游戏精英
 
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本帖最后由 LAKE0553A 于 2011-4-15 22:50 编辑
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1. Core
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The Core module is the foundation of Project Nevada, and as such required by all other modules.
It adds the gameplay features found in popular first-person-shooter games that were missing in New Vegas. Some of those features are
improved versions of already well-known Fallout 3 mods, like the Grenade Hotkey, Bullet Time or Sprint. All of them are rewritten
from the ground up, with exciting new features like the support for several VATS perks in Bullet Time and support for throwing weapons
with the grenade hotkey. Others are brand new, like the Dynamic Crosshair that changes it size according to the current weapon spread.
Each of those features can be individually enabled or disabled in-game. They are fully script-based to play along well with other mods.
To allow customization, the Core module implements a Control Panel. Other mods may extend the Control Panel without conflict and make
use of the provided methods for streamlined hotkey assignment.
Since the Core module avoids conflicting changes, players are free run it alongside any other mods, including their favorite overhaul.
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a) Features
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The following features
* Dynamic Crosshair
This feature causes the crosshair to expand and contract dynamically based on the player's current gun spread. The formula we used
is described here: http://forums.bethsoft.com/index ... -of-spreadaccuracy/
A side feature is the introduction of recoil, which reduces accuracy when firing shots in rapid succession unless the player is in
a stable position (crouching and not moving for example).
* Bullet Time
A classic feature that doesn't need much introduction - press a hotkey to slow down time, at the cost of Action Points.
The following perks are supported:
Math Wrath: Reduced AP costs
Grim Reaper's Sprint: Regain AP for BT kills
Commando: Improved accuracy with two-handed weapons
Gunslinger: Improved accuracy with one-handed weapons
* Sprint
Yet another classic - as the name suggests, Sprint allows you to increase your speed until your action points are used up.
When bouncing into an opponent you may knock him down if your Strength is overpowering his.
The following perks improve tackling:
Super Slam: Increased tackle force
Unstoppable Force: Tackle doesn't interrupt sprint.
* Grenade Hotkey
Press a hotkey to quickly equip and prepare an explosive, then release it to throw it. Another hotkey is used to cycle throw the
different throwables in the players inventory. Besides mentioned explosives, thrown weapons are supported as well.
* Variable Zoom for scoped weapons
All scoped weapons get multiple zooming steps. This works for mod-added weapons as well. The zooming number and
magnification of those additional zooming steps is based on range of the weapon, so it will not turn a pistol into a sniper rifle.
Selected weapons have a digital zoom (Gauss, Scoped Laser Rifle).
* Slower Backpedaling
When moving backwards, the player's speed is reduced based on his/her agility.
* First-person Visor Overlays for helmets
* Immersive Health Visuals
* Control Panel
The control panel is accessible from the pause menu.
The button is in the lower right corner and only visible when coming directly from the game instead of another menu!
It's technically possible for other mods to add entries to the top-level menu.
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b) Default hotkeys
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* Bullet Time (C)
* Stealth Field (X)
* Sprint (Run/Walk)
* Throw Grenade (G)
* Select Grenade (H)
* Control Panel (Hold P)
* Zoom In (MWheel Up)
* Zoom Out (MWheel Down)
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2. Cyberware
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Even though humanity nuked itself back into the Stone Age, you don't have to fight with sticks and stones. Some of man's most advanced
technological creations have been preserved - and the Cyberware module gives you the chance to obtain them!
Practically this means new features are associated with cybernetic implants and high-tech equipment. Examples include enhanced vision
modes for power armor helmets and bionic legs allowing you to charge towards your enemies with super-human speed.
While for equipment existing items are used, the cybernetic implants come with a custom interface to attach and manage them. Unique
implants that grant powerful abilities are placed all over the wasteland in rewarding locations. Other, less powerful implants can be
obtained from selected vendors, though with the proper Science skill those can be upgraded up to 3 times.
The whole system is balanced by several mechanisms, like limiting the number of implants that can be attached at the same time, or
requiring energy supply for special equipment.
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a) Item changes
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* Night vision
Enclave PA Helmet
Tesla Helmet
Gannon Tesla Helmet
Remnants Tesla Helmet
T45d PA Helmet
T51b PA Helmet
Ranger Combat Helmet
* Heat vision
Enclave PA Helmet
Tesla Helmet
Ranger Combat Helmet
* EM vision
Gannon Tesla Helmet
Remnants Tesla Helmet
T51b PA Helmet
* Stealth Boy field is now controllable (Hotkey) and status is displayed in the HUD
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b) Implant list
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[Head Implants]
* AR Scanner: Real-time target analysis
* Bionic Eyes: Enhanced vision modes
* Empathy Synthesizer: Charisma +1
* Logic Co-Processor: Intelligence +1
* Optics Enhancer: Perception +1
* Probability Calculator: Luck +1
* Voice Modulator: Speech +2(3,4,5), Barter +2(3,4,5) (upgradable)
[Torso Implants]
* Adrenaline Booster: AP regeneration bonus for kills
* Hypertrophy Accelerator: Strength +1
* Monocyte Breeder: Health regeneration
* Nociception Regulator: Endurance +1
* Reflex Booster: Agility +1
* Stealth Nano-Bots: Controllable stealth field
* Sub-Dermal Armor: DT +4
* Synthetic Lungs: 25% lower Sprint AP drain, water breathing
[Arm Implants]
* Kinetic Accelerator: Attack and reload 25% faster during bullet time (effects are additive if used in both arms)
* Nanobionic Weave: Limb regeneration
* Hand Stabilizer: Lockpick +2(3,4,5), Repair +2(3,4,5) (upgradable)
* Motor Memorizer: Guns +2(3,4,5), Energy Weapons +2(3,4,5) (upgradable)
* Neural Datatool: Science +4(6,8,10) (Upgradable)
* Razor Nails: Unarmed critical chance and damage increased by 25% (40,55,70) (upgradable)
[Leg Implants]
* Kinetic Accelerator: Surroundings slowed down by 25% (50%) during sprint (Effects are additive if used in both legs)
* Nanobionic Weave: Limb regeneration
* Tread Damper: Sneak +4(6,8,10) (Upgradeable)
* Weight Absorber: Carry weight +10(20,30,40) (Upgradeable)
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c) Implant locations (!!!SPOILER WARNING!!!)
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[World placed]
* AR Scanner
Helios One Observation Level, on a desk in the room with the brain thing
* Bionic Eyes
Hidden Valley, Abandoned bunker south (02), behind hard lock on one of the ammo boxes
* Adrenaline Booster
Cerulean Robotics, on a table in the room with the robots
* Stealth Nano-Bots
REPCONN Test Site Basement, on a desk in the room where you find the spacesuit
* Synthetic Lungs
Vault 34 Armory, on a shelf in the room with the plasma crate
* Voice Modulator
Doc Mitchell's House, on top of a metal box in the room where you wake up first
* Nanobionic Weave
#1 Vault 19, caves, on the floor next to a shelf in the utility room
#2 Vault 11, next to the computer in the overseer's room
#3 Nellis workshop, on a table
#4 Great Khan Supply Cave #3, on a metal box near the supply item
* Kinetic Accelerator
#1 REPCONN Headquarters Top Floor, in the room with the destroyed wall on the floor
#2 REPCONN Research Lab, on a tray in the top lab (where the followers are)
#3 H&H Tools Factory, inside the opened safe in the office with the keycard
#4 Vault 22, pest control in the highest room near the door
[For sale at Doctor Usanagi in New Vegas medical clinic]
* Empathy Synthesizer
* Logic Co-Processor
* Optics Enhancer
* Probability Calculator
* Hypertrophy Accelerator
* Monocyte Breeder
* Nociception Regulator
* Reflex Booster
* Sub-Dermal Armor
[For sale in vendor inventory]
* Hand Stabilizer
Old Lady Gibson
Julie Farkas
* Motor Memorizer
Old Lady Gibson
Julie Farkas
* Neural Datatool
Old Lady Gibson
Vendortron
* Razor Nails
Old Lady Gibson
Vendortron
* Tread Damper
Vendortron
Julie Farkas
* Weight Absorber
Vendortron
Julie Farkas
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d) Surgery services (!!!SPOILER WARNING!!!)
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(Name, Location, Requires training?)
Usanagi, New Vegas Medical Clinic, No
Doc Mitchell, Goodsprings, Yes
Linda Schuler, Hidden Valley Bunker, No
Kemp, Camp McCarran, Yes
Julie Farkas, Old Mormon Fort, Yes
Training manual locations:
#1 Locked safe in Goodsprings school
#2 On the counter in Old Lady Gibson's garage (Novac)
#3 Besides the terminal in Thomas Hildens Office (Camp McCarran)
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