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TommInfinite and friends

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About this mod

Incredible amounts of new features, such as animated gun melee, sprint, Deus Ex style takedowns, advanced item interaction, and much more!

Previously known as Animation Project + Lazarus Project.

Permissions and credits

This project is dedicated to:
  • My Friends from Nexus and LL Who Helped Me All Over These Years;
  • Batman;
  • My ukulele;
  • and you.
Before downloading and installing the mod, please read this description page. You will find answers to your most possible questions there.



This mod aims to improve your Fallout:NV experience. It features new gameplay mechanics from most recent FPS games. It's combination of Lazarus Project and Animation Project.

Animation Project Features:

Combat Takedowns - Animated third person non-lethal or lethal combat and sneaking takedowns.
Combat rolls - Animated third person combat rolls to evade an attack or get closer to enemy.
Animated sprint - First\third person sprint with brand new animations. You can tackle enemies by pressing "Attack" button while sprinting.
Animated Ingestibles - When you take Stimpak, Super Stimpak, MedX, Tourniquet, Jet, Vodka, Whiskey - Player will play first person animation.
Object grabbing - Special animation plays when you activate objects or open doors.
Animated Landing - Landing animation when you fall.
Melee Combat - Knockout your enemies, performing melee hits with your ranged weapon.
Lowering weapons - Lower your weapons when looking at NPCs or a wall.
Obstacles climbing - Climb buildings or objects in front of you.

Lazarus Project Features:

Wheel menu - new HUD item selection menu which allows you to quickly equip Item\Weapon or consume an ingestible.
Gamemode Companion Wheel - Appears instead of vanilla companion wheel. Works with custom companions. You can disable it for particular companion if needed.
VATS Criticals - similar to Fallout4 when you hit enemy in VATS you build up a critical meter. When it's full you can execute a devastating attack on enemy (Usual attack + 4x of base weapon damage) and enemy target below heal threshold (30% by default) will be killed instantly. It does NOT override vanilla criticals.
Ladder climbing - climb ladders. Can be switched off for non-vanilla ladders.
Visual Objectives  + New Dishonored 2 Objective Markers - places floating markers over quest objectives automatically. You can change color of the arrows and their size according to their distance to player.
FO4 Dynamic Crosshair - Turns vanilla reticle into FO4 styled Crosshair and makes activation prompt into FO4 one.
FPS Weapon Crosshair - Crosshair when your weapon is out. + Special crosshair for shotguns.
FO4 Radiation Meter - Replaces vanilla radiation meter with FO4 one.
Hit marker - displays hit marker when you hit an enemy.
Hit Indicator - displays indicator when you are hit by enemy.
Real Time Equipper - you can equip\unequip items, consume ingestibles,attach\remove weapon mods and drop items in real time. Also used to store items to Wheel menu.
Item Previewer - Emulates Fallout 4 preview item menu. When you pick up an item you'll be able to inspect it before taking it in your inventory.

Install Instruction:

Make sure SolidProject.esm is loaded after FalloutNV.esm!
When you first load a savegame with Solid Project you will see initialization menu where you will be able to choose what features you want to use.
Features you chose will be enabled by default on any other clean save (savegame previously not loaded with Solid Project active).
If you want to change your default settings you need tohold "backspace" for 4 seconds in main menu until you see the message "Solid Project::Initialization reset. Load Solid Project with any clean save."
All features can be enabled and disabled in MCM menu at any time during gameplay.

You have 3 hotkey buttons

1) Lazarus Project hotkey button ("K" by default). You can use it to invoke Real Time Equipper. You can make it invoke Wheel Menu by ticking "Invoke by" in  "Main" subsection of "Solid Project#2" MCM submenu . Also you can use it to add\remove companions from ban list for Gamemode Dialogues. (you need to have companion in your crosshair)
2) Animation Project hotkey button ("L" by default). You can use it to initiate takedowns. Press hotkey to perform non-lethal takedown, hold hotkey to perform lethal takedown.
3) Melee hits hotkey button ("O" by default). You can use it to perform melee hits with your ranged weapon.
4) To sprint press "Shift" by default.

Solid Project has means to retrieve text from game settings so I can use user's localization entries which means that simple words like "Category", "Armor", "Aid" will be written in your language. To activate this tick "Use translation" in  "Main" subsection of "Solid Project#1"in MCM menu. Unfortunately not all required text is contained in game localization so I asked members of Nexus community to translate remaining UI entries in following languages: Russian, German, Spanish, French. Choose translation in same MCM menu.

(Animation Project)

(Lazarus Project)

NVSE 5.1b4
JIP LN NVSE Plugin >V54.75
MCM menu (Optional)


- Does Solid Project slow down my game?
-No. If you have any doubts - feel free to express them in comment section.

- Why did you merge all features into one package?
- Because I wanted to release a big project,
the quintessence of all my work before I retire from F:NV modding community. Also having all mods in all package allows me to lessen CPU load on your PC and save your Frames-per-second.

- Will you release standalone version of N? (N == any feature in this mod)
- No.

- Will you release this mod for Fallout 3 ?
- No.
FOSE lacks NVSE and JiP plugin functions. Its highly recommended to use Tale of Two Wastelands mod instead.

- Will you release this mod for Skyrim \ Fallout4 ?
- No. Skyrim and Fallout4 utilizing different script language (papyrus).

- Will you make new features in the future?
- Unlikely because I no longer have time for it. I will concentrate on merely maintaining this project.

- I see 4 arms while sprinting if playing with Enhanced Camera Mod.
- Enable "No hands for Unarmed FP" in MCM menu. It is enabled automatically on first game load if you have Enhanced Camera mod installed.

Lutana plugin (Gamepad support)

If you use a controller - Lazarus Project will pick it up automatically. No special activation needed. You can disable controller detection in MCM menu.

Solid Project does NOT affect any vanilla records.

Solid Project is compatible with Project Nevada (except Sprint and Weapon crosshair).

Solid Project's Sprint is NOT compatible with Project Nevada sprint, and you will be given a choice to switch off Project Nevada's sprint from message which appears on game load only one time. DO NOT use Project Nevada Sprint and Solid Project Sprint at the same time - this will cause serious issues.

Solid Project's animation features are not compatible with Behaviours - Idles Headtracking Run etc. Because of technical issues.

Gamemode dialogue wheel will not work well with any "Talk" mods like "Small talk", "SmallerTalk", "Forced talk" or "AfterTalk".

Wheel menu slow-mo might not be compatible with SuperHot (Redone) or Project Nevada bullet time (but only if you enable "Slow-mo" option in MCM menu).

Some features might be not compatible with FPS weapon wheel because it disabled 3rd person camera control. (i.e. Rolls not executing from first person).

For modders:

NOTE:: I've left all name of events unchanged from Lazarus Project and Animation Project.

Solid Project has means to communicate with other mods. Main tool is the multipurpose function for external use which will help you gain access to mod's variables to make our mods compatible with each other. You will need NVSE for it.

Since V16 AUX variable is set on Player reference named "*_SolidProjectVersion"(temprorary-public) which indicates Solid Project version

Do NOT affect any variables in this mod - in future updates you might break it. Contact me if you want new functions or function requests.


Assets used:

Hitman47101's ingestibles 1st-person animations (MedX, Jet, Tourniquet, Vodka, Whiskey) and weapon meshes from Animation Resources by Hitman47101 and Fallout2AM)

All permissions to use these assets in this project are valid on the time of it's release.