New Vegas Items and Weapons
Fallout 3 » Gameplay Effects and Changes
Fallout 3 » Gameplay Effects and Changes
Added: 29/11/2012 - 08:14AM
Updated: 26/07/2013 - 01:10AM
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Description
Last updated at 1:10, 26 Jul 2013 Uploaded at 8:14, 29 Nov 2012
This is my project to add many of the items and weapons from Fallout: New Vegas into Fallout 3. I've split this project into two - one for aid items and one for weapons. You do not need anything from New Vegas for the aid items, and you never will. To use the New Vegas Weapons, however, you're going to have to do some work extracting your files. **THIS CONTAINS NO ART ASSETS FROM FALLOUT: NEW VEGAS**

Several items from New Vegas come back to Fallout 3! Huzzah! These items all function exactly as they did in New Vegas, with the same visual effects and stats. I've even added a section at the bottom of the workbench menu where you can create some of New Vegas's craftable items. Some of these new items will show up as loot and with vendors, others will need to be created. For some, you can do both!
As said already, there are no requirements, and you can use it just fine as is. I've created all the pipboy images myself, and they should look just like they did in New Vegas. I will not, however, make any brand new meshes for it. For items in the game, like Cateye, that use meshes that already existed in Fallout 3, I'll slap a new texture on it from clintmich's awesome work. Otherwise, I'll try to find a similar item (the weapon repair kit is a suitcase, for example).
If you want to use the art from New Vegas, you should extract all the clutter .nif's, clutter textures, and interface textures from New Vegas's .bsa's. Don't worry, they won't take up much space on your hard drive at all. If you put them in the same relative locations in Fallout 3, all you'll ever need is my .esp. I use the same file locations for all of the new items.
Here's a list of what's been finished, along with their code that you can use to add them from the console.
xx00A114 - Auto-Inject Stimpak
xx00A7C4 - Auto-Inject Super Stimpak
xx0043E0 - Cateye
xx002FEB - Doctor's Bag
xx000EA6 - Fixer
xx008D1E - Slasher
xx004A8C - Steady
xx00B517 - Super Stimpak
xx008674 - Wasteland Tequila
xx0057E2 - Weapon Repair Kit
Craftable Items
Auto-Inject Stimpak (Only available through crafting)
Auto-Inject Super Stimpak (Only available through crafting)
Slasher (Only available through crafting)
Super Stimpak (Sold by vendors)
Wasteland Tequila (Only available through crafting)
Weapon Repair Kit (Sold by Moira and weapon's vendors)
Updates
1.17 - Rewrote the .esp to handle vendor and lootlists by script. No lootlists and vendorlists have been touched this way, and it should be compatible with any other mods now.
1.16 - Added Super Stimpak, Auto-Inject Stimpak, Auto-Inject Super Stimpak. All are craftable. Vendors often carry 1 Super Stimpak on them. Auto-Inject Stimpaks and Super Stimpaks heal over time. Fixed a problem where a vendor would sometimes carry 1001 Steady.
Credits
clintmitch - For the object textures
Offkorn - I have to credit Offkorn, because I had to analyze and use parts of his workbench script to get it working the way I wanted.
Left to do
Make use of CRAFT for workbench
Add some more items

New Vegas weapons come to the Fallout 3! 34 weapons, to be exact! And now with CALIBR integration! And also Weapon Mods! These items will be dispersed around the wasteland at appropriate places. Weapons vendors will sell all of them, though you can't find them all at once from one vendor. I have done this mostly with a script, though I had to edit a handful of leveled lists. For more information on that, along with a complete list of changes to each faction, scroll down below!
Weapon damage and statistics have been re-balanced for Fallout 3, because the New Vegas values do not directly translate very well. If you want to balance the weapons to your liking, then this small tutorial may help you.
====Installation====
To use New Vegas Weapons, you will need files from New Vegas. Use FOMM or FO3 Archive Utility to extract the files from New Vegas's .bsa's. I've tried my damndest to keep track of which I've added, but in some cases, it's easier to just extract the directories. Extract these folders and place them in their proper relative paths in your Fallout 3/Data/ folders. For example, this directory:
HonestHearts - Main.bsa
meshes\nvdlc02\weapons\1handgrenadethrow\*
should be placed as so:
Fallout 3\Data\meshes\nvdlc02\weapons\1handgrenadethrow\
It should be noted that the Fire Bomb requires Broken Steel for the explosion effect, since it relies on some art assets from that DLC. I believe I've listed everything necessary, but if you have any problem at all, please post in the comments so that I can solve the issue for you and others!
Fallout - Meshes.BSA
meshes\ammo\*
meshes\clutter\ammo\*
meshes\effects\NV\weaponeffects\PulseGunProjectile.nif
meshes\effects\NV\weaponeffects\PulseGunmflash.nif
meshes\effects\NV\weaponeffects\impactsparks.nif
meshes\interface\hud\*
meshes\projectiles\*
meshes\weapons\1handpistol\*
meshes\weapons\2handautomatic\*
meshes\weapons\2handhandle\*
meshes\weapons\2handlauncher\*
meshes\weapons\2handmelee\*
meshes\weapons\2handrifle\*
There are many, many animations in these two folders:
meshes\characters\_male\
meshes\characters\_1stperson\
I'll try to list the individual animations, but I'll miss a lot of them.
meshes\characters\_1stperson\1gtattackthrow2.kf
meshes\characters\_1stperson\2hareloadf
meshes\characters\_1stperson\2hareloadg
meshes\characters\_1stperson\2hareloadh
meshes\characters\_1stperson\2hareloadi
meshes\characters\_1stperson\2hareloadj
meshes\characters\_1stperson\2hhreloadg
meshes\characters\_1stperson\2hrreloadi
meshes\characters\_1stperson\2hrreloadj
meshes\characters\_1stperson\2hrattack7.kf
meshes\characters\_1stperson\2hhattackloop.kf
meshes\characters\_male\1gtattackthrow2.kf
meshes\characters\_male\2hmattackspin.kf
meshes\characters\_male\2hmattackspin2.kf
meshes\characters\_male\2hmattackspindown.kf
meshes\characters\_male\2hmattackspindown2.kf
meshes\characters\_male\2hmattackspinup.kf
meshes\characters\_male\2hmattackspinup2.kf
meshes\characters\_male\2hareloadf
meshes\characters\_male\2hareloadg
meshes\characters\_male\2hareloadh
meshes\characters\_male\2hareloadi
meshes\characters\_male\2hareloadj
meshes\characters\_male\2hhreloadg
meshes\characters\_male\2hrreloadi
meshes\characters\_male\2hrreloadj
meshes\characters\_male\sneak2hmattackspin.kf
meshes\characters\_male\sneak2hmattackspin2.kf
meshes\characters\_male\sneak2hmattackspindown.kf
meshes\characters\_male\sneak2hmattackspindown2.kf
meshes\characters\_male\sneak2hmattackspinup.kf
meshes\characters\_male\sneak2hmattackspinup2.kf
meshes\characters\_male\sneak2hareloadf
meshes\characters\_male\sneak2hareloadg
meshes\characters\_male\sneak2hareloadh
meshes\characters\_male\sneak2hareloadi
meshes\characters\_male\sneak2hareloadj
meshes\characters\_male\sneak2hhreloadg
meshes\characters\_male\sneak2hrreloadi
meshes\characters\_male\sneak2hrreloadj
Fallout - Textures.BSA
textures\clutter\ammo\*
Fallout - Textures2.BSA
textures\effects\fxdustsmallgen01.dds
textures\effects\explosionspark01.dds
textures\effects\explosionspark02.dds
textures\effects\explosionspark03.dds
textures\effects\white.dds
textures\effects\nv\fusesparks.dds
textures\effects\nv\helios\*
textures\interface\icons\pipboyimages\items\*
textures\interface\icons\pipboyimages\weapons\*
textures\projectiles\*
textures\weapons\1handgrenadethrow\lighter.dds
textures\weapons\1handgrenadethrow\lighter_n.dds
textures\weapons\1handgrenadethrow\lighterflame.dds
textures\weapons\1handpistol\*
textures\weapons\2handautomatic\*
textures\weapons\2handhandle\*
textures\weapons\2handlauncher\*
textures\weapons\2handmelee\*
textures\weapons\2handrifle\*
textures\weapons\scope\*
Fallout - Sound.BSA
sound\fx\wpn\*
Additionally, I've added some DLC weapons. If you want to use these, you'll need to extract these files as well. If you don't have the DLC files, use New Vegas Weapons - No DLC. The only difference between the .esp's is that the "No DLC" version doesn't add the weapons into the loot and vendor lists, but they are still in the game. If you don't have all of the DLCs, but want to use a weapon, you can still access it from the console with the codes further down below.
DeadMoney - Main.bsa
meshes\nvdlc01\effects\holorifle\*
meshes\nvdlc01\projectiles\holorifleshell.nif
meshes\nvdlc01\weapons\1handpistol\*
meshes\nvdlc01\weapons\2handmelee\*
meshes\nvdlc01\weapons\2handrifle\*
textures\nvdlc01\weapons\1handpistol\policepistol1\*
textures\nvdlc01\weapons\2handmelee\*
textures\nvdlc01\weapons\2handrifle\
textures\nvdlc01\interface\icons\nvdlc01weapon_holorifle.dds
textures\nvdlc01\interface\icons\nvdlc01weapon_knife_spear.dds
textures\nvdlc01\interface\icons\nvdlc01weapon_police_pistol.dds
DeadMoney - Sound.bsa
sound\fx\wpn\holorifle\*
HonestHearts - Main.bsa
meshes\nvdlc02\weapons\1handgrenadethrow\*
meshes\nvdlc02\weapons\1handpistol\nvdlc02weap45autopist.nif
meshes\nvdlc02\weapons\1handpistol\nvdlc02weap45autopist1.nif
textures\nvdlc02\effects\firebombfire.dds
textures\nvdlc02\weapons\1handpistol\*
textures\nvdlc02\interface\icons\nvdlc02weapons_.45_auto_pistol.dds
textures\nvdlc02\interface\icons\nvdlc02weapons_fire_bomb.dds
OldWorldBlues - Main.bsa
meshes\nvdlc03\weapons\2handautomatic\*
textures\nvdlc03\weapons\2handautomatic\*
textures\nvdlc03\interface\icons\nvdlc03weapons_laer.dds
LonesomeRoad - Main.bsa
meshes\characters\_1stperson\1hpjamk.kf
meshes\characters\_1stperson\2hlattackloop.kf
meshes\characters\_1stperson\2hljamf.kf
meshes\characters\_1stperson\2hljamg.kf
meshes\characters\_1stperson\2hlreloadf.kf
meshes\characters\_1stperson\2hlreloadg.kf
meshes\characters\_male\1hpjamk.kf
meshes\characters\_male\2hlattackloop.kf
meshes\characters\_male\2hlattackloopdown.kf
meshes\characters\_male\2hlattackloopup.kf
meshes\characters\_male\2hljamf.kf
meshes\characters\_male\2hljamg.kf
meshes\characters\_male\2hlreloadf.kf
meshes\characters\_male\2hlreloadg.kf
meshes\characters\_male\sneak1hpjamk.kf
meshes\characters\_male\sneak2hlattackloop.kf
meshes\characters\_male\sneak2hlattackloopdown.kf
meshes\characters\_male\sneak2hlattackloopup.kf
meshes\characters\_male\sneak2hljamf.kf
meshes\characters\_male\sneak2hljamg.kf
meshes\characters\_male\sneak2hlreloadf.kf
meshes\characters\_male\sneak2hlreloadg.kf
meshes\nvdlc04\weapons\1handpistol\*
meshes\nvdlc04\weapons\2handhandle\*
meshes\nvdlc04\weapons\2handlauncher\*
meshes\nvdlc04\effects\nvdlc04flaregunmuzzleflash.nif
textures\nvdlc04\weapons\1handpistol\*
textures\nvdlc04\weapons\2handhandle\*
textures\nvdlc04\weapons\2handlauncher\*
textures\nvdlc04\interface\icons\nvdlc04weapon_arc_welder.dds
textures\nvdlc04\interface\icons\nvdlc04weapon_flare_gun.dds
textures\nvdlc04\interface\icons\nvdlc04weapon_shoulder_mounted_machine_gun.dds
LonesomeRoad - Sounds.bsa
sound\fx\fx\flare\impact\*
sound\fx\wpn\arcwelder\*
sound\fx\wpn\flaregun\*
sound\fx\wpn\smmg\*
GunRunnersArsenal - Main.bsa
meshes\nvdlc05\weapons\1handpistol\mf_hypercharger.nif
meshes\nvdlc05\weapons\2handautomatic\*
meshes\nvdlc05\weapons\2handhandle\nvdlc05weapplasmacastersmittyspecial.nif
meshes\nvdlc05\weapons\2handrifle\*
textures\nvdlc05\weapons\1handpistol\*
textures\nvdlc05\weapons\2handautomatic\*
textures\nvdlc05\weapons\2handhandle\*
textures\nvdlc05\weapons\2handrifle\*
textures\nvdlc05\interface\icons\nvdlc05weapons_bozar.dds
textures\nvdlc05\interface\icons\nvdlc05weapons_mf_hyperbreeder_alpha.dds
GunRunnersArsenal - Sounds.bsa
sound\fx\wpn\bozar\*
sound\fx\wpn\mfbreeder\*
====All New Weapons Added====
Here is a complete list of the weapons added along with their console codes. Eight of the weapons use CALIBR for their ammo, and all weapons use the same ammo as they do in New Vegas. The DLC that is required by some weapons will be listed.
Weapons
xx029511 - .45 Auto Pistol (Honest Hearts)
xx09D314 - 12.7mm Submachine Gun
xx02951E - 5.56mm Pistol
xx029510 - 9 Iron
xx05B050 - Anti-Materiel Rifle
xx029512 - Arc Welder (Lonesome Road)
xx09E7A4 - Assault Carbine
xx0B4540 - Battle Rifle
xx028118 - Bozar (Gun Runners Arsenal)
xx029513 - Bumper Sword
xx094327 - Caravan Shotgun
xx029515 - Fire Axe
xx029516 - Fire Bomb (Honest Hearts) (I've created a Nuka-Cola texture for the Firebomb, since Sunset Sarsaparilla cannot be found in DC)
xx029517 - Flare Gun (Lonesome Road)
xx02167A - Grenade Launcher
xx021769 - Grenade Machinegun
xx02E51B - Holorifle (Dead Money)
xx029519 - Knife Spear (Dead Money)
xx029518 - LAER (Old World Blues)
xx09BE88 - Laser RCW
xx09D317 - Light Machine Gun
xx090FB3 - Marksman Carbine
xx02951A - MF Hyperbreeder Alpha (Gun Runners Arsenal)
xx0452C4 - Multiplas Rifle
xx02951B - Plasma Caster (Gun Runners Arsenal)
xx0237BF - Police Pistol (Dead Money)
xx02951C - Pulse Gun
xx02A275 - Rebar Club
xx02951D - Recharger Rifle
xx094326 - Riot Shotgun
xx02FFBE - Shoulder Mounted Machine Gun (Lonesome Road)
xx099FA7 - Silenced .22 SMG
xx02951F - Thermic Lance
xx045D0D - Trail Carbine
Ammo
xx039968 - 12.7mm Round
xx02A276 - Microbreeder (Recharger Rifle)
XX02AFD2 - Microbreeder (MF Hyperbreeder)
Microbreeder ammo is used by the rechargeable guns, and will always recharge for the player. This is only here for anyone who wants to allow companions to use the guns, as the recharge script does not work for them.
====Requirements====
A copy of New Vegas, of course
CALIBR - Only CALIBR.esm is required. I already added the ammo to vendor lists.
====Recommended Textures====
Weapon Retexture Project
Laser RCW
LAER Retexture
Holorifle HD Retexture
====New Weapons added to NPC factions====
Here is a complete list of all of the new weapons that each faction will get. Sometimes I'll give details on which units receive which weapons, how rare a weapon is, and whatnot. I've done this almost entirely with one script, but some factions made it impossible to, because they add a single weapon to spawn, rather than a weaponlist. In this case, I had to change the weapon into a weaponlist, so it should still interfere with very few mods.
Brotherhood of Steel
The Brotherhood of Steel now has some extra weapons, including the Laser RCW, Multiplas Rifle, and, less commonly the Light Machinegun and Anti-Materiel Rifle. Citadel guards carry small arms by default, such as the Chinese Assault Rifle, so the Assault Carbine has been added as an option for those NPCs to spawn with.
Brotherhood of Steel Outcasts
In addition to their regular weapons, the Outcasts will now carry the Anti-Materiel Rifle, Laser RCW, Light Machinegun, Multiplas Rifle, with a small chance at the Bozar.
Enclave
Because of the nature of the Enclave's leveled lists, I had to edit three of them manually, instead of using scripts. The new items added to the Enclave soldiers include the Laser RCW, Multiplas Rifle, and Plasma Caster, with a very small chance at a LAER and an even smaller chance at the Holorifle.
Supermutants
Because of the way the Supermutants' leveled lists work, I had to manually edit their lists, rather than use a script. Six lists were edited, but there should be no more problems with them spawning weapons or operating them. Two more animations have been created for them, which are included in the upload. I'm also including Mutant Animations by Talkie Toaster to make installation easier, so it'd be nice to give him an endorsement. The animations I've added are used for the Battle Rifle and Trail Carbine.
Melee Supermutants will wield the Sledgehammer, Super Sledge, Rebar Club, Bumper Sword, and Nail Club. They'll properly spawn a variety of weapons, including the Assault Carbine, Assault Rifle, Battle Rifle, Chinese Assault Rifle, Hunting Rifle, Trail Carbine, Light Machine Gun and Bozar. The Bozar now correctly will have a 20% chance of spawning on Masters at higher levels.
Additionally, several guns have been added to the Supermutant formlist for the benefit of Fawkes (or any other mod-added Supermutant companion). This allows Fawkes to wield a wider array of weapons. A total list of new weapons that Supermutants can now wield is: Arc Welder, Assault Rifle, Battle Rifle, Bozar, Bumper Sword, Fire Axe, Knife Spear, LAER, Laser RCW, Light Machinegun, Plasma Caster, Marskman Carbine, Multiplas Rifle, Rebar Club, Riot Shotgun, Silenced .22SMG, Trail Carbine, and all the modded versions of those guns.
Raiders
In addition to their normal weapons, Raiders will now have many more at their disposal. Regular Raiders can now make use of the .45 Auto Pistol, 5.56mm Pistol (That Gun), Assault Carbine, Battle Rifle, Caravan Shotgun, Riot Shotgun, and Trail Carbine. Special units can spawn with the Arc Welder, Grenade Launcher, and Shoulder-Mounted Machinegun. Melee units may spawn with the 9 Iron, Fire Axe, Knife Spear, or Thermic Lance. Lastly, Raiders will sometimes carry Fire Bombs.
Talon Company
The Talon Company has a greatly expanded inventory of weapons now. New weapons added include the 12.7mm SMG, Assault Carbine, Battle Rifle, Light Machine Gun, Marskman Carbine, Riot Shotgun, Police Pistol, Silenced .22 SMG, Trail Carbine, and a slightly smaller chance for the Laser RCW. The Missile units will also carry a Grenade Launcher or Shoulder Mounted Machine Gun sometimes. In my game, the Talon melee units seem to pop up constantly, so I made some changes: they will eventually start using guns, but retain a 30% chance of spawning the Thermic Lance. No more police batons and combat knives!
Other (Slavers, Wastelanders, etc)
Some of these weapons will pop up other places as well. They'll be limited to the small gun-types, like the Trail Carbine, Assault Carbine, Riot Shotgun, and so on.
====Changelog====
12/30/12 Version 1.35 - Signficant balance update. I rebalanced nearly all of the weapons. Previous versions had used the direct values from New Vegas, which do not translate well into Fallout 3. Weapons were too overpowered, so I lowered the damage on nearly every weapon, and the firerate has been lowered on some, as well. They should match vanilla weapons in balance, now. The Anti-Materiel Rifle, Bozar, Holorifle, LAER, and Plasma Caster will still be very good weapons, but you might have to upgrade them with the weapon mods for them to be as powerful as you want.
There are also some other fixes. I spent an hour trying to fix some problems with the LAER in VATS, and with NPCs using it. It seems better now, but perhaps not perfect. I also corrected the LAER's muzzle flash and impactdataset, which were incorrect. Also fixed NPCs not using ammo with the Grenade Launcher.
I've also restored the third-person animations to many of the guns that were disabled. I had done this for my personal ironsights use, so if anyone runs into any problems with ironsights, please comment and I'll take care of it.
12/23/12 Version 1.32 - Quick fix - Battle Rifle was spawning with 5.56mm ammo instead of .308 caliber.
12/23/12 Version 1.31 - Weapon reload sounds finally work! All weapons, aside from the Flare Gun and Rechargeable guns will have reload sounds now. The SMMG's durability has been upgraded, and the Fire Axe has its correct swiping sounds now.
12/21/12 Version 1.30 - Weapon Mods added. 21 in all, though the non-DLC version only adds 7. Fixes and adjustments for the 12.7mm SMG, Arc Welder, Battle Rifle, Flare Gun, Grenade Machinegun, Laser RCW and Plasma Caster. Supermutant formlist has been updated for the benefit of Fawkes, read the Supermutant section for more info. For more information about changes, check the comments. This is hopefully the final version.
12/18/12 Version 1.25 - CALIBR is now being used for ammunition! All eight weapons that use ammo not found in Fallout 3 will now have their proper ammotypes, thanks to CALIBR.
12/17/12 Version 1.21 - Very minor update. I forgot to apply the critical death effect to the Holorifle.
12/16/12 Version 1.20 - This is a very large update, so I'm going to jump all the way to 1.20, baby!
18 new weapons have been added, along with slight tweaks for the first sixteen.
Weapon health on most weapons has been greatly increased. The direct values from New Vegas didn't carry over well, and some guns were breaking after only a few clips. Weapon values have also been altered some for better balance.
The script I had used before had some mistakes. The biggest mistake was that I had forgotten that NPCs don't always have the same level as the player. I have redone each of the factions' weapons and tested each, spending several hours to make sure everything was working correctly. I've dedicated a small section to describing the changes to each faction. Vendor lists seem to work fine, though I didn't have the time to test for every single weapon to show up. There didn't seem to be a problem with them anyway, though.
Version 1.01 - Fixed problem with Supermutants not equipping weapons.
Version 1.0 - Initial release. 16 weapons and two ammo types added. Reload animations all working except for Grenade Launcher. Reload animation sounds are not working.
Need Help?
If you're seeing anything weird, try deactivating the mod, saving the game, then reactivating the mod. It may take seven in-game days for all changes to be reflected. If reload animations or meshes/textures are missing, doublecheck that you got all the files. If all else fails, post in the comments! I will try to help!
Credits
Talkie Toaster for the Mutant Animations
Skykappa - Part of the Fire Bomb texture comes from one of his textures

Several items from New Vegas come back to Fallout 3! Huzzah! These items all function exactly as they did in New Vegas, with the same visual effects and stats. I've even added a section at the bottom of the workbench menu where you can create some of New Vegas's craftable items. Some of these new items will show up as loot and with vendors, others will need to be created. For some, you can do both!
As said already, there are no requirements, and you can use it just fine as is. I've created all the pipboy images myself, and they should look just like they did in New Vegas. I will not, however, make any brand new meshes for it. For items in the game, like Cateye, that use meshes that already existed in Fallout 3, I'll slap a new texture on it from clintmich's awesome work. Otherwise, I'll try to find a similar item (the weapon repair kit is a suitcase, for example).
If you want to use the art from New Vegas, you should extract all the clutter .nif's, clutter textures, and interface textures from New Vegas's .bsa's. Don't worry, they won't take up much space on your hard drive at all. If you put them in the same relative locations in Fallout 3, all you'll ever need is my .esp. I use the same file locations for all of the new items.
Here's a list of what's been finished, along with their code that you can use to add them from the console.
xx00A114 - Auto-Inject Stimpak
xx00A7C4 - Auto-Inject Super Stimpak
xx0043E0 - Cateye
xx002FEB - Doctor's Bag
xx000EA6 - Fixer
xx008D1E - Slasher
xx004A8C - Steady
xx00B517 - Super Stimpak
xx008674 - Wasteland Tequila
xx0057E2 - Weapon Repair Kit
Craftable Items
Auto-Inject Stimpak (Only available through crafting)
Auto-Inject Super Stimpak (Only available through crafting)
Slasher (Only available through crafting)
Super Stimpak (Sold by vendors)
Wasteland Tequila (Only available through crafting)
Weapon Repair Kit (Sold by Moira and weapon's vendors)
Updates
1.17 - Rewrote the .esp to handle vendor and lootlists by script. No lootlists and vendorlists have been touched this way, and it should be compatible with any other mods now.
1.16 - Added Super Stimpak, Auto-Inject Stimpak, Auto-Inject Super Stimpak. All are craftable. Vendors often carry 1 Super Stimpak on them. Auto-Inject Stimpaks and Super Stimpaks heal over time. Fixed a problem where a vendor would sometimes carry 1001 Steady.
Credits
clintmitch - For the object textures
Offkorn - I have to credit Offkorn, because I had to analyze and use parts of his workbench script to get it working the way I wanted.
Left to do
Make use of CRAFT for workbench
Add some more items

New Vegas weapons come to the Fallout 3! 34 weapons, to be exact! And now with CALIBR integration! And also Weapon Mods! These items will be dispersed around the wasteland at appropriate places. Weapons vendors will sell all of them, though you can't find them all at once from one vendor. I have done this mostly with a script, though I had to edit a handful of leveled lists. For more information on that, along with a complete list of changes to each faction, scroll down below!
Weapon damage and statistics have been re-balanced for Fallout 3, because the New Vegas values do not directly translate very well. If you want to balance the weapons to your liking, then this small tutorial may help you.
====Installation====
To use New Vegas Weapons, you will need files from New Vegas. Use FOMM or FO3 Archive Utility to extract the files from New Vegas's .bsa's. I've tried my damndest to keep track of which I've added, but in some cases, it's easier to just extract the directories. Extract these folders and place them in their proper relative paths in your Fallout 3/Data/ folders. For example, this directory:
HonestHearts - Main.bsa
meshes\nvdlc02\weapons\1handgrenadethrow\*
should be placed as so:
Fallout 3\Data\meshes\nvdlc02\weapons\1handgrenadethrow\
It should be noted that the Fire Bomb requires Broken Steel for the explosion effect, since it relies on some art assets from that DLC. I believe I've listed everything necessary, but if you have any problem at all, please post in the comments so that I can solve the issue for you and others!
Fallout - Meshes.BSA
meshes\ammo\*
meshes\clutter\ammo\*
meshes\effects\NV\weaponeffects\PulseGunProjectile.nif
meshes\effects\NV\weaponeffects\PulseGunmflash.nif
meshes\effects\NV\weaponeffects\impactsparks.nif
meshes\interface\hud\*
meshes\projectiles\*
meshes\weapons\1handpistol\*
meshes\weapons\2handautomatic\*
meshes\weapons\2handhandle\*
meshes\weapons\2handlauncher\*
meshes\weapons\2handmelee\*
meshes\weapons\2handrifle\*
There are many, many animations in these two folders:
meshes\characters\_male\
meshes\characters\_1stperson\
I'll try to list the individual animations, but I'll miss a lot of them.
meshes\characters\_1stperson\1gtattackthrow2.kf
meshes\characters\_1stperson\2hareloadf
meshes\characters\_1stperson\2hareloadg
meshes\characters\_1stperson\2hareloadh
meshes\characters\_1stperson\2hareloadi
meshes\characters\_1stperson\2hareloadj
meshes\characters\_1stperson\2hhreloadg
meshes\characters\_1stperson\2hrreloadi
meshes\characters\_1stperson\2hrreloadj
meshes\characters\_1stperson\2hrattack7.kf
meshes\characters\_1stperson\2hhattackloop.kf
meshes\characters\_male\1gtattackthrow2.kf
meshes\characters\_male\2hmattackspin.kf
meshes\characters\_male\2hmattackspin2.kf
meshes\characters\_male\2hmattackspindown.kf
meshes\characters\_male\2hmattackspindown2.kf
meshes\characters\_male\2hmattackspinup.kf
meshes\characters\_male\2hmattackspinup2.kf
meshes\characters\_male\2hareloadf
meshes\characters\_male\2hareloadg
meshes\characters\_male\2hareloadh
meshes\characters\_male\2hareloadi
meshes\characters\_male\2hareloadj
meshes\characters\_male\2hhreloadg
meshes\characters\_male\2hrreloadi
meshes\characters\_male\2hrreloadj
meshes\characters\_male\sneak2hmattackspin.kf
meshes\characters\_male\sneak2hmattackspin2.kf
meshes\characters\_male\sneak2hmattackspindown.kf
meshes\characters\_male\sneak2hmattackspindown2.kf
meshes\characters\_male\sneak2hmattackspinup.kf
meshes\characters\_male\sneak2hmattackspinup2.kf
meshes\characters\_male\sneak2hareloadf
meshes\characters\_male\sneak2hareloadg
meshes\characters\_male\sneak2hareloadh
meshes\characters\_male\sneak2hareloadi
meshes\characters\_male\sneak2hareloadj
meshes\characters\_male\sneak2hhreloadg
meshes\characters\_male\sneak2hrreloadi
meshes\characters\_male\sneak2hrreloadj
Fallout - Textures.BSA
textures\clutter\ammo\*
Fallout - Textures2.BSA
textures\effects\fxdustsmallgen01.dds
textures\effects\explosionspark01.dds
textures\effects\explosionspark02.dds
textures\effects\explosionspark03.dds
textures\effects\white.dds
textures\effects\nv\fusesparks.dds
textures\effects\nv\helios\*
textures\interface\icons\pipboyimages\items\*
textures\interface\icons\pipboyimages\weapons\*
textures\projectiles\*
textures\weapons\1handgrenadethrow\lighter.dds
textures\weapons\1handgrenadethrow\lighter_n.dds
textures\weapons\1handgrenadethrow\lighterflame.dds
textures\weapons\1handpistol\*
textures\weapons\2handautomatic\*
textures\weapons\2handhandle\*
textures\weapons\2handlauncher\*
textures\weapons\2handmelee\*
textures\weapons\2handrifle\*
textures\weapons\scope\*
Fallout - Sound.BSA
sound\fx\wpn\*
Additionally, I've added some DLC weapons. If you want to use these, you'll need to extract these files as well. If you don't have the DLC files, use New Vegas Weapons - No DLC. The only difference between the .esp's is that the "No DLC" version doesn't add the weapons into the loot and vendor lists, but they are still in the game. If you don't have all of the DLCs, but want to use a weapon, you can still access it from the console with the codes further down below.
DeadMoney - Main.bsa
meshes\nvdlc01\effects\holorifle\*
meshes\nvdlc01\projectiles\holorifleshell.nif
meshes\nvdlc01\weapons\1handpistol\*
meshes\nvdlc01\weapons\2handmelee\*
meshes\nvdlc01\weapons\2handrifle\*
textures\nvdlc01\weapons\1handpistol\policepistol1\*
textures\nvdlc01\weapons\2handmelee\*
textures\nvdlc01\weapons\2handrifle\
textures\nvdlc01\interface\icons\nvdlc01weapon_holorifle.dds
textures\nvdlc01\interface\icons\nvdlc01weapon_knife_spear.dds
textures\nvdlc01\interface\icons\nvdlc01weapon_police_pistol.dds
DeadMoney - Sound.bsa
sound\fx\wpn\holorifle\*
HonestHearts - Main.bsa
meshes\nvdlc02\weapons\1handgrenadethrow\*
meshes\nvdlc02\weapons\1handpistol\nvdlc02weap45autopist.nif
meshes\nvdlc02\weapons\1handpistol\nvdlc02weap45autopist1.nif
textures\nvdlc02\effects\firebombfire.dds
textures\nvdlc02\weapons\1handpistol\*
textures\nvdlc02\interface\icons\nvdlc02weapons_.45_auto_pistol.dds
textures\nvdlc02\interface\icons\nvdlc02weapons_fire_bomb.dds
OldWorldBlues - Main.bsa
meshes\nvdlc03\weapons\2handautomatic\*
textures\nvdlc03\weapons\2handautomatic\*
textures\nvdlc03\interface\icons\nvdlc03weapons_laer.dds
LonesomeRoad - Main.bsa
meshes\characters\_1stperson\1hpjamk.kf
meshes\characters\_1stperson\2hlattackloop.kf
meshes\characters\_1stperson\2hljamf.kf
meshes\characters\_1stperson\2hljamg.kf
meshes\characters\_1stperson\2hlreloadf.kf
meshes\characters\_1stperson\2hlreloadg.kf
meshes\characters\_male\1hpjamk.kf
meshes\characters\_male\2hlattackloop.kf
meshes\characters\_male\2hlattackloopdown.kf
meshes\characters\_male\2hlattackloopup.kf
meshes\characters\_male\2hljamf.kf
meshes\characters\_male\2hljamg.kf
meshes\characters\_male\2hlreloadf.kf
meshes\characters\_male\2hlreloadg.kf
meshes\characters\_male\sneak1hpjamk.kf
meshes\characters\_male\sneak2hlattackloop.kf
meshes\characters\_male\sneak2hlattackloopdown.kf
meshes\characters\_male\sneak2hlattackloopup.kf
meshes\characters\_male\sneak2hljamf.kf
meshes\characters\_male\sneak2hljamg.kf
meshes\characters\_male\sneak2hlreloadf.kf
meshes\characters\_male\sneak2hlreloadg.kf
meshes\nvdlc04\weapons\1handpistol\*
meshes\nvdlc04\weapons\2handhandle\*
meshes\nvdlc04\weapons\2handlauncher\*
meshes\nvdlc04\effects\nvdlc04flaregunmuzzleflash.nif
textures\nvdlc04\weapons\1handpistol\*
textures\nvdlc04\weapons\2handhandle\*
textures\nvdlc04\weapons\2handlauncher\*
textures\nvdlc04\interface\icons\nvdlc04weapon_arc_welder.dds
textures\nvdlc04\interface\icons\nvdlc04weapon_flare_gun.dds
textures\nvdlc04\interface\icons\nvdlc04weapon_shoulder_mounted_machine_gun.dds
LonesomeRoad - Sounds.bsa
sound\fx\fx\flare\impact\*
sound\fx\wpn\arcwelder\*
sound\fx\wpn\flaregun\*
sound\fx\wpn\smmg\*
GunRunnersArsenal - Main.bsa
meshes\nvdlc05\weapons\1handpistol\mf_hypercharger.nif
meshes\nvdlc05\weapons\2handautomatic\*
meshes\nvdlc05\weapons\2handhandle\nvdlc05weapplasmacastersmittyspecial.nif
meshes\nvdlc05\weapons\2handrifle\*
textures\nvdlc05\weapons\1handpistol\*
textures\nvdlc05\weapons\2handautomatic\*
textures\nvdlc05\weapons\2handhandle\*
textures\nvdlc05\weapons\2handrifle\*
textures\nvdlc05\interface\icons\nvdlc05weapons_bozar.dds
textures\nvdlc05\interface\icons\nvdlc05weapons_mf_hyperbreeder_alpha.dds
GunRunnersArsenal - Sounds.bsa
sound\fx\wpn\bozar\*
sound\fx\wpn\mfbreeder\*
====All New Weapons Added====
Here is a complete list of the weapons added along with their console codes. Eight of the weapons use CALIBR for their ammo, and all weapons use the same ammo as they do in New Vegas. The DLC that is required by some weapons will be listed.
Weapons
xx029511 - .45 Auto Pistol (Honest Hearts)
xx09D314 - 12.7mm Submachine Gun
xx02951E - 5.56mm Pistol
xx029510 - 9 Iron
xx05B050 - Anti-Materiel Rifle
xx029512 - Arc Welder (Lonesome Road)
xx09E7A4 - Assault Carbine
xx0B4540 - Battle Rifle
xx028118 - Bozar (Gun Runners Arsenal)
xx029513 - Bumper Sword
xx094327 - Caravan Shotgun
xx029515 - Fire Axe
xx029516 - Fire Bomb (Honest Hearts) (I've created a Nuka-Cola texture for the Firebomb, since Sunset Sarsaparilla cannot be found in DC)
xx029517 - Flare Gun (Lonesome Road)
xx02167A - Grenade Launcher
xx021769 - Grenade Machinegun
xx02E51B - Holorifle (Dead Money)
xx029519 - Knife Spear (Dead Money)
xx029518 - LAER (Old World Blues)
xx09BE88 - Laser RCW
xx09D317 - Light Machine Gun
xx090FB3 - Marksman Carbine
xx02951A - MF Hyperbreeder Alpha (Gun Runners Arsenal)
xx0452C4 - Multiplas Rifle
xx02951B - Plasma Caster (Gun Runners Arsenal)
xx0237BF - Police Pistol (Dead Money)
xx02951C - Pulse Gun
xx02A275 - Rebar Club
xx02951D - Recharger Rifle
xx094326 - Riot Shotgun
xx02FFBE - Shoulder Mounted Machine Gun (Lonesome Road)
xx099FA7 - Silenced .22 SMG
xx02951F - Thermic Lance
xx045D0D - Trail Carbine
Ammo
xx039968 - 12.7mm Round
xx02A276 - Microbreeder (Recharger Rifle)
XX02AFD2 - Microbreeder (MF Hyperbreeder)
Microbreeder ammo is used by the rechargeable guns, and will always recharge for the player. This is only here for anyone who wants to allow companions to use the guns, as the recharge script does not work for them.
====Requirements====
A copy of New Vegas, of course
CALIBR - Only CALIBR.esm is required. I already added the ammo to vendor lists.
====Recommended Textures====
Weapon Retexture Project
Laser RCW
LAER Retexture
Holorifle HD Retexture
====New Weapons added to NPC factions====
Here is a complete list of all of the new weapons that each faction will get. Sometimes I'll give details on which units receive which weapons, how rare a weapon is, and whatnot. I've done this almost entirely with one script, but some factions made it impossible to, because they add a single weapon to spawn, rather than a weaponlist. In this case, I had to change the weapon into a weaponlist, so it should still interfere with very few mods.
Brotherhood of Steel
The Brotherhood of Steel now has some extra weapons, including the Laser RCW, Multiplas Rifle, and, less commonly the Light Machinegun and Anti-Materiel Rifle. Citadel guards carry small arms by default, such as the Chinese Assault Rifle, so the Assault Carbine has been added as an option for those NPCs to spawn with.
Brotherhood of Steel Outcasts
In addition to their regular weapons, the Outcasts will now carry the Anti-Materiel Rifle, Laser RCW, Light Machinegun, Multiplas Rifle, with a small chance at the Bozar.
Enclave
Because of the nature of the Enclave's leveled lists, I had to edit three of them manually, instead of using scripts. The new items added to the Enclave soldiers include the Laser RCW, Multiplas Rifle, and Plasma Caster, with a very small chance at a LAER and an even smaller chance at the Holorifle.
Supermutants
Because of the way the Supermutants' leveled lists work, I had to manually edit their lists, rather than use a script. Six lists were edited, but there should be no more problems with them spawning weapons or operating them. Two more animations have been created for them, which are included in the upload. I'm also including Mutant Animations by Talkie Toaster to make installation easier, so it'd be nice to give him an endorsement. The animations I've added are used for the Battle Rifle and Trail Carbine.
Melee Supermutants will wield the Sledgehammer, Super Sledge, Rebar Club, Bumper Sword, and Nail Club. They'll properly spawn a variety of weapons, including the Assault Carbine, Assault Rifle, Battle Rifle, Chinese Assault Rifle, Hunting Rifle, Trail Carbine, Light Machine Gun and Bozar. The Bozar now correctly will have a 20% chance of spawning on Masters at higher levels.
Additionally, several guns have been added to the Supermutant formlist for the benefit of Fawkes (or any other mod-added Supermutant companion). This allows Fawkes to wield a wider array of weapons. A total list of new weapons that Supermutants can now wield is: Arc Welder, Assault Rifle, Battle Rifle, Bozar, Bumper Sword, Fire Axe, Knife Spear, LAER, Laser RCW, Light Machinegun, Plasma Caster, Marskman Carbine, Multiplas Rifle, Rebar Club, Riot Shotgun, Silenced .22SMG, Trail Carbine, and all the modded versions of those guns.
Raiders
In addition to their normal weapons, Raiders will now have many more at their disposal. Regular Raiders can now make use of the .45 Auto Pistol, 5.56mm Pistol (That Gun), Assault Carbine, Battle Rifle, Caravan Shotgun, Riot Shotgun, and Trail Carbine. Special units can spawn with the Arc Welder, Grenade Launcher, and Shoulder-Mounted Machinegun. Melee units may spawn with the 9 Iron, Fire Axe, Knife Spear, or Thermic Lance. Lastly, Raiders will sometimes carry Fire Bombs.
Talon Company
The Talon Company has a greatly expanded inventory of weapons now. New weapons added include the 12.7mm SMG, Assault Carbine, Battle Rifle, Light Machine Gun, Marskman Carbine, Riot Shotgun, Police Pistol, Silenced .22 SMG, Trail Carbine, and a slightly smaller chance for the Laser RCW. The Missile units will also carry a Grenade Launcher or Shoulder Mounted Machine Gun sometimes. In my game, the Talon melee units seem to pop up constantly, so I made some changes: they will eventually start using guns, but retain a 30% chance of spawning the Thermic Lance. No more police batons and combat knives!
Other (Slavers, Wastelanders, etc)
Some of these weapons will pop up other places as well. They'll be limited to the small gun-types, like the Trail Carbine, Assault Carbine, Riot Shotgun, and so on.
====Changelog====
12/30/12 Version 1.35 - Signficant balance update. I rebalanced nearly all of the weapons. Previous versions had used the direct values from New Vegas, which do not translate well into Fallout 3. Weapons were too overpowered, so I lowered the damage on nearly every weapon, and the firerate has been lowered on some, as well. They should match vanilla weapons in balance, now. The Anti-Materiel Rifle, Bozar, Holorifle, LAER, and Plasma Caster will still be very good weapons, but you might have to upgrade them with the weapon mods for them to be as powerful as you want.
There are also some other fixes. I spent an hour trying to fix some problems with the LAER in VATS, and with NPCs using it. It seems better now, but perhaps not perfect. I also corrected the LAER's muzzle flash and impactdataset, which were incorrect. Also fixed NPCs not using ammo with the Grenade Launcher.
I've also restored the third-person animations to many of the guns that were disabled. I had done this for my personal ironsights use, so if anyone runs into any problems with ironsights, please comment and I'll take care of it.
12/23/12 Version 1.32 - Quick fix - Battle Rifle was spawning with 5.56mm ammo instead of .308 caliber.
12/23/12 Version 1.31 - Weapon reload sounds finally work! All weapons, aside from the Flare Gun and Rechargeable guns will have reload sounds now. The SMMG's durability has been upgraded, and the Fire Axe has its correct swiping sounds now.
12/21/12 Version 1.30 - Weapon Mods added. 21 in all, though the non-DLC version only adds 7. Fixes and adjustments for the 12.7mm SMG, Arc Welder, Battle Rifle, Flare Gun, Grenade Machinegun, Laser RCW and Plasma Caster. Supermutant formlist has been updated for the benefit of Fawkes, read the Supermutant section for more info. For more information about changes, check the comments. This is hopefully the final version.
12/18/12 Version 1.25 - CALIBR is now being used for ammunition! All eight weapons that use ammo not found in Fallout 3 will now have their proper ammotypes, thanks to CALIBR.
12/17/12 Version 1.21 - Very minor update. I forgot to apply the critical death effect to the Holorifle.
12/16/12 Version 1.20 - This is a very large update, so I'm going to jump all the way to 1.20, baby!
18 new weapons have been added, along with slight tweaks for the first sixteen.
Weapon health on most weapons has been greatly increased. The direct values from New Vegas didn't carry over well, and some guns were breaking after only a few clips. Weapon values have also been altered some for better balance.
The script I had used before had some mistakes. The biggest mistake was that I had forgotten that NPCs don't always have the same level as the player. I have redone each of the factions' weapons and tested each, spending several hours to make sure everything was working correctly. I've dedicated a small section to describing the changes to each faction. Vendor lists seem to work fine, though I didn't have the time to test for every single weapon to show up. There didn't seem to be a problem with them anyway, though.
Version 1.01 - Fixed problem with Supermutants not equipping weapons.
Version 1.0 - Initial release. 16 weapons and two ammo types added. Reload animations all working except for Grenade Launcher. Reload animation sounds are not working.
Need Help?
If you're seeing anything weird, try deactivating the mod, saving the game, then reactivating the mod. It may take seven in-game days for all changes to be reflected. If reload animations or meshes/textures are missing, doublecheck that you got all the files. If all else fails, post in the comments! I will try to help!
Credits
Talkie Toaster for the Mutant Animations
Skykappa - Part of the Fire Bomb texture comes from one of his textures
