TISEOMAN
1
10 May 2024, 21:33
The mod is practically perfect, and you've provided documentation to make your own implant. What's there not to love!?

But I'd like to ask. Is it possible for the stealth nanobot effect, or any other effect for that matter to be added to armor? For instance, I want to update the stealth suit to have the nanobot effect. Would this be possible in FNVEdit or Because I assume it's not like just adding it to a Form list like the way it was in Project Nevada.
1 reply
Zach282
1 3
10 May 2024, 14:51
No bugs or issues, just wanted to thank you for hosting this mod. I've used it in so many playthroughs now so was upset when I couldn't find it on the nexus. It's just as good as I remember. God bless you, friend.
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Tenlaven
1 1
6 May 2024, 23:45
I've noticed some conflicts regarding some changes made by YUP, and an override that is confusing me, and I wanted to confirm things before I go about patching them, especially since you said you forwarded the changes made by YUP. Some of the locations where the implants have been placed had changes made by YUP to remove the "Has Water" flags and the water noise, which were not carried over, in Vault 34 Armory, Vault 19 Sulfur Cave, Vault 22 Oxygen Recycling, Jacobstown Lodge, and Great Khan Supply Cave (3CBSCave3). I also found that in WastelandNV [WRLD:000DA726] you've changed Water (and LOD Water Type) from Potomac [WATR:00030009] to NVCleanWater [WATR:001009CA]. I wanted to know if I should be keeping these changes or if it's ok for other mods to override them. Thanks for your help :)
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P1ThisFireBurns
15
4 May 2024, 22:31
Bro I wish I could tell you what just happened. Idk what mod it is BUT I deactivated every mod but core TTW and this and was given the "Y" Prompt and scanning began to work. As of now it is still working and it is fantastic! Thank you!

Caveat, Idk what mod did it, but I reactivated my mods in sets of 5(just to speed the process up) and an unknown mod changed the prompt to "A" but "A" did not work a "Y" remained the correct button to initiate the implant. I deactivate and reactivated them one by one but it never adjusted to the original "Y" Prompt. I said screw it and activated the rest of my mods and the "A" prompt went away and now there isn't a prompt but the implant works lololol. At this point Idc, but Ill troubleshoot and post on here incase anyone else has an issue.

PSS:

Idk how endorsing works here but this mod is great with a great mod author. Id love to donate to the cause
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P1ThisFireBurns
15
4 May 2024, 18:29
No matter what I do I can not get the AR Scanner to work. The prompt says to use "1" but after installing implant it says to use the "E" key in the box prompt upon install. Neither of these work tho?
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Eddoursul
4 May 2024, 18:31
Aim and press "E" (or "A" on controller).

 To scan something, aim at it while zooming or using ironsights. If it's a valid target, you can press E to start the scanning process. 
This is what I see in the mod. Where do you see the mention of "1"? (It's likely a leftover from the Project Nevada. It may interfere when installed with the old Cyberware component.)
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P1ThisFireBurns
15
4 May 2024, 19:07
It says press "1" directly under the enemies health bar, I do have PN installed but I believe it was required for TTW, im about to double check right now, any other suggestions?
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P1ThisFireBurns
15
4 May 2024, 19:38
Reverted to save that didnt have PN installed, and I do not have VUI installed and i just double checked it was installed by doctor and still nothing
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Darkykitsune
1
4 March 2024, 23:11
Just a quick question regarding the AR Scanner implant, i'm not sure if this is a new bug or if it was in the original PN Cyberware module but the option to scan something only seems available if you are on level ground with them. If you try to scan them while standing at a higher or lower elevation (i.e, if you're at a high vantage point scoping out a location) the option to scan doesn't appear.

Is this intentional or is this just a quirk with my current installation/modlist?
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