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This page was last updated on 31 May 2022, 7:46AM
- Changelogs
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Version 3.27
- Fixed a bug causing reload animations to fail if the visible holstered weapons feature was enabled
- fixed the unlimited NPC health bug, changed the line of code to only affect companions, as the feature name describes, and hopefully fixed the health issue as well.
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Version 3.25
- halved the AP cost of the roundhouse kick
- hopefully fixed a bug causing the pip boy button to get stuck when the features were disabled in the MCM, requiring a restart.
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Version 3.23
- disabled reload jam animations when an extended magazine mod is present
- slowed down the stealth boy psychosis buildup a little bit
- slowed down the stealth boy battery drain a bit
- fixed a bug causing the stealth boy to fail to activate when you press C+pip, but let go of C too soon
- when charging the pip boy batteries, it'll give you the updated charge message
- fixed several bugs with the duffle bag and the stash
- fixed a bug causing the C+4 bino equip to get stuck if you dont have any in your inventory
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Version 3.20
- Added Asurah's left, right and back dodge rolls, and switched the forward to Asurah's as well. The old Hitman roll is now just a landing roll.
- You can now do pushups by holding C+W with nothing in the crosshair, while not looking down (that's for sitting).
- re-worked the combat scripts damage threshold calculations so creatures are appropriately tough. Everything should be more balanced now.
- activating a bed will "warp" you into the furniture marker, so you'll wake up laying down. Companions wont teleport on top of you because of the wait menu.
- fixed the NPC doctoring scripts to work as expected (C+S)
- fixed several bugs with the dog. He should follow, not dissappear on game reload, and aggro as expected. although now that i think about it his wait function is still a bit funky. next update. He was pretty much completely broken.
- bugs will no longer bleed red blood
- fixed a bug causing the timescale to get stuck crazy high. sorry.
- halved the battery drain when using your pip boy light, slightly reduced the NVG drain, and changed the battery requirement to fully charge to 20, rather than 100... that was an oversight i never meant to leave it that high.
- added a condition to prevent you from doing scripted stuff while burning helplessly.
- added another condition to try to prevent you from accidently getting into scripted abilities while in combat, moving around trying to use the special attacks.
- tweaked the dynamic thirst values, slowing down how fast you dehydrate, particularly around noon in sunny weather
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Version 3.14
- removed the holsters folder that I accidently left in the main download. No point in having a separate plugin if it's bundled in with everything else. -50 mb download size.
- added a condition so the pip boy battery won't drain from your NVG if animated pip boy is disabled, since that's the only way to charge it up.
- finally finished upgrading my PC. new motherboard, CPU, 32 gigs of ram. Running a host Linux OS with a guest virtual machine Win10 using a GPU passthrough. woot woot!
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Version 3.13
- added a target.kill in the combat scripts to make sure the laser and plasma crit spell kills stuff
- while wearing power armor you will sink to the bottom of any body of water, and walk along the bottom when you get there. kNVSE required. Jump to swim.
- lakelurks will attack you with sonic blasts in the water. It's not as nice as vanilla combat, but it'll do the job. Melee attacks are available underwater, punch them.
- some other little things i'm sure i'm forgetting
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Version 3.09
- bug fixes on top of bug fixes
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Version 3.05
- moved the init scripts to the main launch menu. Disable overlays if the lag is too annoying for you, i'll try to fix this in the next update.
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Version 3.03
- fixed a bug with the doggo message boxes, caused by moving him to the new cell
- fixed a bug with the ammo checking scripts loading more than what you had available
- a few improvements to performance
- fixed a bug causing the run animations to stop playing when running downhill in first person
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Version 3.0
- added a custom hideout in the abandoned shack outside of goodsprings and moved the dog to it. an option to disable this is in the config if you already have a shack you prefer. I'll add the ability to buy a renovation contract from Chet later.
- fixed an issue with the binoculars making you get stuck
- fixed several issues with the prone mode
- added more first person support to the world object interaction feature
- made the armor damage in the scripted combat feature only apply to power armor
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Version 2.99
- fixed a bug causing all combat specials to get stuck after takedowns
- fixed a bug causing everything to get stuck after punches
- fixed a bug causing everything to get stuck after kicks - sorry for all these stupid bugs guys
- added more elaborate gasmaks sound effects
- added visor overlays
- changed the code approach to the power armor equip and unequip from a Call to a spell, this should make it run much smoother
- added power armor HEV sound effects and status reports
- added centralized pip boy auxiliary power drain for both night vision goggles and the pip boy light. the pip light will dim as the battery drains. charge with small energy cells by holding C+Pip
- fixed a bug causing all scripted combat to just... not... work. ::commits harry krishna:: I changed the UDF type from old school to JIP in a previous update. It required manually establishing references, rather than automatically passing them.
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Version 2.95
- Fixed a bug causing companions to drop their free-standing armor if the teammate container was opened via script
- now made converting armor to free standing completely optional, but irreversible (while the feature is active). This is necessary for future upgrade options (hardening, auto-chems, etc) Initiate by pressing C+Activate while power armor is equipped
- injectible animations, while in power armor, now use the pip boy animation, implying you use your pip boy to select the chem, and the power armor injects it manually
- Added some half-life inspired HEV sound effects to first person power armor chems and initialization. I plan on completely fleshing this out with lots of notifications, damage reports, etc.
- Added a Paralyzing Palm special attack to the right click and hold power attack specials. Unarmed weapons only.
- minor tweaks to the specials, and animated chems features, i'm now using a first person stagger animation as a sort of catch all, generic animation for things i dont have resources for
- tweaked the Companion AI feature to run an array every half second, hopefully this is more processor friendly than actor effects, which run every frame on multiple references. This also allows me to manipulate NPC AI...
- removed the incorporated Manual Reload mod by loremIpsum, in favor of my own ammo tracking scripts using more modern JIP functions and UDF's. StewieAI has a manual reload feature anyway.
- fixed some bugs with the mask auto remover in the animated ingestible scripts, which were causing it to hang up if you were wearing nothing
- the IS FOV remover script still takes a little while to figure out what planet it's on, but once it does it's ok. I'll look into this more later.
- hopefully fixed the bug causing a takedown to be preformed on NPC's that are beside the player
- while in combat, the amount of time you spend screwing around with your pip boy is the amount of time you have to USE your pip boy. This effectively simulates a real time pip boy. after 10 seconds you get unlimited access.
- substantially reduced the AP drain for sprinting
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Version 2.81
- fixed a bug from accidentally setting the no-unequip flag for the pip boy glove when manually re-equipping it after taking off the left fist weapon. oops.
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Version 2.45
- lowered the volume, and reworked all of the psychosis audio.
- hopefully fixed the classic charisma/companion limit feature
- re-worked the code for the holsters, it's much more functional now
- no delay after using the C+5 hat quick-equip feature
- made more progress on the free-standing power armor feature.
- changed the combat scripts to use GetCalculatedWeaponDamage from an inventory reference... you may need to update JIP for that to function properly, don't get shot.
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Version 2.41
- prevented hardcore need penalties while hardcore is disabled
- fixed a bug causing the player to be targeted during ripostes
- set a 10 minute duration to dislocated arms, to prevent them from getting perma stuck
- fixed bugs while performing counter takedown 1 while unarmed
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Version 2.37
- I accidently left a few lines of code in that set all the power armor in the game to unplayable... sorry, that's been fixed.
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Version 2.36
- Fixed a bug causing the MCM to fail to stop stealth boy psychosis
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Version 2.35
- Fixed a bug causing forward control, and ap regen freeze to get stuck if you died while dashing.
- Fixed a bug causing the player to pick pockets from a distance if you used C+W while crouching
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Version 2.32
- changed the Tin foil hat recipe, to have a hammer set as a condition, rather than an ingredient\output item
- added some new Psychosis audio
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Version 2.8
- Added freestanding power armor. Hold activate to equip, C+Activate to quickly unequip, CW to harvest scrap parts, CS to repair, and tactics to equip companions
- special attacks overhaul, including equippable left fist weapons, and left \right attack control. Ammo swap with unarmed weapons to assign to left fist. Remove apparel item to return to inventory.
- improved the sweep mechanics, roundhouse, kick, and melee attack mechanics
- scripted the doctors bag, it'll hurt you if you're not using morphine or drunk, but is reusable. concussions require sleep.
- fixed the missing assets for the custom courier race
- new truck engine sounds courtesy of RadRoachHD
- visible weapon holsters now compatible with B42 wristwatch
- reworked the stupid hacking game, now it's just locked partitions. no more mailed rewards, only power armor training and map data download.
- the unarmed rear choke clipping bug is now fixed, finally.
- no more dislocated arms, it now just cripples them, and flags them as dislocated, enabling relocation to heal the cripple effect.
- simplified the leg brace healing, now available any time, lasts 2 minutes and heals you just a bit based on your endurance.
- added a dispatched event while sleeping, so if you use ZRV01's new vegas zombies, you might have a player nightmare if he ever updates it to trigger with the event.
- mask items will now automatically unequip when you're using certain animated drugs\ingestibles, and will re-equip when the animation is over
- a few things i'm sure i'm forgetting.
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Version 2.3
- Fixed a bug preventing the flatbed from pulling up the pip boy. Sorry.
- Fixed a bug causing the fast travel disabler to not properly change status in the MCM
- added a flat threshold minimum to scripted falling fails
- Fixed a bug causing issues when extinguishing lit campfires
- Added Stealth boy psychosis, as a balance check to stealth overuse.
- Added the ability to re-charge stealth boys
- added the ability to craft the illustrious tin foil hat while suffering from psychosis. It'll quiet the voices, but running from madness never conquered it.
- Centralized the Mojave Ezpress, they will serve as a universal player inventory now. I know it's not realistic, but i needed it for the hacking minigame rewards.
- Added a new terminal system, with a custom hacking minigame included. Rewards will be shipped to the Mojave Express.
- Created a terminal video plugin, containing a handful lore friendly movie trailers, an oppenheimer speech, and Zatoichi.
- added a condition to the parry skills, preventing you from punching out your friends.
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Version 2.0
- Added an MCM. Thank you Fallout2AM!!!
- fixed a bug preventing the holstered land roll from playing
- reworked the C+W effect on computer terminals, allowing for more options and future implementation of awesomeness
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Version 1.93
- fixed a bug causing the sneaking takedowns to fail. They now activate on click, rather than click and hold.
- non-lethal standing takedowns should look way better now
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Version 1.92
- modified the ranger takedown, and first and 3rd person khantrick animations to keep your weapon attached to your body. Thank you Fallout2AM.
- you can now target lock while holding down the C button to spam special attacks
- khantrick no longer requires an unarmed weapon to be equipped
- khantrick no longer requires you to look down, simply hold left click while crouched.
- prone mode now is activated by simply looking down and pressing C while crouched
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Version 1.91
- added a condition to the holsters handler script to prevent the left rifle from dissappearing
- improved the pistol whip script to better aquire a target reference. No longer uses crosshair reference but an actual range and angle check
- you can now hold C and spam left click to repeatedly attack with the pistol whip or chain other combat specials
- while target locking, the lock target reference will be prioritized for the pistol whip reference check
- doubled the strength bonus to the fatigue and head damage caused by pistol whips
- pistol whips do double damage while the target is staggered, health damage if the head is crippled or if the helmet check is half the attack value
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Version 1.89
- Re-worked the ingestibles to include all of the first person animations available in Hitman47 and Fallout2AM's animation resources.
- any ingestible that does not have a first person animation attached will force 3rd person to play the available anim, sorry, but no more enhanced camera hack anims.
- finished implementing an initial version of my Visible Holsterd Weapons plugin (Armed to the Teeth with automatic asset management)
- added a config option to allow post combat companion health reset disabler to be optional
- healing ingestibles, and drugs, will no longer force the player to stand still.
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Version 1.81
- Fixed a bug that prevented the standing unarmed, and melee takedowns from establishing a target ref. sorry guys.
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Version 1.79
- fixed a bug with the repair button disappearing even if the config option was set to 0
- removed some save game bloat regarding my string variables
- fixed a bug producing a bunch of null references when using vehicle travel
- fixed a bug causing the dog message to show even if he wasn't with you
- hopefully fixed a bug causing takedowns to fail
- fixed a bug causing pistol whips to target the player. quit hitting yourself.
- added an alternate landing forward roll when unarmed
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Version 1.75
- Changed the main plugin to a master file
- Added a line-of-sight check to NPC weapon reactions. previously was using only detection, causing npc's to potentially go aggro even if not facing you as you point a gun at them
- Added Prone Mode. Accessed with C+Ctrl, or by holding C as you perform a combat roll, to roll into prone. I wasn't able to prevent clipping issues.
- Added a scripted, interactable dog to the goodsprings source campsite, details in description.
- separated the audio files from the main download, now available as an optional plugin. The scripts will automatically detect the presence of these files and activate the radio.
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Version 1.60
- New vehicle travel system added
- added a missing animation for the ladder climb animation
- during combat the NPC weapon reaction will add a combat cooldown, hopefully preventing friendly NPC"s from going hostile
- fixed a bug where counter takedowns would freak out if you moved the crosshair off your attacker at the exact moment the counter started
- the target lock feature will now grab your crosshair target, rather than the closest NPC, I'll refine this later
- tweaked some of the scripted combat numbers. Shotguns will be a bit nastier, and regular weapons will be a bit more balanced
- nerfed melee weapons a bit, based on weapon condition
- fast travel disabled by default, to accomidate vehicle travel. This can be disabled in the config.
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Version 1.50
- Added the ability to tie up unconscious NPC's (C + W), same controls to untie. Duct tape required.
- made the limb dismemberments when jumping on people while wearing power armor better (more severed gut strewn awesomeness)
- added a slight delay to the fall animation fix, to prevent oversensitivity. Let me know if more is needed.
- camera adjust will move a bit higher while wearing power armor
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Version 1.47
- Fixed Scripted Falling features, including crash landings, jumping knockdowns and dismembers in PA, for now unlimited fall distance in power armor
- reduced falling distance at average agility. Higher agility stats will still provide a lot of fall distance bonus.
- first person stimpak animations working
- skill bonus properly added to low kicks
- max level set to 99 (any higher will cause engine bugs). config option added
- perks set to every 3 levels. config option added
- ability to tackle while dashing added to sprint scripts. fairly basic, new feature. will elaborate later.
- jumping knockdowns are immediately available after jump if sprinting.
- Unlimited sprinting and dashing while wearing power armor
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Version 1.41
- fixed some really stupid scripting on my part with the companion health reset
- Dislocated arms will now impair your ability to lift two handed weapons, or any weapon if both are dislocated, you'll relocate automatically when not in combat
- final fix for the heath drain bug
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Version 1.40
- Fixed a bug that would constantly decrease companion HP (sorry guys)
- healing a leg while wearing a leg brace will remove the leg brace, and apply the medical bonus
- added notes to the config file
- added a companion HP normalizer feature
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Version 1.39
- fixed a bug where the weapon wheel would get stuck holding a control
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Version 1.37
- Fixed a bug where the right mouse button would be disabled while using scoped weapons
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Version 1.35
- First person drug, healing, and gesture animations. (a little hacky but it's good enough)
- config line added, allowing the deactivation of the hold-to-crouch feature
- Healing powder will now slow bleeding
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Version 1.31
- Fixed a bug with the right mouse button being disabled in the inventory
- Fixed an issue with fall animations conflicting with animated sprint mods
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Version 1.30
- Fixed an animation bug while looting dead bodies in first person
- made the stimpak, healing powder, super stim, and radaway healing ingestibles only show up if you're injured or irradiated, preventing unwanted ingestion
- added a JIP NVSE version check on startup, checking for version 55.35 or newer
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Version 1.27
- Added fatigue, limb, and conditional health damage to the low kick, pistol whip and roundhouse kick
- Added a detection event to the Ripper takedown
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Version 1.21
- Added Ripper, and straight razor lethal takedowns.
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Version 1.01
- Fixed a bug where the doctors bag would consume multiples
- added more food ingestible options
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- Author's activity
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May 2022
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22 May 2022, 6:11AM | Action by: Dust1nTheWind
Changelog added
'Change log added for version 3.27'
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22 May 2022, 6:07AM | Action by: Dust1nTheWind
File added
'Ezekiel Project [version 3.27]'
January 2022
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20 Jan 2022, 7:07PM | Action by: Dust1nTheWind
Attribute change
'Description changed.'
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20 Jan 2022, 7:02PM | Action by: Dust1nTheWind
Attribute change
'Description changed.'
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20 Jan 2022, 6:58PM | Action by: Dust1nTheWind
Attribute change
'Description changed.'
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20 Jan 2022, 6:54PM | Action by: Dust1nTheWind
Attribute change
'Description changed.'
July 2021
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12 Jul 2021, 9:54PM | Action by: Dust1nTheWind
Changelog added
Change log added for version 3.25
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12 Jul 2021, 9:51PM | Action by: Dust1nTheWind
File added
Ezekiel Project Update Esp [version 3.25]
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04 Jul 2021, 7:13AM | Action by: Dust1nTheWind
Changelog added
Change log added for version 3.23
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04 Jul 2021, 7:12AM | Action by: Dust1nTheWind
Changelog added
Change log added for version 3.23
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04 Jul 2021, 7:04AM | Action by: Dust1nTheWind
File added
Ezekiel Project Update Esp [version 3.23]
June 2021
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25 Jun 2021, 7:28PM | Action by: Dust1nTheWind
Changelog added
Change log added for version 3.20
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25 Jun 2021, 1:13AM | Action by: Dust1nTheWind
Changelog added
Change log added for version 3.20
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25 Jun 2021, 1:03AM | Action by: Dust1nTheWind
Changelog added
Change log added for version 3.20
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25 Jun 2021, 12:49AM | Action by: Dust1nTheWind
File added
Ezekiel Project [version 3.20]
May 2021
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17 May 2021, 11:14PM | Action by: Dust1nTheWind
Changelog added
Change log added for version 3.14
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17 May 2021, 11:12PM | Action by: Dust1nTheWind
Changelog added
Change log added for version 3.14
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17 May 2021, 11:10PM | Action by: Dust1nTheWind
File added
Ezekiel Project [version 3.14]
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04 May 2021, 9:04PM | Action by: Dust1nTheWind
Changelog added
Change log added for version 3.13
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04 May 2021, 8:59PM | Action by: Dust1nTheWind
File added
Ezekiel Project [version 3.13]
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