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  1. TommInfinite
    TommInfinite
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    FAQ

    -Mod says my JiP version is not the latest one!
    - Your JiP version is not the latest one. Download the latest one, reinstall it manually. JiP version is easy to check - type "GetJiPLNVersion" in your console and press "Enter" and see the result for yourself. If you are reporting this issue (which you shouldn't because the problem is on your end) you need to attach a screenshot of the message with opened console and the result of above-mentioned function.

    -Mod says my I don't have JiP installed but I do !
    -You don't have it installed or for some reason NVSE doesn't detect it. The issue is still on your end. Type "GetJiPLNVersion" in your console and press "Enter" and see the result for yourself.


    -I want to report a bug
    - Please follow this instruction:
    Spoiler:  
    Show
  2. TommInfinite
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    Hello, folks.
    I set up a patreon (https://www.patreon.com/TommInfinite). All information on why is there.
    Now, a statement:
    - This is for people who want to support me and other people spending thousands and thousands of hours bringing Solid Project into life.
    - No one forces you to donate, Solid Project and my other mods will always be free.
    - All the money go towards Solid Project and F:NV modding.
  3. TommInfinite
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    V18 is up!

    Main:
    -Improved value calculations for items for RTIM, Item previewer, FO4Crosshair. Now it's calculated dynamically according to your Game settings. Thanks to the person who wrote this article (https://geckwiki.com/index.php/Item_Condition_And_Value);
    - Improved big figures value displaying in RTIM, FO4Crosshair. Item Previewer(thanks Pintocat and JazzisParis)
    -Replaced controller constant gamemode checks with Events.
    - Fixed NVAC reporting an error.

    FPS Crosshair:
    - Added shout-out for miguick to MCM menu title (as I should have done earlier).
    - Added option for Crosshair to have the same opacity as you set in settings (Display::Hud opacity). Disabled by default.

    FO4 Crosshair:
    - Will display the right value for weapons with weapon mods;
    - Added option for Crosshair to have the same opacity as you set in settings (Display::Hud opacity). Disabled by default.

    Item previewer:
    - Will display the right value for weapons with weapon mods;
    - Will display right Damage value of weapons in case wepons had mods which increase damage. Updated value is highlihted by "(+)" postfix;
    - Will display right Clip size value of weapons in case weapons have mods which increase clip size. Updated value is highlihted by "(+)" postfix.

    Object taking:
    - Will display the right model in case weapon you're picking up has mods equipped.

    Wheel menu:
    - Will now display and equip weapons with weapon mods (in case you stored weapon with these mods). Weapons with mods are highlighted by "(+)" postfix.

    RTE:
    - Now it's called "Real time inventory manager" (RTIM);
    - Weapon menu works with inventory references as opposed to base forms. In other words it shows the same menu entries as you see in your pipboy weapon tab.
    - You can now see Condition of the weapons;
    - Rewrote menu navigating scripts so there should be no menu-navigating bugs(if there were any);
    - If you press "Drop" button and "L-Shift" at the same time drop menu won't appear anymore (all of item instances will be dropped);
    - If description is too big for the screen, it will be automatically brought higher(can be disabled in MCM menu);
    - Better weapon damage calculation;
    - Now you see the name of the ammo in the description (but ammo count is still calculated for all ammo you have for this weapon as I find it more useful);
    - Fixed non-functional MCM entries that change color of UI elements;
    - Added Tip which will show current hotkey and actions that you could with current item;
    - Thanks RickerCHK for the help with weapon condition script.
    - If a weapon model for weapon mods doesn't exist (Like in preorder Classic pack - 10mm Weathered pistol), instead of "Error" model you will be shown default weapon model with no mods. This will be accompanied with the message "FIXING MODEL ERROR";
    - Added frame and background for icons and description text;
    - Fixed count menu misaligned border lines;
    - Added weapon mods if you are in "Misc" category;
    - Better weight calculation(Thanks Fallout2AM);
    - Item mod description in Weapon mod description menu;
    - If something interrupted RTE while you were on positioning mode, it will be disable on next RTE start.


    - Presets now distinguish between various weapon references, if you stored weapon with mods, this weapon will be equipped from the preset. If you don't have the weapon in your inventory anymore - any instance of the weapon will be equipped;
    - Will display an error if you try to make a preset without wearing any items;
    - Now JiP Text entry menu is used when naming Presets (can be switched off in MCM menu). Will not work if JiP XML file(Data\nvse\plugins\textinput\texteditmenu.xml) is missing (it's included in JiP package);
    - You can clean presets with "Drop" button;
    - If during preset equip, script will detect the item that doesn't exist anymore (plugin that you switched off) that item will be removed from array;
    - Your Presets will be cleaned on the V18 update because of new system.

    Object Climbing
    - Won't work on doors anymore.

    Combat takedowns:
    - In RTIM you can press "Takedown hotkey" button and choose a melee weapon to be favourite. Then, if this weapon in your inventory, no matter what weapon you have in your hands, favourite weapon will be equipped for a takedown. Mod masks and health tracking is disabled for this feature.

    Sprint:
    -"Player movement is disabled" won't be visible if you press sprint hotkey during any of Solid projects features.
  4. HappyMexicanGuy
    HappyMexicanGuy
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    Been interested in this mod for years. The only feature I like is the animated sprint but it still doesn't work with gamepad, even with keyboard emulation. I have a joytokey steup that turns left stick inputs into left shift inputs. This works for other sprint mods but not this one. If you could add sprint for controller or even just make it so that shift will make you sprint even if you are using the controller this would be greatly appreciated.
  5. OneEyedMercenary
    OneEyedMercenary
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    Is there a way I can just download the combat takedowns? I really don't want the rest of this stuff. PN is fine enough for me and I hate the inventory.
    1. TommInfinite
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      In the near future I am going to have to start banning people for not reading description (never before btw).
    2. OneEyedMercenary
      OneEyedMercenary
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      No need to be rude. I glanced through it I guess I missed that part somewhere.
    3. TommInfinite
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      You're right, sorry.
  6. Elmazz
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    Not much to do with the mod itself, but... Anyone knows any good animation mods that tie up well with Enhanced Camera + Solid Projects? Tried WAR+EC Compatibility pack and all the animations that Solid Project produces just disappear. Tried Asurah's pack, and when holding the pistol and using the melee attack, one hand remains rigid and looks awkward.
    1. ViscontiRogue
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      Overwrite Solid Project with Asurah's pack, that works for me
  7. Progenitor23
    Progenitor23
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    How exactly do you bind a weapon to the wheelmenu?
    1. Valianty
      Valianty
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      press R
    2. Elmazz
      Elmazz
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      Should probably be added in the description or something. Doesn't tell anything about R doing anything in this mod.
    3. TommInfinite
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      When you bring up the wheel for the first 2 times you see the tip on your screen.
      Also it is already in description.
  8. JaCkBoston
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    In the video ingestibles are used immediately, however in my game there's like a second or even two seconds long delay where my character is just stuck until he finally plays the animation. NVSE plugins are NVAC, NVSR, Enhanced Camera, JIP, Manual Reload and MCM, of course.
    Here's the load order:
    Spoiler:  
    Show


    I don't know if it's relevant or not, but I play at 30FPS locked, since 60FPS is very unstable.
  9. sporkion2
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    Hi! I've been using your mod with TTW and I should say that your mod is the reason I gave up on FO4 and stuck with TTW instead. I just have a request, can you add an option for the crosshair to have a dot in the middle like the crosshair in CS:GO for more accurate shooting? And thanks for the mod btw, can't imagine playing TTW without it.
  10. Maxime117
    Maxime117
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    Got these script errors with NVAC, from solidproject.esm:
    13090450 ; script 'Expression Error: SYNTAX' (1100080A) [TKFunctionsActorisValid]
    13090450 ; script 'Expression Error: SYNTAX' (11000C90) [Weapon lowering]

    Not sure when it happened exactly since I had turned off nvac reports in console, but maybe it happened while I was editing settings in mcm
  11. NORRDS
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    Amazing mod! Just one thing though, I find the third-person sprinting animation a bit weird because of the cloak that my character is wearing but I really like the first-person sprinting animation.
    Is it somehow possible to disable only the third-person sprinting animation? Sorry if this is a stupid question, I'm not that good with modding.
  12. ViscontiRogue
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    Would there be a way to add the "drink" animation for "pure water" in FNEdit?
    Spectacular mod!
  13. zombieman00
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    Has anyone solved the "solid project cannot load because it's missing some xml files" bug yet? Apologies for posting my woes here, but I can't upload a bug report because my game won't load to enable the mcm settings. I get the missing xml files message prior to the game menu loading followed by ctd upon confirming.

    The truly perplexing part is that everything was running fine earlier today, then I took a break from the game and when I came back I got this error. Didn't change anything in between so it was really odd. In addition it mentioned Error Code: 2 and confirmed I was running JIPVersion 54.95

    Here's what I've tried so far:
    1) manually checking, inserting the missing xml files into the data/menus/prefabs/Solid Project folder
    2) manually checking, inserting the missing xml files into the Games/nexus mod manager/FalloutNV/Install Info/Scripted folder.
    3) uninstalling, reinstalling both JIP NVSE and Solid Project. Also downloaded and installed the updated versions from today.
    4) validating game files through steam.

    1. TommInfinite
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      File path is "Fallout New Vegas/Data/menus/prefabs/SolidProject/SolidProject_main.xml"
    2. zombieman00
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      Thanks for the reply! Sorry that was a typo on my part, the file path is as you described. After much tinkering into the wee hours of the night I believe it has something to do with Archive Invalidation. My game only loads properly with Archive Invalidation turned off, however I lose out on the benefits of Archive Invalidation. With AI turned on, I get the aforementioned error message and the game tries to load a save file before ctd, no menu. Anyway, I plan to tinker with AI next so I'll post here if I figure something out.

      Edit: Looks like I improperly installed TTW, Project Nevada, MCM, and Darnified UI which caused a few conflicts I was having. After reinstalling and paying a bit more attention to detail, everything is back to normal.
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