Fallout New Vegas

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  1. darkkiller364
    darkkiller364
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    Is this compatible with wmx and wrp mod? 
    1. andrewaldo
      andrewaldo
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      there's a mod that does it
  2. Draxios117
    Draxios117
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    The gun flickers when firing while crouched
  3. DemonsSous
    DemonsSous
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    If you are comfortable with FNVEdit, you can make this mod work with WMX with a few edits.

    To begin with, this mod works by replacing the World Models of both Marksman Carbine and All-American and flags them to use the iron sights rather than the mildot scope (the ACOG is actually part of the model!). This mod contains two World Models for the Marksman Carbine and the All-American: the default model under Model\MODL - Model File Name and the silenced version under World Model\MWD1 - Model - Mod 1. In contrast, WMX contains 7 World Models for each weapon: one for Mod 1, one for Mod 2, one for Mod 1 & 2, one for Mod 3, one for Mod 1 & 3, one for Mod 2 & 3, and one for Mod 1, 2 & 3. If we were to use one of the WMX models, such as the one using Mods 1, 2, & 3, using the Marksman Carbine Scope Edit Revamp flags, the mildot scope zoom would be disabled but the scope would show up opaque (because its not using this mod's models). Hence, we can't have the extended magazine and improved rifling mods change the appearance of the weapon in-game (however, their effects would work just fine). The silencer mod can change the appearance of the weapon in-game since the Marksman Carbine Scope Edit Revamp mod contains that World Model.

    With that out of the way, here's the changes you would need to make in FNVEdit:

    1) Import all mods Make sure that MarksmanReduxREPLACER.esp is loaded after WeaponModsExpanded.esp. If not, open FoMM or NMM and move MarksmandReduxREPLACER.esp below WeaponModsExpanded.esp in the load order.

    2) Under MarksmanReduxREPLACER.esp\Weapon\, you would find the weapon files for the Marksman Carbine and the All-American. They should be highlighted orange, indicating conflict of data entries.

    3) Under Row: (MWD1 - Model - Mod1) Column: (MarksmanReduxREPLACER.esp), copy "weapons\MarksmanACOG\marksmanaascopesil.nif"

    4) Right click on Row: (MWD4 - Model - Mod1) Column: (MarksmanReduxREPLACER.esp) and select Add. Right click again and select Edit. Paste "weapons\MarksmanACOG\marksmanaascopesil.nif" and hit Enter,

    5) Repeat step 4 for Row: (MWD5 - Model - Mod1) Column: (MarksmanReduxREPLACER.esp), Row: (MWD6 - Model - Mod1) Column: (MarksmanReduxREPLACER.esp), and Row: (MWD7 - Model - Mod1) Column: (MarksmanReduxREPLACER.esp)

    6) Right click on Row: (MWD1 - Model - Mod1) Column: (MarksmanReduxREPLACER.esp), and select Remove (under WMX, mod 1 is not the silencer)

    7) Under Row: (WMI1 Weapon Mod 1) Column: (WeaponModsExpanded.esp) click and drag the cell over the Column:(MarksmanReduxREPLACER.esp). The program will warn you that WeaponModsExpanded.esp will become the master file of MarksmanReduxREPLACER.esp. Click OK.

    8) Repeat step 7 for Rows (WMI2 Weapon Mod 2) and (WMI3 Weapon Mod3); drag the data cells from Column: (WeaponModsExpanded.esp) to Column: (MarksmanReduxREPLACER.esp)

    9) Under Row: (Effect - Mod 1) drag the entry "Increase Clip Capacity" from Column: (WeaponModsExpanded.esp) to Column: (MarksmanReduxREPLACER.esp)

    10) Under Row: (Effect - Mod 2) drag the entry "Increase Weapon Damage" from Column: (WeaponModsExpanded.esp) to Column: (MarksmanReduxREPLACER.esp)

    11) Under Row: (Effect - Mod 3) drag the entry "Silence" from Column: (WeaponModsExpanded.esp) to Column: (MarksmanReduxREPLACER.esp)

    12) Under Row: (Value A - Mod 1) drag the entry "6.000000" from Column: (WeaponModsExpanded.esp) to Column: (MarksmanReduxREPLACER.esp)

    13) Under Row: (Value A - Mod 2) drag the entry "3.000000" from Column: (WeaponModsExpanded.esp) to Column: (MarksmanReduxREPLACER.esp)

    14) Under Row: (VATS\Silent) drag the entry "No" from Column: (WeaponModsExpanded.esp) to Column: (MarksmanReduxREPLACER.esp)

    15) Under Row: (VATS\Mod Required) drag the entry "Yes" from Column: (WeaponModsExpanded.esp) to Column: (MarksmanReduxREPLACER.esp)

    16) (Optional) change the sound back: Under Row: (Sound Mod 1\WMS1 - Shoot 3D) drag the entry "WPNRifleAssaultSilencedFire3D [SOUN:00092BD9]" from Column: (WeaponModsExpanded.esp) to Column: (MarksmanReduxREPLACER.esp)

    17) (Optional) change the sound back: Under Row: (WMS2 - Sound - Mod - Shoot 2D) drag the entry "WPNRifleAssaultSilencedFire2D [SOUN:00092BD5]" from Column: (WeaponModsExpanded.esp) to Column: (MarksmanReduxREPLACER.esp)

    18) Repeat Steps 3) thru 17) for All-American

    19) Close FNVEdit and save the changes to MarksmanReduxREPLACER.esp

    20) IMPORTANT: Open FoMM or NMM and check the load order. Make sure that MarksmanReduxREPLACER.esp comes AFTER WeaponModsExpanded.esp. Since WeaponModsExpanded.esp is now a master file of MarksmanReduxREPLACER.esp, the game will crash if the load order is not correct!

    Hope this helps!
    1. Suspenfrau
      Suspenfrau
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      Do you still have the modded .esp? If so could you upload it? Having a bit of problems with my steam directory and fnvedit crashes
    2. BalckTea
      BalckTea
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      Row (MWD4 - Model - Mod1) dosen't exist. Just (MWD4 - Model - Mod3).
    3. quocthuan
      quocthuan
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      4 years later and this helps me alot. I've never used FNVEdit and didn't expect to use it but thanks to your comment that I can tweak my beautiful A-A. 
  4. gnampfblabla
    gnampfblabla
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    the mayor problem i see with this mod: the non-replacers arent efffected by the related perks - not a single one of them
  5. DJMana9573
    DJMana9573
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    Could somebody do this with all the scoped weapons ingame and maybe with all the scopes from weapon mods expanded since optics of new vegas was removed
  6. OcarinaOfJesus
    OcarinaOfJesus
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    Can someone patch this mod to work with the Weapon Retexture Project? I'd love to have the realistic ACOG feel with the updated textures, but I'm not good with editing textures/models
  7. fh0
    fh0
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    can you make an optional file to make all-american automatic when youre free i tried like an hour but failed miserably
  8. shithappenss
    shithappenss
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    thanks for the mod i always hated old sniper scope. but there is a problem when i activate this mod my weapon's texture also get changed to green camu style. i hated that green gun. how can i fix this?
  9. ARVSPEX
    ARVSPEX
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    For some reason when I installed it (replacer version) the rifle was suppressed out of the box.
  10. mikedubs81
    mikedubs81
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    Thank you! Finally a reason to use All American indoors!