Fallout New Vegas

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S6S

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Sweet6Shooter

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About this mod

TTW Anchorage Overhaul featuring new chinese armors and weapons, diversified player gear, new enemies and bossfights, secret encounters, hidden weapons, a situational reward overhaul, and a general balance overhaul to many aspects of the DLC.

Requirements
Permissions and credits
Changelogs
Overview:
AGE is a comprehensive overhaul of nearly every gameplay aspect of TTW's rendition of Operation Anchorage. There's new loadouts and armor for the player, new armor and weapons for the enemies, new enemy robots, new encounters and bosses, hidden weapons, rewards for completion of challenges, balance changes, variety improvements, and extensive customization options. I have sought to create a relatively balanced experience, which sometimes favors fun a little bit over realism or continuity. In general, you can expect a substantially tougher experience, which you will want to reserve for the later levels of your playthrough than you're used to.

Inspiration has been taken in places from Call of Duty, Doom Eternal, and Half-Life. A vanilla friendly experience is available via config settings. Overall I have sought to provide something a little more exciting and active than the original Operation: Anchorage provided.
Energy Weapons, Explosives, and Big Guns players will have a lot more to do in the DLC than they ever did before, and Guns players get a nice upgrade too.

I'll be honest, stealth is... tough, to say the least. It was always unsatisfying and strenuous in standard OA, and though I've tried to provide some improvements in that regard, but for the most part, this DLC is mostly an opportunity to flex your favorite weapon skill in a fast paced combat scenario.

The adjustments I've made to armor and weapon leveled lists are indeed leveled, but there's enough tough stuff in here that you'll probably have a pretty tough time as a newbie wastelander jumping into it. It is simulating a war, after all. I recommend waiting until around at least level 15, and you'll get progressively better armor as your level increases in 5's from there. Difficulty peaks around level 30, and any levels you have above that will make it a little statistically easier.

When should I start AGE in my playthrough?
I recommend around level 25 at the minimum, and that you probably have at least one combat skill at 100.

Features:
General:
  • The simulation no longer uses Alloy Steel copies of weapons. Instead, non-playable and quest item flags are added to the base versions of the weapons during the sim, and removed afterwards. This means that visual and statistical changes to the weapons will apply during the sim.
  • TTW "Violence In Videogames" challenge has been renamed to "Violence in Virtual Reality", had it's total count increased to 150, and set to display updates every 50 kills instead of every 10.
  • Integrated RWL imagespace changes. Place any other weather mods you have later than AGE and it's Master Patch if you want those weather changes instead.
  • Restored Gary Interrogation cut content holotape. (Optional)
  • Fixed TTW's vertically standing dropped Gauss Rifle in Glacier Cave. 
  • Moderate reduction in Ammo and Health Dispensers. (Optional)
  • Health dispensers now restore all hardcore needs, for better function with mods that make stims advance needs.
  • Intel message pop up has been changed to corner message.
  • All intel can now be acquired regardless of skill in Lockpick/Science.
  • Finding intel now grants a weapon mod.
  • A Combat Knife, Laser Pistol, and Grenade Rifle have been hidden in easily accessible locations of the Artillery segment to be found.
  • One of each new Chinese weapon is available to be found in the world during the Artillery segment, allowing the player to supplement their chosen loadout with additional weapons if desired.
  • General Jingwei has had his ridiculous health reduced, but he's also been given power armor.
  • Spider Mines have been added in more places. They're now a staple of the DLC, rather than a short setpiece.
  • New, half-sized, "Prototype Unmanned Chimera Tank" placed in a few locations.
  • Minor tweaks to level layouts, new cover additions, and some static additions to slow the player's progression speed down slightly.
  • Chinese and American troops will now use gloved reinforced combat armor at higher levels.
  • New all-black Sneaking Suit armor!
  • New black and orange HEV Suit Mk. lll (Found in Broken Steel)
  • New gold High Roller Stealth Suit (Optional, found via coin scavenger hunt or cap transaction in Lucky 38)
  • Custom new Sneaking Bandana
  • New Doom Eternal and Half-Life inspired rewards. (Optional)
  • New American "Anchorage Alaska Combat Unit" armor.
  • New Chinese Observer, Chinese Special Operations Robot, and Spider Drones. (Optional)
  • Buffed and added one more Chimera Tank to the Chimera outpost.
  • New Compact Missile Launchers are available in semi-hidden locations during the Artillery and Field HQ segments.
  • Your missile pickups persist through scene changes now. You might as well use them, you'll get a lot of them after all. (However, changing from a loadout that has a missile launcher in it will remove the missiles it provides, so you can't exploit that for a huge stack of them.)
Chinese Enemies:
  • New Chinese Commando armor.
  • New Chinese Power Armor (Optional)
  • 4 New Chinese weapons, with scripted wasteland version integration.
  • DT adjustments have been made to Chinese trooper armors, to make weapons of different caliber perform differently in combat.
  • The standard Chinese helm with face covering has been given a darker retexture, to work with the new combat armors.
  • Chinese troops now have a backup combat knife in case you shoot their weapon from their hands.
  • New Chinese Strike Unit and Chinese Qilin Unit unarmed troopers, who use Power Fists and Ballistic Gloves, respectively.
  • Enemy firing patterns have been adjusted to fire a little quicker than vanilla.
  • Inferno Units now always spawn in power armor.
  • Dragoon Units have actually had their speed bonus nerfed by half. (200%->150%)
  • Dragoon soldiers can now use katanas as well. (Optional)
Leveled Weapon Adjustments:
  • Chinese snipers now only use Chinese snipers, gauss rifles, and anti-material rifles.
  • Chinese missile launcher troops now can use grenade launchers, rifles, and machineguns.
  • Chinese and American troops can now use laser weapons and combat shotguns as well.
  • Anyone previously equipped with a flamer can now use an incinerator and heavy incinerator at high levels.
Player Gear Overhaul:At the start of Anchorage, the player is provided weapons based on a configurable value in the config ini. Available loadout types are: Energy Weapons, Guns, Big Guns, or Explosives. All loadouts come with at least a handgun, a rifle, and a melee weapon, and the ammunition for each. Some provide more than one of each type of weapon. The ammo box now provides grenades if you have Explosives tagged, or plasma grenades instead, if you have both Explosives and Energy Weapons tagged. (Configurable in ini)These are the same as the Stealth Loadouts during the Field HQ segment. (Default OA loadout is available.)
Throughout both the Artillery and Field HQ segments, Compact Missile Launchers are in various locations. These are lighter than regular missile launchers, and generally intended for you to drop them after you fire the missile that comes with each.

At the start of Anchorage, and at the transition to the Field HQ, the player is provided armor, based upon configurable values in the config ini. The available options include:
  • Default OA Armor
  • Leveled recon/combat armor
  • Leveled armor including T45/T51 at high levels w/ power armor training
  • Leveled w/ T45/Chinese PA
  • Guaranteed Chinese PA
  • A Sneaking Suit (optionally with no headgear, bandana, DT bandana, Winterized Combat Helmet, or Reinforced Combat Helmet)
  • Anchorage Alaska Combat Unit Armor with Gasmask and Balaclava.
At the transition the Field HQ, all of the player's weapons and ammunition are taken away. (Except for collected Chinese weapons. These are kept throughout the whole simulation, allowing you to supplement a weak spot in your loadout if you desire.) The intel officer will add a note with a description of each loadout category, and the requisitions terminal will allow you to select your loadout type and preferred weapon type. You must select a weapon type, or you may receive nothing from the Quartermaster. If this happens, don't worry, just select an option and ask him again, and he'll give you gear.
Loadout Chart
(Note: there are some discord only weapon mods I've done listed in here.)
Stimpaks:
Enabled by default, the ammo box will now provide up to 4 Stimpaks, and 1 Super Stimpak. This can be disabled in the config ini. 
The Super Stimpak disbursal has an additional option to only provide one if the player has the Medicine tag skill.

Loadout chem rations are provided by the Quartermaster.

The gear has been tuned for theming, fun, variety, and gameplay that's divergent from the original OA. For balancing, I use and recommend Weapon Requirements System, it's great. Hold Breath options in lStewieAl's tweaks are also very helpful if you don't meet a scoped weapon's requirements, and scope zoom makes a huge difference at the DLC's ranges, too.

Intel:
The first intel closet has been reduced to a very easy lock, the second is easy, the third is normal, the fourth is hard.

A Military-Issue Lock-Breaker Crowbar, using with my custom crowbar retexture, is optionally provided at the start of the DLC.
While held and equipped, it grants the ability to break Easy locks at 4/5 Strength, Normal at 7/8, and Hard locks at 8+. 

New terminals have been placed near locked intel closet doors, to provide a manner for science characters to interface with them. All intel closet terminals are Very Easy to just unlock, but you need Science 25 to unlock the security door for free, the second 50, third 75, final 100.

If you don't have the Science (or if you do!) you can choose to request a security team, which spawns a nearby Security Team Officer and their security detail. When you do this, your Alert Level will go up by 1, and you'll hear a custom announcement sound effect. (Configurable) 
Each secret encounter starts with just the Keymaster and one guard at Alert Level 1, and each level of Alert Level increases bodyguard spawns by 1, up to a total of 4 guards and the Keymaster.

Each Keymaster does not rez out when killed. Their corpse must be looted for the key to open their intel closet. Each keymaster also has a plasma weapon, which can be collected and used until the end of the Artillery segment.

If all 4 security teams are requested and then 10 intel are found, the final Keymaster Boss is enabled. (Optional)

Completing all 4 security encounters grants the Half Life reward. (Optional)

Security Team encounters can be set to maximum level at all times in the config ini, which will grant the Doom reward if they're all completed with this setting turned on.

Collecting all 10 intel grants Alloy Steel Binoculars and a Military-Issue Crowbar in the Gear Reward Safe. Additionally, collecting all intel is a condition for multiple bosses.

Collecting an intel will grant you a random mod point for acquiring a weapon mod.
The way that it works is:
It checks for your current weapon, then:
If that weapon has a weapon mod in slot 1, and you don't have that mod equipped to the equipped weapon, and you don't have a copy of that mod in your inventory, it adds that mod to a formlist.
Otherwise, if [i]that weapon has a weapon mod in slot 2, and you don't have that mod equipped to the equipped weapon, and you don't have a copy of that mod in your inventory, it adds that mod to a formlist.
Otherwise, if that weapon has a weapon mod in slot 3, and you don't have that mod equipped to the equipped weapon, and you don't have a copy of that mod in your inventory, it adds that mod to a formlist.
If there's at least one mod in the formlist, it will give you a random mod from the formlist.
If there's no mods in the formlist, the system will wait.

This means that if you or your equipped weapon have all the available mods for it, or the weapon has no mods, the system will wait for you to equip a different weapon, and run again.

Bosses and unique NPCs:
Unique NPCs:
There are 10 new themed miniboss NPCs with high condition, strong weapons.
Some of them are American deserters, some are special Chinese units.
Killing each miniboss provides extra XP.

The new Chinese Commando Armor and Chinese Power Armor are granted in the Gear Reward Safe by default.
If you collect every available Compact Missile Launcher, (just activate them, it doesn't matter if you already have one in your inventory and only pick up the missile) one will be granted in the Gear Reward Safe.

You'll run into the minibosses during general progression. I recommend being thorough about killing every enemy in every room, and when possible, try to get the kill on any uniquely named NPC yourself instead of letting Benjamin get them.

Final Bosses:
Don't read if you want some surprises. Those who would like to see all the content should make sure that they collect all intel, hit the switch on the pulse field, and pay close attention on the way to the final encounter in the Chinese HQ. If you want all the rewards, do all the security encounters, in sequence, with maximum security level turned on, save every hostage, kill every miniboss and boss, collect all of the available Chinese firearms, and pick up every Compact Launcher.
Spoiler:  
Show
Three Mind Controlled American bosses are enabled if you collect all 10 intel. Two of them are found at the Field HQ, one accosts you outside the Pulse Field disable button building. A switch is enabled to teleport you to the Field HQ and back when you collect the 10th intel. The first button is right next to the final encounter door, and the return button is mounted on the truck behind the Quartermaster in the Field HQ. The final Keymaster boss is enabled when you teleport back.
By default, the Mind Controlled American bosses have "Mind Control Shades" (custom Chinese flag retextured Authority Glasses) with 7 AR and 7 DT. I did this for balancing, so that they weren't super easily headshottable for those like me using localized DT/DR from JIP, and to evoke the trope of "Evil" versions of characters wearing sunglasses. [Glasses are optional, you can also choose glasses that don't grant DT/DR]
A fourth "double" boss is enabled separately with 10 intel. He is featured in the final bossfight with General Jingwei, and his Shades are toggled along with the American bosses. Target him first, if you kill General Jingwei before him, he becomes frozen and unkillable, like the other troops in that room in vanilla.
If all four "Shades" final bosses are defeated, the Alloy Steel Fat Man reward is enabled in the reward room. Optionally, a pair of the Mind Control Shades and an Alloy Steel MIRV will be placed in the reward safe as well.

SecretBoss:
Spoiler:  
Show
To fight the secret boss, perform all security encounters at maximum secret encounter level, with hardcore stuff on, robots enabled, reduced ammo and health dispensers, Start Armor choice set at 5, keymaster 5 turned on, and double boss and american bosses turned on. If you do so, there will be a button on the concrete base of the room you disable the pulse field in when teleport back from the final two american bosses that will spawn her. She has a custom armor and loot, and is very tough.
Required settings:
sHardcoreStuff=1 
sReducedHealthDispensers=1 
sReducedAmmoDispensers=1 
sArmorChoiceStart=5 
sKeymaster5=1 
sMaximumSecretEncounterLevel=1 
sAmericanBosses=1 
sDoubleBoss=1

Outside of Anchorage:
In the Lucky 38, there is a new switch to enable a protectron Caretaker in the Lucky 38 Cocktail Lounge, who will "place" 10 Gold Coins around the lounge for you to find. Once you find them all and place them in the cash register next to the fake gold bars, you'll be given the key to the High Roller Briefcase, which contains a gold armored version of the Assassin Suit.
Exploit/bypass/coin location spoilers:
Spoiler:  
Show
This scavenger hunt can be semi-bypassed in two ways: Firstly, if you kill the caretaker, you can get 4 Gold Coins. Secondly, with the relevant ini option, you can instead spend 7500 caps to simply buy the key for the armor case.
Coin location album:
https://imgur.com/a/Z0S6A8V

In the second section of Broken Steel's Enclave Mobile Base, there is an HEV Suit Mk. 3. This is a raw placement, with no conditions, but in an area you might not always check.

Customization:
https://pastebin.com/ixXZvQkU
Advanced Customization (FNVEdit):
Spoiler:  
Show
The loadout selection dialogs remove all the weapons and chems from every loadout, then add the correct ones. If you add a new loadout weapon to sssAFLSTItemsToRemoveLoadout, it'll be removed properly when switching loadouts.

I added an ammo LVLI and global for every basic ammo type in the game (other than alien cells and railway spikes). This means that all you have to do to set up your desired new .44 Magnum sidearm in your favorite loadout, is to set the relevant DLC02MaxAmmo global to your desired maximum ammunition, add the same count of ammo to the sssMaxAmmo LVLI, and put your weapon and that ammo LVLI into one of the sssLVLIAnchGear___ lists. Bam! Restocking ammo at the box and inherent loadout functionality.

Requirements:
JIP LN, xNVSE, Johnny, the usual stuff
kNVSE is required.
RNC - Millenia 9A-91 Animation
Ani_AKSeries kNVSE Set (Yes, this one specifically, even though it says to use AKMS Reanimated instead)

Installation:
Install the requirements listed above.
Install the main file.
Install the assets pack.
Install the config file.
Install any desired patches.

If you'd like, you can download the The Widow Shotgun, and use the optional file to change the Super Shotgun to use that model and sound, instead of the regular sawed off shotgun model. The original mod is 100% required for that file; install it, then disable it's esp.

Patches:
There are two patches for the Snow Owl sniper rifle mod. One just adds it to the reward safe at the end of the sim, with no other changes to the sim or the initial placement of the weapon. That patch is a scriptrunner, which doesn't require an esp. The "Integration" patch requires an esp, but it replaces the original anch sniper rifle in the guns sniper loadout, and makes it a reward for getting all the hostages. 

Compatibility:
S6S Perks, my Big Guns Implementation, and DMT are internally patched. New Blood is internally patched for AGE.

CFWR weapons are automatically injected into loadouts if it's loaded.

A weapon scriptrunner patch archive is provided, which can add the weapons from many of my other mods and some other supported mods into these loadouts.
These include:
Halo M6G Rework
Automatic Rocket Launcher
AK112 Adytum Rifle
ASH12
Compact Miniguns
DMR
Gauss Cannon
Gauss Minigun
Plasma Discharger
Delete any of these that you don't use the mods they're for.

Retextures:

Lucky 38 Cocktail Lounge changes:
Not sure, actually. I don't use one, please let me know if the scavenger hunt is incompletable with any such mods.
Nif-Bashed Weapon Pack/Lock-Breaker Crowbar:
The crowbar included here is a new mesh and texture file, and it will not override anything from those two mods. It uses it's own borrowed version of their script and perk set to accomplish the same task, and it's mesh and texture names have been changed, so there's no overlap.
Fafnir's Fallout 3 Uniques TTW:
Compatible, just place the master patch lower than theirs, so that my armor entries win over theirs.
Inherently compatible with my lite version.
TTW Operation Anchorage Rewards:
Not recommended for use alongside this. It's superfluous and might not play well with how I enabled certain refs for certain rewards. Hasn't been tested, not supported.
T-57C Air Force Power Armor:
I didn't make custom mesh paths or names for the Chinese PA, so if you use this with T-57C, it will look like the Chinese Power Armor. Since they will share the same visuals, the incongruency is a little stark. Not recommended for use with this mod. If used with the No Chinese PA patch, place T57 lower than this mod, and everything should generally be fine.
Weather/Lighting Mods:
These will work totally fine, just place them later than AGE and it's master patch in your load order.
General:
Most other things should be compatible. Let me know if you're running into any crazy issues with another mod, and I'll see if there's something I can do on my side. If you have other mods that change top level values on worldspace entries (some music mods, RWL, etc.) place them lower than this mod.
Internally patched for Delay DLC Redux.

(Recommended and compatible) Mods I had installed while making balancing decisions:
JIP LN NVSE Localized DT/DR, along with New Blood and Sweet's Simple Settings and STARS
Immersive Recoil
Weapon Requirements System
Immersive Minigames
Reload Reloaded
lStewieAl Tweaks (namely, hold breath while aiming)
Backup And Throwable Hotkeys
Just Mods (Sprint, Dynamic Crosshair, Bullet Time, Weapon Wheel (and Hold Breath, if you prefer this one to lStewie's)
Just Mods Loot Menu
Loot Menu works fine, but it allows you to sometimes see the ammo and weapons dropped by dead troops before they rez out. I've actually reduced the frequency of that issue by having most NPCs remove their weapons and ammo on death, but it's not gone, so some people may find this distracting and want to turn it off for the DLC.

Limitations:
  • You will have to dress yourself at the start of the simulation and the transition to the Field HQ. This was done so that I could add items with leveled lists so that anyone (including myself) that wants to make loadout changes could do so without opening the GECK or editing scripts. Standard TTW loadouts (and the sneaking suit armor option) will still dress you, if you desperately want that functionality.
  • The spider mines get stuck on geometry with some frequency. This is likely why their segment in the base game gave them very flat spaces to exist in. (I honestly like it, since it makes their behavior more erratic and hard to predict.)
  • If a soldier that's supposed to rez out is disintegrated or gooified, they won't rez out. (I don't have much interest in fixing this, I personally like it, and I'm not really sure how I would go about fixing it.)
  • I tried to make stimpak disbursal make the ammo dispenser say "Ammo Dispensed" and flash, just like the ammo does, but the script conditions didn't want to translate smoothly, so I didn't bother trying to force it.
  • The godrobe health penalties don't apply to npcs, cause the script was giving me issues and I didn't wanna bother forcing it.
  • Weapons will degrade during the sim. I tried to avoid this with a special hidden perk that removes item damage, but it didn't work. However, the ammo boxes will fix your guns automatically.
Bugs:
  • If you move quickly through areas with something like agility speed modifiers or sprint, the enemies will, relatively often, run straight past you to get to their guard post before attacking you. This is a base game "issue" because they didn't account for such speed bonuses, and Chinese troops are generally set up to move to specific points before attacking. A benefit to this factor is that you don't get as many enemies swarming you as you would if they didn't run to their markers first. (You do get a little swarming with this mod.) I've added some new stuff in the player's way at a few points where this was really noticeable, in hopes of slowing the player down so that the enemies get to their posts and start attacking.
  • Benjamin doesn't do a great job at attacking enemies that are targeting you. I don't know what's up with this. I've abided TTW's faction addition to him, but he'll just walk next to enemies that are chasing you sometimes. Tried switching him up to Aggressive, but that only helped a little bit. I would love to fix this too if anyone has any tips, it's pretty annoying. Spider Mines don't seem to target him either.
  • At the end of the listening post, Benjamin will greet you and say that the outpost is secured before the final rooftop ambush party spawns. I tried upping the count of enemies required to meet the objective, but anytime I change that number at all, the trigger breaks and doesn't fire, or he says his lines and you don't get teleported back to base properly. I can't even tell how that value is actually being tracked, so I have no ideas on what to do about it.
  • For some reason I don't understand at all, mines take longer to detonate in the simulation. I didn't touch them at all here, so I have absolutely no idea why it happens.
Under The Hood:
Spoiler:  
Show
  • I edited lots of (Anchorage) base game forms, but I'm pretty much the only game in town when it comes to Anchorage, so I'm not worried about it. Wasteland Chinese weapon integration is done by script.
  • Most of the enemies have been changed to PC level mult, anywhere from 1 to 1.75. This is for challenge. The original OA used leveled NPC entries and weapon condition for balancing. My weapon additions have been leveled into their lists, but most of my new enemy placements are just raw placements of the NPC entries, not leveled encounter lists.
  • Use player.moveto AGEQuickstartREF to get to the door to the start of the outcast segment quickly.
Cultural Note:I'm American, personally. I have no great deal of personal patriotism for America, or any disdain at all for any other nation or culture. When I was naming certain enemies, I looked up some Chinese cultural symbolism and military rank names for inspiration. If any of the decisions I made are culturally questionable, please let me know and I will make adjustments.A few American deserters and turncoats are featured as minibosses. I don't intend to glorify or justify any such behavior, it was simply inspiration for making a fun and thematically relevant expansion to the DLC's enemies.
Comments in the posts which glorify violence against Chinese, American, communist, or capitalist troops, nations, economic structures, ideologies or people will be removed. So will comments regarding the viability of either economic structure. I understand that communism is classically treated as an enemy in the Cold War style world of Fallout is a standard, but I just don't care for that kind of thing in the real world, and I don't consider this the place for those discussions.

Questions:
I already finished Anchorage, is there any way for me to get these items?
Here's the code for the screenshot debug container, it doesn't have everything that you could receive, but it should have pretty much all the custom new assets.
xx055F77
F3 Version?
Way too many NV and custom assets in here for that to happen. I also don't want to.
Where's ___ weapon in the loadouts?
I felt that manual cycle weapons (revolvers, pump action, lever action) wouldn't really fit the context very well. I tried to make sure everything added was pretty much lore friendly and mostly conceivable for military equipment disbursal. As much as I would have enjoyed Arc Welders, they just don't feel like they make enough sense to give to troops. .22 and 9mm pistols would have fit the context, but they would have been too weak to bother with.
MCM instead of config ini?
No.
Strike Team marker/troop change?
I don't really want to screw around with the quest stage management that the strike team uses, so I left this alone.
Why still only 4 loadout categories selections, and not more?
I didn't want to stray too far from existing functional implementation.
Can I get a version of that crowbar retexture for regular Lock-Breaker Crowbar/Nif-Bashed Mega Pack?
Already exists.
Where is ___ missable item in the sim?
There's a debug note that you can have added to the pipboy when you start the sim, using a config ini option.
The Ani_AKSeries mod page says to use the AKMs Reanimated set instead?
That set has bugged animations, and other AK74 anim sets on the nexus don't work with the AK74 port that I use - it's not Millenia's. If AKMs Reanimated ever fixes it's issues, I'll require that instead.

Credits:
Air Force Power Armor T-57c by AnOneTwo
Fafnir's Fallout 3 Unique items Overhaul TTW Edition by FafnirEtherion
Swarmbot and Mr Handy Concept Art 2 Modder's Resources by Prodlimen
Lock-Breaker Crowbar and Debulked Missile Launcher by mc_tammer
Reinforced Combat Armor With Gloves repack by TempleOSGuardian, Mk1 model by ThaHuntah, Mk2 by YanL and xzax
Lambda HEV Suit by Cat
Dragonskin Tactical Outfit by Antistar
HEV Stealth Suit by ElderianLancer
Legacy of X13 by EmeraldReign
Operation Anchorage Covert Ops perk guide by EtrianTech of the Steam Fallout 3 guides was used as the text for the debug note.
Chinese PA CPC Decal Flag by DarylDixion of the Vexillology subreddit.
Legendary Bandana by AlexScorpion
Bottlecaps Into Gold Coins by Nart2007
Chinese Machine Pistol icon by Millenia
WA2000 and 9A91 by Millenia
Chinese SMG AK74U model from Call of Duty Black Ops 3, by Treyarch. Port by SkyrimAnniversaryEdition
Kontolle WA2000 kNVSE Animations by RageNClear

Permissions:
When it comes to the work that I did here, i.e. everything other than the credited armor and weapon assets, feel free to do whatever you'd like. Please just credit me. If you make a patch or something, feel free to throw it up on your own mod page.
In regards to the assets from other modders, please see the permissions on their pages before redistributing any of their assets, including my tweaked T57c textures. All credit needs to go to their original authors.

Support:
If you'd like to support my modding work or say thanks, feel free to donate via the Nexus or here at Ko-Fi.