Fallout New Vegas Project Nevada
May 23, 2012 Well, of course the most endorsed file of all time on the Fallout: New Vegas nexus gets a page! Thats right folks, the infamous Project Nevada. A must have mod, it comes with all kinds of new features, such as a better cybernetic implant system, entirely new UIs, new. Fallout: New Vegas. All Discussions Screenshots Artwork Broadcasts Videos News Guides Reviews. I tried installing the Extra Options and the EVE patch but it says that it needs Project Nevada Equipment. I can't find this file anywhere on the internet. Showing 1-6 of 6 comments Ladez.
Hello, so I have ben trying and trying to blow open locks with this mod.the locks just do not seem to want to break.I throw stick after stick of dynamite at a safe or gun locker to no avail.I see the little lock icon in the hud but it doesnt ever change to the broken one.Im assuming the higher your explosive skill the more likely it will break em. Well my explosion skill is at atleast 50 and I cant even open average locks after throwing like 10 sticks of dynamite at it.So if anyone knows whats up leme know. ThanksPosts: 3406 Joined: Thu Jun 08, 2006 1:40 am. Yeah Poop it is kinda lame.not to mention i wasted probably 30 dynamite trying to destroy one lock.which in real life dynamite would blow open most locks.I did the same thing, I almost ALWAYS tag lockpicking because I cant stand not being able to unlock stuff but this time I just said 'hey since I can now blow open locks why waste a tag on lockpicking' but now im beginning to regret it.I love this mod but they really should tweak the explosive entry setting to be a bit more realistic. Or atleast make it the same point lvl as lockpicking (50=Average, 75=Hard, 100=Very Hard)Posts: 3450 Joined: Mon Apr 02, 2007 2:51 pm. Yeah Poop it is kinda lame.not to mention i wasted probably 30 dynamite trying to destroy one lock.which in real life dynamite would blow open most locks.I did the same thing, I almost ALWAYS tag lockpicking because I cant stand not being able to unlock stuff but this time I just said 'hey since I can now blow open locks why waste a tag on lockpicking' but now im beginning to regret it.I love this mod but they really should tweak the explosive entry setting to be a bit more realistic. Or atleast make it the same point lvl as lockpicking (50=Average, 75=Hard, 100=Very Hard)Yeah they should change it to something like that or maybe the container itself could determine whether it breaks open, a lockers lock probably wouldn't be as strong as a safes lock.
I don't think it was intended as a complete alternative to lockpicking anyway though more like an option if you have no bobby pins and a good explosive/skill. Plus there's a chance the explosion destroys the stuff inside of the container so yeah lockpicking would be the better choice in the long run anyway.Posts: 3385 Joined: Sat Jul 07, 2007 1:40 pm. It was intended as a complete alternative to lockpicking:sadvaultboy:And I usually like to mention explosive entry as a negative example when someone asks 'he, can't you make tackle based on the armor, unarmed skill, strength, endurance, speed, luck, implants.' Haha, yeah that all does sound good on paper, but your the modder not me, so my ideas may or may not be possible or good so take it or leave it but perhaps if you simplify it a bit maybe? Make it rely more on the explosive with your skill level only determining if you can open that lock or not but not the chance to open it? And maybe make it so only certain types of explosive can open only a certain lock difficulty?
Because look at it this way, In the game grenades are obviously more powerful than dynamite. Which is pretty much the same in real life except for the fact that grenades are meant to kill people with shrapnel and everything while dynamite of coarse can kill people, its main function is to blast through things and 'open' stuff i.e. Rocks from a tunnel ect.
So what if you made it so in order to open this average lock youd need an explosive skill of 50 and a powder charge? And with those 2 checks the chance to open would be pretty much 100%. That way you would atleast know you could forsure open that average lock. I know removing the whole chance to open thing kinda svcks but if you think about it, if you put a stick of dynamite next to a locked door or case, that door in no longer there let alone locked.Another thing you might think about is making the chance for items to break in safes alot less than lets say alocked locker or somthing, because it seems to me that a safe would keep items safe even if its lock was breached. Just my 2 cents, if you dont like my ideas thats fine, your the modder like I said and I dont even compare to the work and knowledge you have so:bowdown: haha great mod btw!Posts: 3331 Joined: Tue Jun 20, 2006 5:05 pm.
Aye, JEBach's ideas aren't bad. Start the scale at a very easy lock with dynamite in very close proximity, 95% chance to break open the lock. Script sistem informasi akademik penilaian siswa dengan php mysql access. Continue the scale all the way to C-4 in close proximity, with very hard locks, and at 100 explosives, to 95%. Maybe even 90 or 85%.
Fallout New Vegas Project Nevada Rising Sun
Fallout New Vegas Wanderers Edition
The safe idea for recovered loot isn't bad either, you might also want to scale the chance for loot to be destroyed based on the explosives skill of the player, and to be calculated inversely when using explosives that are beyond the necessary level for the lock. If you use c4 on a very easy lock, with a low explosives skill, there's a high chance that the loot is destroyed, but if you're explosives skill was very high, then that chance was diminished significantly.Further you should have the chance to open any lock with any explosive if you're explosives skill is high enough, so at 100% explosive you might have a 10% chance to bust open a very hard lock with dynamite in close proximity. And don't be afraid to include demolition expert into the calculations!And I thought tackle was based on the unarmed skill, YOU LIED TO ME SCRIPT.:brokencomputer:Posts: 3481 Joined: Sun Nov 04, 2007 9:30 pm. Yeah poopoopapa, I dig the whole, use c4 on a very easy lock and your stuff goes kaput. Makes for more realism. And also safes are/were built not only for keeping unwanted people out but to also protect the items from fires, building collapse, ect.
So it wouldnt be too off to say that using a heavy explosive on a thick safe could destroy the weaker front w/o damaging the more solid protective sides, leaving most of the items intact. Which brings a new idea into my head, maybe on the safes make it so instead of destroying the entire item, have there be a pretty good chance to damage the item to the point where it cannot be used unless repaired? Dont know how possible that is but I think that would also add some realism and balance considering youd either hafto pay to have it repaired (which as you know can be very pricy) or people with repair skill can do it, Either way you still get the item but it may or may not be useable at that time. Just another 2 cents.lolPosts: 3439 Joined: Mon Nov 20, 2006 6:51 pmDisplay posts from previous: Sort.