example.php?sitepal)
- MorphVOX Pro.
- Cool Edit Pro 2.0.
- Hexadecimal to Decimal Converter. (http://www.binaryhexconverter.com/hex-to-decimal-converter)
- Script Validator. (http://www.cipscis.com/fallout/utilities/validator.aspx)
- Free Cliparts (http://www.clker.com/)
===================================================================================
PERMISSIONS
===================================================================================
Send me a request through Nexus Forums and i will consider it.