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APOCALYPSE ARMORY
VERSION 2.0 README

Apocalypse Armory is a lore-friendly, weapon-only mod compilation which contains weapons from previous Fallout games and beyond. Includes over 200 new weapons and weapon variants, and optional support for CALIBR, xCALIBR, EVE, and WMK. PLEASE read the description before asking any questions about installation or compatibility with other mods.

QUESTIONS OR PROBLEMS?
Please check the Frequently Asked Questions (F.A.Q.) page before asking for help.
https://sites.google.com/site/apocalypsearmoryfallout/f-a-q

If you are still having problems, please post in the Comments section. PM's are not guaranteed to be answered.

IMPORTANT!
If you like this mod, please come back and endorse it -- this is the only way that modders can be rewarded for their hard work.

PLEASE REPORT ANY BUGS HERE: http://forums.nexusmods.com/index.php?showtopic=543559

A list of the contributing mods and modders can also be found below so that they can be given support as well. Positive feedback, constructive criticism and helpful suggestions will help fuel continuing work on this mod and launch us into the New Vegas era. I am particularly interested in comments regarding balance, availability, and overall quality of the added weapons.

I give kudos for bug reports and screenshots!

OVERVIEW
--------
Apocalypse Armory is a lore-friendly mod compilation for Fallout 3 which contains weapons from previous Fallout games and beyond. This mod deals only with weapons and ammunition, and does not affect any other aspects of the game, except for the purpose of distributing them into the Capital Wasteland. Apocalypse Armory gives participating mod authors the freedom to distribute their creations into the game world without having to worry about conflicts with other mods, game balance, or level list editing.

FEATURES
--------
- Apocalypse Armory now includes over 280 new weapons and weapon variants! To be more specific:

- 36 Handguns and Revolvers
- 27 Rifles and Sniper Rifles
- 20 Shotguns
- 32 Submachine Guns
- 49 Automatic Rifles
- 13 Machine Guns
- 10 Gatling Guns
- 5 Rocket and Grenade Launchers
- 32 Energy Weapons
- 31 Melee and Unarmed Weapons
- 10 Grenades and Mines
- 23 Unique 'Named' Weapons
- 8 Retextured Unique Weapons

- 22 new types of ammunition (31 with the CALIBR add-on option); many found in previous Fallout games. Includes ammunition switching for some shotguns and handguns, and stylized ammo box models for each type. Some ammo can be crafted with the CRAFT add-on.
- Realistic and unique sounds for almost all guns
- Working reload animations for almost all weapons
- Accurate firearm ballistics. Although some ammo sizes have been merged in the inventory, you will find that most weapons reflect the characteristics of their real-world counterparts. Their bullet velocity, impact force, and ejected cartridges will match the real ammunition used.
- The new weapons and ammo can be found in the inventories of all faction members and NPCs. Loot sources and vendors also will carry random selections of the new items, and as the player earns levels, more powerful weapons will become available.
- Some weapons have less common variants. While not unique, these rare weapons can have additional hardware such as scopes or silencers. Others may have special features, like nightvision, a larger ammo capacity, or a faster firing rate.
- Unique weapons are hidden away in secret or well-guarded places. Check back here for hints.
- NOTE: Many of the new weapons are far more powerful than those in the basic game, especially at higher levels. While this will make your own combat abilities more lethal, you can also be killed more easily. Be careful out there!

Changes to vanilla Fallout 3:
- First off, APOCALYPSE ARMORY IS NOT A REPLACER!] There are several excellent mods that already replace or alter the look, sound, or outright model of the weapons in vanilla Fallout, so I saw no point in doing that too. However, in order to inject some lore, and to make the weapons balance properly, some small alterations have been made. Few players will even notice the differences during gameplay, and should you choose to use a replacer mod, these changes will not be missed.
- Many of the vanilla weapons have been renamed to match their names in the lore, and to distinguish them from the new weapons. (This is now an option.)
- The stats for most small guns and miniguns have been modified slightly to fit with the new balancing scheme derived from past Fallout games. In particular, lower damage pistols and rifles have been increased. Automatic weapons are also slightly more powerful. Shotguns and other weapon categories remain unchanged.
- The missile launcher is about 50% more powerful, but much harder to find.
- Unique weapons have been removed from repair lists. You can still repair them with regular versions, but no more accidents.
- Ammo backpacks have been removed from the miniguns, flamers, and gatling lasers.
- Gatling lasers use Energy Weapons skill instead of Big Guns, as they did in the classic Fallout games.
- Levelled item lists for vendors, loot boxes, NPCs, and factions have been heavily modified to include the new weapons and ammo.
- The DLC enhancement re-distributes weapons from the various DLC add-ons into the Capital Wasteland. (But no alien weapons. Sorry.) Some DLC weapon stats have been modified slightly.

REQUIREMENTS
------------
**You only need Fallout with the latest patch (1.7) to play Apocalypse Armory**
FOSE is not required.

Required for optional add-ons:
Community Ammunition Library - CALIBR
eXcalibr - ammo eXpansion pack
DLC Enhancements: Operation Anchorage, The Pitt, Broken Steel, Point Lookout, Mothership Zeta
FPS Grenade Hotkey Support
Energy Visuals Enhanced BETA 097
Weapon Mod Kits

COMPATIBILITY
-------------
By default, Apocalypse Armory is a completely stand-alone mod which can be enjoyed without any other resource besides the basic game. As this mod makes heavy changes to the levelled item lists, it will probably cause problems with other mods which do the same. However, I am currently developing compatibility patches which will allow AA to work with some of the most popular mods in use. User feedback will help steer which direction this should take?if you want AA to work with a particular mod, please let me know!

The following mods have been tested and found to work fine with Apocalypse Armory without the need for a compatibility patch. However, a merged patch should always be made, and the recommended mod order of the other mods should be followed.

eXcalibr Munitions Shop
Fellout
Marts Mutant Mod RC6.1
FACE - Fallout Appearance Compilation Expansion
Diversified Wasteland Clothing
Underground Hideout v7-05
CRAFT - Community Resource to Allow Fanmade Tinkering
The Groovatron
Umpa Animation

Does Apocalypse Armory work with other popular mods?
It depends on the mod. The best advice I can give for mods that are not yet supported, is to load the other mods AFTER Apocalypse Armory, and then make a merged patch. FO3EDIT is a remarkable resource for making mods fit together. NOTE: I take no responsibility for problems or conflicts that can result from any mod combination.

Downloadable content (DLC): An enhancement patch is available which allows Apocalypse Armory to work with all five official add-ons. You can find it in the Optional Files section under COMPATIBILITY PATCHES FOR V1_9 BETA.

CALIBR: Supported. A patch which replaces the new ammo types with their respective CALIBR versions is available. You can find it in the Optional Files section under COMPATIBILITY PATCHES FOR V1_9 BETA.

Energy Visuals Enhanced (EVE): Supported. The creator of EVE has been very generous with assistance and the use of his resources during the development of AA. Beginning with version 1.2, AA now supports playing both mods together via a compatibility patch. You can find it in the Optional Files section under COMPATIBILITY PATCHES FOR V1_9 BETA. See the Installation section below for further instructions.

Weapon Mod Kits (WMK): Supported in 1.9. A patch for WMK is now available. You can find it in the Optional Files section under COMPATIBILITY PATCHES FOR V1_9 BETA. Only vanilla weapons currently get the benefits of mod kits with this patch. I would love to see a WMK option for AA weapons, but it would be a tremendous undertaking, and I don't have time to do it myself. If anyone wants to help with this, please let me know.

Fallout Wanderers Edition: A FWE patch for Apocalypse Armory version 2.0 is currently under development.

RH ironsights: Not officially supported. I have been told that some of the AA weapons work with Ironsights loaded. I would like to make make them all ironsights-capable someday, especially since it would be useful in the New Vegas version. Unfortunately, this would be a huge job for which I currently do not have the time. Any help would be appreciated.

20th Century Weapons: Not officially supported. Unfortunately, the way that 20th Century Weapons is implemented makes the creation of a compatibility patch very cumbersome. A merged patch is definitely required.

eXcalibr Universe - Book of Earache: Not officially supported. If you load it after AA, and make a merged patch they should work fine together, although you will probably find duplicate weapons on most NPCs.

ARSENAL MOD RC6: Not officially supported. Load Apocalypse Armory AFTER Arsenal, and follow with a merged patch.

FOOK2: Not officially supported. However, I have been told by several AA players that they work together with a merged patch.

Classic Fallout Weapons (CFW): Not necessary. Every weapon from CFW has a home in Apocalypse Armory.

Other mods: There should be few if any conflicts with mods that do not affect weapons and their associated forms. AA does not modify NPC inventories directly. There is a very slim chance of a conflict with AA if a mod tries to change a cell which contains a unique weapon. To prevent most problems, a merged patch should always be created any time the active mod list changes.

INSTALLATION
------------
How to install mods in Fallout 3
Playing with mods is easy if you follow instructions. These links will help you with installing mods and making merged patches. Please watch/read these before sending or posting questions.

How to Install Fallout 3 Mods for Beginners
Install Guide for Fallout 3 mods Part 1/4
Install Guide for Fallout 3 mods Part 2/4
Install Guide for Fallout 3 mods Part 3/4
Install Guide for Fallout 3 mods Part 4/4

FO3Edit
FO3Edit Training Manual

To install Apocalypse Armory:
1. IMPORTANT: Remove any older version of Apocalypse Armory by following the uninstall directions below.
2. Download Version_2 file from the
3. Extract files into the empty folder. Both files will be unzipped automatically as it is a multi-part file. NOTE: WinRAR is recommended - other unzip programs may cause errors.
4. Copy all the extracted files to (your installation folder)\Fallout 3\Data\. Choose 'YES' to overwrite if given the option. No files will be overwritten unless you already have some of the participating mods.
5. Start FOMM or the Fallout 3 Launcher, click 'Data Files', and place a checkmark beside 'Apocalypse Armory.esm' and 'Apocalypse Armory.esp'. Consult the load order below for more information
6. Ensure that ?Archive Invalidation? is applied. You can do this with a button on the main FOMM window, or go here to do it the old fashioned way: http://www.fallout3nexus.com/downloads/file.php?id=944

PLEASE NOTE: As of version 1.2, CALIBR and xCALIBR options are now contained in a separate archive.

SUGGESTED mod order in FOMM:
Here is the recommended mod order list for Apocalypse Armory and its options when combined with other common mods. YOU MUST DOWNLOAD AND INSTALL THE ORIGINAL MOD FOR EACH OPTION IN ORDER FOR THE COMPATIBILITY PATCH TO WORK.

[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] CRAFT.esm
[X] CALIBR.esm*^
[X] xCALIBR.esm^
[X] EVE.esm
[X] Apocalypse Armory.esm
--- other .esm files ---
[X] WeaponModKits.esp
[X] EVE.esp
[X] FPS Grenade Hotkey.esp
[X] Apocalypse Armory.esp**
[X] Apocalypse Armory - CRAFTing.esp <== NEW OPTION in v2.0
[X] Apocalypse Armory - CALIBR.esp*^
[X] Apocalypse Armory - xCALIBR.esp^
[X] Apocalypse Armory - DLC Enhancements.esp (Note: Operation Anchorage is required as of version 1.21)
[X] Apocalypse Armory - Optional Historical Names.esp
[X] Apocalypse Armory - Grenade Hotkeys.esp
[X] Apocalypse Armory + WMK.esp
[X] Apocalypse Armory + EVE.esp
--- other .esp files ---
[X]YOUR MERGED PATCH.esp

* Required for CALIBR compatibility
^ Required for xCALIBR compatibility
Required for DLC Enhancements
Required for FPS Grenade Hotkey support
Required for Weapon Mod Kits compatibility
Required for EVE compatibility
Required for CRAFT compatibility

** NOTE: Apocalypse Armory is now divided into separate .esm and .esp files. Both files must be active for AA to work properly.

OPTIONS
Optional files and compatibility patches can be found in the Files section under Options.

Apocalypse Armory - CRAFTing.esp: Optional support for CRAFT, allowing the player to construct explosives, munitions, and other weapon upgrades. Schematics and required components can be found throughout the wasteland

Apocalypse Armory - CALIBR.esp: Replaces new ammo types with their CALIBR equivalent versions, and assigns realistic ammunition types to most weapons. This will allow you to share ammo between AA weapons and other mods. Warning: Switching this option on (or off) between game saves may render some of the ammunition in your inventory useless.

Apocalypse Armory - xCALIBR.esp: Adds additional graphical and ballistic support for weapons using CALIBR ammunition. Requires "Apocalypse Armory - CALIBR.esp"

Apocalypse Armory - DLC Enhancements.esp: You must own and install the DLC add-ons 'Operation Anchorage', 'The Pitt,' 'Broken Steel', 'Point Lookout' and 'Mothership Zeta' and have them enabled in order to use the DLC Enhancements. Improvements include three previously unreleased weapons, better animations, and some DLC weapons can now be found outside the usual places.

Apocalypse Armory - Optional Historical Names.esp: Apocalypse Armory no longer changes the names of any vanilla weapons. This optional file will restore the lore-friendly names I had in the previous version of Apocalypse Armory. However, please note that it is not compatibile with EVE or any other mod that changes vanilla weapons. Those mods will likely overwrite some or all of these weapon names.

Apocalypse Armory + WMK: Available in Version 2.0. This compatibility patch adjusts WMK weapon stats to match changes to vanilla weapons in Apocalypse Armory. (Future versions may extend WMK functionality to some AA weapons.)

Apocalypse Armory + EVE: Compatibility patch to allow AA to work conflict-free with Energy Visuals Enhanced. Energy weapons in AA will also benefit from EVE's amazing effects. To ensure correct use, see the recommended load order above. REQUIRES Apocalypse Armory V1.2 or later. REQUIRES EVE BETA 097 (installed separately.) You can get it here.

Apocalypse Armory - Grenade Hotkeys: Provides support for the FPS Grenade Hotkey mod, as well as iGrenade icons if you have the Darnified UI. Note that there is no longer a separate Zeta version.
***REQUIRES FOSE***
***Requires Apocalypse Armory 1.02 or later***

1. Install FPS Grenade Hotkey if you don't already have it. A link to Darnified UI can also be found there.
2. Extract the Hotkey Addon patch into your Fallout 3\Data\ directory and click 'Yes' when prompted to overwrite.
3. In FOMM, check FPS Grenade Hotkey.esp and ONLY ONE of the Apocalypse Armory - Grenade Hotkeys ESP's. Ensure this file is after both FPS Grenade Hotkey.esp and Apocalypse Armory.esm (see recommended load order above.)

UNINSTALL
---------
To remove Apocalypse Armory, delete the following files and folders:

Fallout 3\Data\Apocalypse Armory*.*
Fallout 3\Data\meshes\ApocalypseArmory\*.*
Fallout 3\Data\sound\fx\ApocalypseArmory\*.*
Fallout 3\Data\textures\ApocalypseArmory\*.*

HISTORY
-------
Apocalypse Armory started out as an update to the great Classic Fallout Weapons BETA which had been abandoned. Initially intended for personal use only, I added remaining weapons from Fallout and Fallout 2, and then started adding those Tactics and other games. After several months of work, I discovered that other similar compilations had already been released. Rather than throw away all this hard work, I expanded the mod and began hand-picking weapons from other mods which seemed appropriate for the Fallout world, as well as creating some of my own.

The resulting compilation joins most of the original Fallout game arsenals with a variety of weapons from the modding community, including some that have never been seen before. The small guns family are the most represented, but there are also new melee, energy, big guns, and explosives as well. Many have real world counterparts, but some are completely original.

GUIDELINES
----------
I follow three basic rules when selecting which weapons to place in Apocalypse Armory:

1. Weapons that already exist in past (and future) Fallout games, including some that were cut from release. Games that I borrowed from include Fallout, Fallout 2, Fallout Tactics, Brotherhood of Steel, and even a few from the upcoming Fallout New Vegas.

2. Weapons that look like they belong in a post-apocalyptic wasteland. They should be worn, scratched, rusted, and otherwise look as though they have been taken apart, repaired, and scavenged hundreds of times. There is a place for shiny new-looking weapons, but they should be extremely rare treasures that are locked away in pressurized vaults and guarded by heavily armed robots.

3. Weapons that have that quirky, retro-futuristic feel to them that Fallout is known for. Polished wood, shiny metals and vacuum tubes trump plastics, composites, and integrated circuits.

FAQ
Q. Ugh, Why another weapons mod?
A. Despite all the other choices, I felt there was still a niche for my vision of weapons in Fallout 3. There are a number of great compilation mods out there, but they either (a) do more than add weapons, and affect other aspects of the game, (b) don't give a lot of thought to balance, distribution, and immersion, or (c) just don't fit in an environment which has seen two hundred years of post-apocalyptic ruin. Don't get me wrong, I love some of those other mods, but I always wondered where raiders got those shiny new composite automatics.

Q. This has been done already...
A. Yes, many of the weapons in Apocalypse Armory have already seen life in other popular mods. But I felt it necessary to keep weapons that were originally placed in the Fallout world, and the selection of additional weapons from the modding community and my own creations make it different enough. This mod also gives love to all the weapon classes, not just small guns, which tends to be the focus of many other mods. There are new grenades, melee weapons, big guns, and energy weapons as well as the expected variety of small guns.

Q. Which weapons are included?
A. A more detailed list, with weapon stats will soon be made available. Check out the attached screenshots for pictures of all the new weapons. But the best way to find out is to play!

Q. That ammo doesn't match that gun. What gives?
A. In many cases, various calibers have been merged in order to improve playability. For example, 7.62mm is the same bullet in your inventory whether the weapon is American or Russian. This is a standard practice in Fallout games, and I did not want to have too many single weapons each with a separate ammunition type. Besides, it?s reasonable to assume that weapons have been re-chambered over the years to fit more common calibers. Note: For you gun lovers out there, the planned eXCALIBR option will treat this aspect with more realism.

Q. How can I help?
A. I am open to any and all suggestions, comments, and constructive criticism. I give kudos for bug reports and screenshots. If you have (or know of) an existing or upcoming weapon mod that you'd like added to AA, please contact me! I will consider all submissions, but will be looking for weapons that fit the core guidelines above, and aren't too similar to weapons already included. Full credit and links to your original work will ALWAYS be present in the online and packaged documentation.

Change History

1/28/12 - v2.0 - Latest version/Stand-alone release. This version does not require any previous updates or patches.
FEATURES AND CHANGES:

NEW WEAPONS (Does not include weapons in 1.9 BETA)
- Pistols: Buffalo Pistol, Glock 18c(+Silenced), Luger, USP 45(+Silenced) TT-33, Maverick Revolver, Raging Bull
- Rifles & Shotguns: ACR 18" DMR (+Mods), M14 DMR, H&K SL8, Benelli M4
- Submachine Guns: MP7(+Mods), TEC-9(+Silenced)
- Automatic Rifles: Adaptive Combat Rifle(+Mods), AKMS, Beretta AR 70/90, FG 42, M16A2, M4A1 Carbines(+Mods), SIG SG 552, SturmGewehr 44, Suppression Rifles with working Grenade Launchers, XM8
- Energy Weapons: Cryolator, Glock 88 "Splattergun", Plasma Lobber, Shock Pistol, Shock Rifle, Laser Repeating Rifle, Scoped Laser Rifles (Wattz & AER9),
- Heavy Weapons: Eradicator Autocannon, Enhanced Missile Launcher
- Melee/Unarmed: Boxing Gloves, Cleaver, Cast-Iron Frying Pan, Katanas (several versions), Hunting Knife, Sickle, Monkey Wrench (new model), Aluminum Bat, Chopper, Pick Axe
- Grenades/Mines: Atomic Grenade, Cryo Grenade, Incendiary Mine, Cryo Mine

UNIQUE WEAPONS
- New Uniques: Axe of the 343, Ghurka's Delight, Guide Lamp Greaser, Inferno Shotgun, M4 "SOPMOD", Paint It Black (M16), Ripley's Rifle, Rusted Lore (M9 Beretta), Whispering Death (Mac-10)
- See the hints at the bottom of this readme if you need help finding them.
- Vanilla re-textures: Blackhawk, Xuanlong Assault Rifle, Col. Autumn's Laser Pistol

NEW AMMUNITION TYPES:
- New Ammunition: 12.7mm, 4.6x30mm (CALIBR only), Crossbow Bolts, Liquid Coolant, 60mm Explosive, 60mm Nuclear

CRAFT ADD-ON OPTION:
- Hope you've been saving that Liquid Coolant!
- Craftable weapons: Cryolator, Enhanced Missile Launcher
- Craftable missiles: Quantum Missile, Micronuke Missile, Tactical Nuke

OTHER CHANGES
- Reload animations work for almost all weapons, including pump shotguns and bullpup rifles.
- Loot lists rebalanced: Some weapons only available from some factions
- Machine gun damage has been reduced.
- Countless model, texture, and sound tweaks and improvements

1/27/11 - v1.9 BETA - This is a stand-alone release, and does not require any previous updates or patches. Features and changes:

NEW WEAPONS:
- Pistols: Automag III, FN Five-Seven (Silenced variant), Flamer Pistol, M9FS Beretta (Silenced, Automatic variants)
- Rifles: .30 Carbine M1 (Scoped variant), Lee-Enfield Rifle (Scoped variant), SKS Carbine, Crossbow, Wasteland Repeater
- Energy Weapons: Electrolaser Sniper (Unique, Liberty Rifle), P94 Plasma Caster, Plasma Gatling Gun, YK40 EMP Pistol
- Gauss Weapons: M48 Gauss Carbine (Automatic variant), M72 Gauss Rifle (new version, scoped variant)
- Machine Guns: Achilles Rifle, MG-42/3, RPK
- Automatic Rifles: .30 Carbine M2(Ext. Mag variant), AKM, AS Val, SIG SG 550
- Submachine Guns: 14mm HTI Rifle, American-180, (Silenced variant), FN P90c (Silenced variant), Ingram MAC-10 (Silenced, Ext.Mag. variants), MP5K H&K, R91 Machine Pistol
- Shotguns: Saiga-12 Shotgun (Extended Mag, Long Barrel variants), USAS-12 (Drum and mag versions)
- Melee/Unarmed: Boxing Gloves, Ice Axe, Rake, Spiral Reamer, Warblade
- Grenades: Classic Plasma Grenade, Atomic Grenade

NEW AMMO TYPES (CALIBR versions only):
- 5.7x28mm, .30 Carbine, 5.45x39mm Russian, 7.62x39mm Russian, 7.62x54mmR Russian, 7.62x25mm Tokarev, 9x39mm Subsonic
- Ammo boxes and cartridges modeled accordingly

WEAPON REPAIR KITS
- Can be found as loot or at merchants, and can be activated from Pip-Boy or an assigned hotkey. When consumed, the repair kit will fix the currently equipped weapon. How well the weapon is repaired depends on the character's repair skill.

COMPATIBILITY WITH OTHER MODS
- Compatibility patch for Weapon Mod Kits
- Level list changes should play nicer with other mods

OTHER CHANGES:
- Modified Weapons: Turbo Plasma Caster, M48 Gauss Carbine (formerly M72 Gauss Rifle)
- Damage for all miniguns has been increased
- Unique skins for some unique weapons (with plans to do them all eventually). So far, Terrible Shotgun and Sydney's 10mm SMG.

11/27/10 - v1.22 Update - Contains all previous patches since 1.2
- Reverses the change in 1.21 for CALIBR option due to player feedback. Ammo types for weapons in the CALIBR version have been restored to use realistic ammo types, as they did in version 1.2 and previous. It was too much work to maintain three different ammo configurations (i.e. Base, Calibr, xCalibr). This should also fix all the incorrect ammo bugs that have been happening. Sorry about the flip-flop!
- Level lists modified further so that stronger factions (i.e. BoS, Outcasts, Talon) will only have military-grade weapons.
- Repair lists relaxed a bit; most AA weapons can be repaired by a similar vanilla weapon.
- Grenade launchers (Rifle, Pistol, Heckler) changed to use Explosives skill. M79 Grenade Rifle is also just called "Grenade Rifle" now. Damage is also affected by the Demolitions Expert perk.
- Gauss weapons have been changed to use Energy weapons skill, since this is how they are treated in Fallout 3 and New Vegas.
- If you use the DLC Enhancements, be even more wary of the Super Mutant Overlords! You can also find the Gauss Sniper Rifle from Operation Anchorage in the wasteland now.

10/29/10 - v1.21 Update - contains all previous patches since 1.2
- This update mostly consists of bug fixes and small enhancements, but there are a few new additions.
- Operation Anchorage is now required for Apocalypse Armory - DLC Enhancements.
- New Unique MSG90 Sniper Rifle, Patience. It does the same damage as an unsuppressed MSG90, and has a night vision scope attached. See near the bottom of this description for a hint of it's location.
- Colt .45 now has variants with silencers and expanded magazines. This is a step towards a possible WMK version and modding options in New Vegas, but you can play with the unmodifiable weapons now. More modded weapons will be added in future updates.
- After careful consideration, vanilla weapon names have been changed back to default. This will allow for better compatibility between AA and other mods. An optional .esp is now available for those who want to see the historical names, such as R91 Assault Rifle, AER9 Laser Rifle, N99 Pistol, etc.
- Weapons in the CALIBR version (not xCALIBR) now use the same kind of ammo as basic Apocalypse Armory. For example, the AK-47 now uses 7.62x51mm instead of its own 7.62x39mm. This change has been made in order to better suit the FWE compatibility patch, currently in development. The xCALIBR version maintains accurate calibers for weapons such as the AKS-74, SVD Dragunov, VSS Vintorez, PPSh-41, etc. for people who prefer this level of realism.

10/15/10 - v1.2 Master update - contains all previous patches since 1.0
EVE is now officially supported! (See Installation for instructions on use.)
- Pulse weapons from EVE will now have the (Enhanced) tag in their names.
- AA pulse weapons are no longer as 'pretty' as EVE versions.
- All other EVE weapons are untouched, and EVE modifications of vanilla weapons are maintained.
- AA energy weapons now use EVE effects where possible.
- NOTE: If you haven't tried EVE before, I highly recommend it.

New weapons added:
- American-180, a 22LR SMG
- AKS-74, including scoped and silent variants
- Norinco Light Machine Gun - A powerful weapon left behind by invading Chinese
- Suppression Rifle (a high-capacity and high-ROF experimental rifle that uses minigun ammo)
- Law Dog - added to the game with a unique skin
- Wanda - new model/texture and found in a new location
- New combat shotgun variant, the first of several planned variant vanilla weapons (these are NOT replacers)

- Pipboy icons for new ammunition.
- Lever shotguns and hand cannons can now use slug and EMP shotgun shells.
- Pepperbox revolver can now fire .45 cal as well as shotgun shells.
- Machine gun damage has been rebalanced
- Pump-Action shotgun shouldn't crash the game anymore.
- Some vanilla weapons have had their names restored (Chinese AR and Chinese Pistol)
- Desert Eagles now use .44 Magnum ammo, as they did in previous Fallout games.
- Better ammo distribution in loot and on vendors.
- Sub-machine guns should show up more frequently.
- Tesla grenades have better effects when DLC Enhancements used.
- M1 Garand fires faster as requested.

10/13/10 Patch 1.11
- Includes previous hotfixes 1.1A and 1.1B
- Adds option to disable ammo switching shotguns. Enable it in FOMM after all other Apocalypse Armory options. (You can still find the different types in the test chest).
- Silenced 10mm pistol fixed (thanks Prensa)
- Better chance of finding new ammunition in loot boxes and at vendors, especially at higher levels.

10/08/10 Hotfix 1.1A
- incorrect ammo fixed for raiders using varmint rifle and m14
- missing ammo box for .22 ammo found
- DLC spanner fixed

10/07/10 - v1.1 Master update - contains all previous patches
- Snubbie .22 revolver added
- .22 caliber LR ammunition added to base game and Varmint Rifle changed to use it.
- Laservision and Nightvision scopes should turn off when unequipped.
- M79 Grenade Launcher model replaced with a better working one (Thanks toxa01!)
- Supermutants not using weapons: this is a compatbility issue, and occurs when another that changes supermutant weapons is loaded after AA. I have written a script which should resolve this with most mods.
- Most if not all ammo mismatches fixed between versions, but mobs in savegames may still have incorrect ammo. Wait for 4 days in your house to reset everything.
- M14 uses 7.62mm in all versions now.
- More texture problems fixed

10/03/10 - v1.04 Minor update: Flamer, L30, Magneto, Wattz 1000 textures fixed, many CALIBR/xCALIBR compatibility bugs fixed
10/02/10 - v1.03 Minor Update + Support for xCALIBR. Fixed BAR sight texture, M1 Garand action corrected
09/29/10 - v1.02 Minor Update + Support for FPS Grenade Hot Key & DarnUI
09/27/10 - v1.01 Minor Update (.esm/.esp only)
09/27/10 - NOTE TO OPTIONAL HIGH-REZ PACK USERS who downloaded before 9/27: There is a typo in the folder name which is now corrected on the current file. You can download it again, or can fix it manually by moving all the files from "textures\Apocalypse Armory\" to "textures\ApocalypseArmory\" (note the space was removed). Sorry for any inconvenience.
09/26/10 - v1.0 Initial Release
[/color]

LICENSE/LEGAL
1.) The files in this mod are provided as is and the authors hold no responsibility for anything unfortunate that may result from using these files.

2.) Original materials used in this mod are the property of their respective authors, and permission must be sought from them before reusing any of their material. See Credits section below for details.

3.) New materials contained within this mod may not be re-used in another mod or compilation without prior written permission. (If you ask nicely, you will find I can be very accommodating.)

4.) Please do not repost or distribute any part of this mod without my permission. If you really want to see it on another site, let me know and I can post it myself.

Most of the assets in Apocalypse Armory have been created by other authors. Each asset may have different criteria for re-use. Regardless of that status, I cannot grant permission for the re-use of those assets, even when I have permission to use them myself. If you wish to use these assets, you must seek out the original mods and authors to determine whether that permission is required or implied. The only exception is when such assets have been modified specifically for Apocalypse Armory, or created entirely by the Apocalypse Armory team, in which case permission must be sought.

Please Note: I will not be giving permission to reuse assets unique to Apocalypse Armory for any New Vegas mods until further notice. Once Apocalypse Armory for New Vegas (which is currently under development) has been released, I will likely relax these restrictions.

TOOLS USED
FO3Edit
FOMM
Garden of Eden Creation Kit
NifSkope
Paint.NET
GIMP
Adobe Photoshop
Notepad++
Microsoft Office
Dr. Pepper
Rickard's Red

TESTING AKA CHEATING
All the new weapons and ammo can be found in my test area. To access, open the console and type "COC AAQA". Enjoy ;)

HINTS FOR UNIQUE WEAPON LOCATIONS
* = New in Version 2.0!

*Axe of the 343 - Someone thought this was a national treasure and wanted to keep it 'safe'.

The Beast - Fighting in the dark without this helping hand would be murder.

The Cauterizer - An enemy agent may have used this to keep warm while trying to escape.

Desert Dragon - Why not fire a few off at the range after you find this beauty?

Experimental Needler - Sometimes the pursuit of science requires tools such as this.

Frankengun - Seek out an education to learn this classic tale.

*Ghurka's Delight - A twisted blade for a twisted man.

*Guide Lamp Greaser - An old adventurer recovered this during a failed slaver ambush. He might be convinced to give it away.

*Inferno Shotgun - It's purifying flames will warm your soul where darkness and evil meet.

Ivory-Hilted Rapier - Only a wealthy and distinguished man would deserve a fine collectible like this.

Law Dog - A beat cops' best friend, except when locked up at the office.

Louisville Slugger - "Take me out to the ball game"

*M4A1 "SOPMOD" - Rock out to the light show provided by this beauty, but try not to get wet.

*Paint It Black - Do soldiers make good politicians? Some hills are harder to climb than others.

Patience - Explorers from the west speak of a lonely marksman perched up on the top of a crag, but he hasn't been seen lately.

The Peoples Dragunov - A couple of commie spies were planning something devious when the end came.

Red Ryder "Limited Edition" - It's just a BB Gun. Or is it? I'm still waiting!

*Ripley's Rifle - It's only fitting that this weapon would be found by another kick-ass babe whose name starts with 'R'. Added by popular request!

*Rusted Lore - His monument may have crumbled, but his legacy remains untarnished.

Wanda - Her owner was well equipped, but it wasn't much help defending his family. Maybe he lost the key?

*Whispering Death - Was that rare copy of Grognak #1 worth the effort?

CREDITS

Apocalypse Armory would not exist without the vast amount of talent, sacrifice, and generosity of the Fallout modding community. I have made every effort to track, denote, and request permission where necessary in order to prepare the material contained in this compilation. If you find that any of the credit information below is incorrect, or that some resources are being used improperly or without permission, please contact me and I will make the appropriate changes or removal them ASAP. I take the credit and reference system in modding very seriously.

Thanks to Bethesda for creating Fallout 3.
Thanks to Interplay for the original Fallout games.
Thanks to The Nexus Network for hosting and supporting the mod community.
Thanks to Tubal for CALIBR.
Thanks to Highsight and ElminsterEU for CRAFT
Thanks to Kai Hohiro for FPS Grenade Hotkey
Thanks to Antistar for Weapon Mod Kits
Special Thanks to weijiesen for ideas, support, and help with effects.
Special Thanks to prensa for all the community support and problem-solving.
Finally, thanks to the Fallout mod community for all your talent, dedication, and support!

Major Contributors:
war1982: Classic Fallout Weapons BETA
einherjrar: 19th and 20th Century Weapons v5*, M72_PPK12 Gauss BETA v3
DaiShiHUN: Classic Pulse Grenades and SuperSledge, Classic Glock86 Plasma Pistol, Classic HK L30 Gatling Laser, Classic MEC Gauss Minigun, Classic P94 Plasma Rifle ver 2, Classic Flamer Pistol, Classic M72 Gauss Rifle (old and new), Classic Plasma Grenade
StrayMM: FT Weapons - Browning HiPower, FT Weapons - Casull Revolver, FT Weapons - M1 Garand, FT Weapons - SIG Sauer, FT Weapons - Walther MPL
Listenerr: Better Classic Mauser, CF ammo Modder Resource, Classic 10mm Pistol, Classic Fallout Spear, Classic Needler Pistol, Sig Sauer 14mm Retexture
weijiesen: EVE - Energy Visuals Enhanced
HeroinZero: INGRAM MAC10 SMG, FG 42 special assault rifle, FN FiveSeven Pistols, Glock 18c and Glock 18c SD pistols, RPK-74 Machine Gun, HK SL8 and XM8 assault rifles, HK USP Pistols, M14 Sniper Rifle, MP7 A3 SMG and MP7 A3 SD SMG, Stalker Knife, SturmGewehr 44 assault rifle
zealotlee: SVD Dragunov, Zealotlees MP5 Pack, Adaptive Combat Rifle

Additional Contributors:
Archeria: Beretta AR 70 90
Allanx: Allanx - Spiral Reamer Weapon
AnOneTwo: Kerberos Gear _Chinese Heavy Armor
Angelsilhouette, Alexscorpion: Alexscorpions Tankless Flamer
arashi1532: KR-C3 Canister Rifle, KR-C2 Assault Rifle
Bael: Mauser Carbine-Chinese Pistol Rifle, Bael Amalgamation - Proper Wasteland Weapons
BlackBlossom: BEWARE OF GIRL Presents_Beretta M92 Rusted Lore Edition
brothershogo: 25mm Dismounted AA Cannon
darkanx: Cryo Weapons
davidriggs: Tommy Gun
decrepithawk, Ryu Doppler: Mercenaries Rethought
dogtown1: City-Killer/Canister Rifle/M60 retextures and model fixes
EARACHE42: eXcalibr - ammo eXpansion pack
fext: 18 inch CS Latin Machete, 5mm revolver aka 22LR rimfire
Frostbitex460: Crowbar
Gennie: Fallout Ammo Pack
Gifted: Classic sniper rifle DKS-501
Hengebobs: Hand Cannon
Honnou: Realistic Gunshot Sounds
id2301: Maverick, Laser Rifle - Retextured, Laser Pistol - Retextured, Tri-beam laser rifle - Retextured
Imperator3: HK G36C
Iozeph: Warblade of the Wastes
Jab_Bauer: Aliens M41A Pulse Rifle
jackpack: weapon upgrade kit and tutorial
Jester_v01: Achilles_Rifle
joefoxx082: Bullpup Reload Animations, joefoxx Fallout Classic Weapons Mod
JohnMalkovich: HD SubMachineGun reTex
Kikaimegami: Liberty Rifle
Kikaimegami, DeadPixel: Pipe Wrench
Koutetsu: Eradicator Autocannon retexture
Latexschlampe: Classic Combat Shotgun, Classic Laser Pistol FX, Classic Laser Rifle FX
Lord_Nighthawk: Fallout 2 Bozar Style Weapon, Fallout 2 Style Rockwell Minigun and Avenger Minigun
lozeph: Warblade of the Wastes
LXD9: Derringer
Madcat221: YK40 Pulse Pistol, Nepalese Kukri
martyr777: 1337martyrs_GrenadeLauncher_functional, 1337Martyrs_TIS1_sniperedition, 1337Martyrs_EPR_057_plasma gatling gun, Weapon Pack by 1337Martyrs
Mashadar: Eradicator Autocannon
metallicalec: M4 Carbines
Mmmmmmm, Talkie Toaster: Marts Mutant Mod - RC 61 (Supermutant weapon animations)
necKros: Some Katanas
Nesterman: RAPTORSeriesRevolvers
neunen: neunens axes v2
nitem4re: Nitem4re M4A1 Carbine UPDATE 1
odin_ml: Shells Slugs Ammo Modders Resource
Offkorn: Weaponized Plunger and Rake
PantherX69, Alexscorpion, dcpuser, metallicalec: Add Wanda Ver2
pob255: CZ100, EM2 Assualt rifle RH_Ironsights Compatible
rabidwargamer: MP-3A 10mm Submachine Gun with butt stock
reinhart: Vintorez Special Sniper Rifle
Rogue Hallow Media (tm): RH New Weapon Animations
RogueTrooperPL: 32 Pistol - Revolver retexture
Ruadhan2300: Kitchenware, Shock Weaponry
Schreiter: Saiga-12 Combat Shotgun replacer
shubniggurath: Fallout 3 Tactics Plugin
SirSmokeALot: Unique Weapon - The Terrible Shotgun
skykappa: Skykappa 3000
sunici: Ice Axe
svartberg: Plasma Weapons Redesign Rebalance
thefinalconflict: Aluminum Bat
The SH0CKER: Aged MP40
Thogun: Ammo Backpacks Removed, Classic Fallout Tactics Grenades, Classic Fallout Tactics Sniper Rifle, Explosive Fun
throttlekitty: Ivory Hilted Rapier
trent1542: Classic Shotgun, Ladies Gun, M1903 Springfield Rifle, Pepper Gun
toxa01: ARSENAL MOD RC 4
tyokio: US assault rifle
Voiddweller: 10mm Tactical SMG
Wikinger_germ: Worn AK-47 and AR-15, Worn AK 47 and PPSH 41, Worn PKM, Worn UZI and STAR 9mm, AKM Assault rifle
Woz616: M18 Frag Grenade
xerob95: Latin machete retexture by Xerob
xzax: M16A1Assaultrifle

*Required credit details for 19th and 20th Century Weapons v5.1

AK-47 Kalashnikov
Model - Twinke Masta
Textures - Millenia
Compiling - FxDarkLoki
model tweaking/smoothing - FxDarkLoki
Minor Edits: Einherjrar
FO3 .nif Compile/Format: Einherjrar

AR-15 Armalite
M16 Model: Twinke Masta
Skin: Twinke Masta, Polygon
Skin Edits: Eggwhites
Silencer Model/Skin: Stoke
CS:S Compile: Solid_Snake
Producer: Cardboard Box Productions
Fallout3 Compile: Einherjrar
Minor Adjustments: Einherjrar

M1918 Browning Automatic Rifle
Model: Soul_Slayer
UVMap: Bullet-Head
Skin: Twinke Masta
CS:S Compile: Soul_Slayer/haggard
Small CS:S Compile: Haggard
bumpmap : djibe89
phong : djibe89
Fallout3 Compile: Einherjrar
Minor Adjustments: Einherjrar

M92 Beretta
Model: Twinkie Masta / Sureshot
Skin: Maiu / Twinke Masta
Sounds: Vunsunta
CS:S Compile: Solid_Snake
Producer: Cardboard Box Productions
Fallout3 Compile: Einherjrar
Minor Adjustments: Einherjrar

Brengun
Original Authors: Splinter, Marzy, Brutalization, Dillinger, Kraut Killer, Millenia.
Minor Edits: Einherjrar
FO3 Compile: Einherjrar

M1911 Colt
Model: Twinke Masta
Skin: Dayofdfeat123 (Viet/Brushed)
Skin: Defeat (Silver/Gold/Viet2)
CS:S Compile: DaEllum67
Fallout3 Compile: Einherjrar
Minor Adjustments: Einherjrar

M79GL Rifle and Sawn-Off
Model: EdisLeado
ModelEdit: Hellspike
Skin(s): flamshmizer
Skin(s): Millenia
UV Mapping: Hellspike
MinorEdits: Einherjrar
FO3 Compile: Einherjrar

M14 Springfield
Model:
M14 : Spezz
Reflex Sight : Dav0r
scope : Ace,Snark
Skin:
M14 : Enron
Reflex Sight : the_tub
scope : Ace,Snark
CS:S Compile:3dstart
Fallout3 Compile: Einherjrar
Minor Adjustments: Einherjrar

M249 SAW
Model:Schmung, Twinke Masta, MBPRODUCTIONS, Soul_Slayer, SureShot
Skin:Twinke Masta, Schmung, Flamshmizer, Geno, Acid Snake, MBPRODUCTIONS, kimono, SureShot
Sounds:Flakk
Compile:3DStart
Fallout3 Compile: Einherjrar
Minor Adjustments: Einherjrar

Neostead2000
GO team - model
Gi777 - convert and rig
Fallout3 Compile: Einherjrar
Minor Adjustments: Einherjrar

PPSh-41
Original model : Rus_Ivan
Texture : Rus_Ivan
Normal mapping : Rus_Ivan
Minor Edits: Einherjrar
FO3 .nif Compile/Format: Einherjrar

AC-556 Ruger
Original Authors/Contributors: Pete/CadeOpreto/Nomad/-Poly-/Splintercell/
Shrike/Ratty/Wannabe/Snap/Hackjob/Jake/
WildBill/kalasnikov88
FO3 Formatting/Compile: Einherjrar
Minor Adjustments, .nif construction: Einherjrar

Vz.82 Skorpion
Model: Ettubrutesbro
Skin: Millenia (Recolor by Futon)
Original Compile: The_AntiPirate
Older Compile: Futon
Minor Edits: Einherjrar
FO3 .nif Compile/Format: Einherjrar

Aug Steyr
Model: Sproily, Twinke Masta
Skin: Sproily, Twinke Masta
Original CSS Compile: 3DStart
FO3 Formatting/Compile: Einherjrar
Minor Adjustments, .nif construction: Einherjrar

Luger P08
model: flakk
textures: millenia
animations: mike-
sounds: vunsunta
previous CS:S Compile: james-
model smoothing & reCS:S Compile: modderfreak
Fallout3 Compile: Einherjrar
Minor Adjustments: Einherjrar

PSG-1 Heckler&Koch
Model: Twinkie Masta, fallschirmjager, L0RDN00B (smoothing)
Skin: Twinkie Masta, Sproily
Fallout3 Compile: Einherjrar
Minor Adjustments: Einherjrar

Uzi I.M.I
Model: Duffman
Skin: Crosis
Animations: Stoke, Mike-
Sounds: Phiesope
Original CS Compile: Pete
MinorEdits: Einherjrar
FO3Compile/Format: Einherjrar
*Worn Textures*

Tec9 Intratec:
model: dav0r
skin: downloadable skills
Original Compile: fub
MinorEdits: Einherjrar
FO3Compile/Format: Einherjrar

BLR Browning
Original Mesh/Texture: [email protected]
FO3 Formatting/Compile: Einherjrar
Minor Adjustments, .nif construction: Einherjrar

PKMT Kalashnikov
Model: GSC Gameworld (S.T.A.L.K.E.R.)
Texture: GSC Gameworld (S.T.A.L.K.E.R.)
Original HL Compile; superpele
Minor Edits: Einherjrar
FO3 .nif Compile/Format: Einherjrar

American-180
Version 1 M1928 Thompson Body +
Version 3 M1928 Stock +
Version 2 PPSh-41 Drum
FO3 Formatting/Compile: Einherjrar
Minor Adjustments, .nif construction: Einherjrar
Additional adjustments (mesh & textures): Thogun

M1 Carbine
*MaFiAdoOsAmA :
High Resolution skin
High Resolution accessories
Sprites & Gfx
MinorEdits: Einherjrar
FO3Compile/Format: Einherjrar

Benelli XM1014:
Model: Millenia
uvs: Millenia
textures: Millenia
compile: Millenia

Mk3 Lee-Enfield
Model: RedRogueXIII
Texture: Einherjrar
Minor Edits: Einherjrar
FO3 Compile: Einherjrar

SKS Simunov
Skin by ; Walmarx
RustyReskin by ; Mr.Bond
Minor Edits: Einherjrar
FO3 .nif Compile/Format: Einherjrar

TT-33 Tokarev;
Model: Hav0c / Twinke Masta
Skin: Twinke Masta
Original DODS Compile :Teh Snake
Minor Edits: Einherjrar
FO3 .nif Compile/Format: Einherjrar

AMT AutomagIII
RedRogueXIII - Model/UV
Futon - Texture/Sound/Animz/CS:S Compile
Fallout3 Compile: Einherjrar
Minor Adjustments: Einherjrar