Fallout New Vegas

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  1. WebbProductionsEntertain
    WebbProductionsEntertain
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    Update 1.9:
    New weapons are added in this brand new update. The weapons are Throwable Rocks, Gold Nugget, Uranium Ore, a Molotov Cocktail, Tribal Spear (which is a melee weapon), Red Ryder BB Gun, Rockwell BigBazooka, and Solar Scorcher. Credits to the authors are in the permission and credits tab in the description. Big thanks to Arccharger, Lolwutty, and Keogeo for helping out with this visual improving update to the mod.

    Also apologizes for the late notice, but here is the list of weapons that all have animations tied to them since there are animations in the pack now:

    • Tommy Gun
    • CAWS
    • Pipe Rifle
    • Mauser M96 9mm
    • Pancor Jackhammer
    • Wattz Laser Rifle
    • Colt Rangemaster Hunting Rifle
    • P94 Plasma Caster
    • P92 Caster Rifle
    • P90
    • CFWRXL70
    • 14mm Pistol
    • Colt 6520
    • Vault Dweller 6520
    • Classic 10mm SMG
    • DKS501 Sniper Rifle
    • Glock86 Plasma Pistol
    • L30 Gatling Laser
    • M72 Gauss Rifle
    • Needler Pistol (all versions except 47, will probably fix in a small update once more bugs are found) 
    • PPK12 Gauss Pistol
    • Pulse Rifle
    • Wattz Laser Pistol
    • YK32 Pulse Pistol
    • H&K G11
    • CityKiller Shotgun
    • FN_Fal
    This update also fixed some issues that the mod was having before. Enjoy the update!!
  2. WebbProductionsEntertain
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    Update 1.2:
        Many changes with this version of the mod. But now the leveled list injection script is fixed and new weapons are added. The Needler Pistol, XL70, and a Unique Version of the Desert Eagle. 

    ALSO YOU WILL LOOSE YOUR WEAPONS IF YOU ARE UPDATING FROM 1.1
  3. WebbProductionsEntertain
    WebbProductionsEntertain
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    Ok so a lot of you have been asking if this mod works with this mod and so on and so fourth. Let me tell you all this. Just put this mod at the bottom of your load orders to see how it effects your game. If you keep on asking for if it’s compatible your not going anywhere. Just test and report back on issues. It helps the mod improve. 
  4. Sweet6Shooter
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    Hey y'all! V 1.2 introduces optional integration for all weapons, Big Guns weapon skill options, a Rockwell minigun .308 option, a suite of vanilla-esque renaming options for each weapon, the option to substitute some of CFWR's weapon mods for base game weapon mods instead, an optional set of skill requirement tweaks by me, as well as the three new weapons and three new ammo types: 2mm EC, 4.7mm Caseless, and 14mm.

    2mm EC is a "hybrid" ammo type, requiring microfusion cells, electron charge packs, and lead to recharge/refill the ammo. (See the note about the Fallout Roleplaying Game at the bottom of the page through this link for the only lore description of what 2mm ammo is) It does grant the drained cells of the component energy ammo though. It has no variants. By default, it has no ammo effect. It can be given 20 DT penetration, and/or the weapons that use it can be given 20 DR penetration, to match the classic effect.
    2mm EC has a bonus "feature": It can be used to craft Alien Power Cells. The recipe is taxing, but it provides you the lead from your 2mm and the drained cells back.

    4.7mm Caseless is a rare ammo that's relatively high level to craft, but it doesn't require any casings, obviously. It's only used by the G11 and Vindicator miniguns at the moment. It has no variants.

    14mm AP is a powerful armor-piercing round, used by the 14mm pistol, and the new Desert Eagle 14mm variant. There's an option to convert the Gobi Scout Campaign Sniper Rifle and/or Christine's COS Sniper Rifle to use it as well. You can toggle the ammo change separately from the additional handling change for each one: The Gobi rifle's spread and strength are increased, and the COS rifle's attack speed and clip size are reduced. There's one variant, the JSP Hand Load ammo, which has additional DT penetration. This round is unique for handgun rounds, in that it requires a .50 MG primer instead of a large pistol primer.

    Each ammo has a wasteland integration toggle; these do not change the ammo calibers used by their respective weapons. They're just options because I could throw the condition in there easily, and maybe for people who only want to craft those ammos or something? Their casing additions are also turned off if this is disabled. Unless you really know what you're doing, I recommend that you do not disable these for any reason.

    V 1.2 Update:
    There's a new option for a 4.7mm caseless conversion for the SMMG. It makes some handling and stat changes to make it resolutely a top tier weapon. I don't expect that it will be overkill though, just competitive among the other endgame heavy weapons.
    To avoid the need for patches for SMMG distribution mods, I included a full wasteland distribution option for it at around level 30, which extends to TTW if that's installed. As such, you don't need a patch for Weapons of the Wasteland or DC Arsenal or anything, just turn those options off in those mods if you have this option turned on.

    There's also an option to change the Tommy Gun to use 10mm ammo, to give it a more unique place in the weapon spread as a high cap 10mm SMG.

    In addition, a second pass option has been added for each ammo's wasteland integration. It simply adds the ammo everywhere it was the first time, again. The 2mm EC config option was misnamed previously, which made it not integrate; this has been fixed. To complement the Needler Pistol's wasteland integration, there's been an option added which provides nails to ammo loot and vendors around the wasteland. If you have another mod that does this, you may want to only turn it on in one mod.
  5. Sweet6Shooter
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    Anybody having issues seeing the new weapons:
    Please ensure you have C++ installed. It's required by JIP, but it's listed in a pinned post and not the main description. 
    Also, please make sure your game is installed outside of Program Files. Volume Shadow Copy can sometimes keep the wrong file and result in not seeing updated files when you update.
  6. Tingtimson
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    I am running into a bug where this happen

    NVSE version: 6.35JIP LN version: 57.30[SCRIPT RUNNER] Errors were found while compiling the following script files:Script 'gr_Dynamite.txt', line 2:Item 'CFWRWeapMolotovCocktailNoDrop' not found for parameter item.Compiled script not saved!================================================================
    JIP MemoryPool session total allocations: 512 KB
     i do not know how to fix it and would love if anyone could help me
  7. brutal2071
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    When I aim a weapon from this mod, there is some interference when aiming.
  8. ThePeruvianBear
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    Does anyone know where the firing sound files are kept for the Wattz laser rifle? I'm trying to change them but I don't see them anywhere in explorer.
    1. helpibuiltajeep
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      thats because it just uses the standard rifle laser firing sounds
  9. helpibuiltajeep
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    anyway you could fix the wattz 2000 laser rifle base scopeless model to work with new vegas reloaded because the effects make the square mesh visible, also for some reason the sounds of the guns are really quiet compared to the vanilla guns if theres so way to make them overall louder or individually that would be nice 
  10. shaolinhunk
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    Does this replace the existing energy weapons in the game, or are they separate? Asking because I'm using some of your replacer mods for energy weapons.
    1. cleverballs123456789
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      adds them seperately. apparently it is bad to use the replacers and this mod at the same time.
    2. shaolinhunk
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      That's unfortunate. I would've liked to use this alongside the energy weapon replacers by this same author
  11. MattsDaZombieSlayer
    MattsDaZombieSlayer
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    The balance on this mod seems to be very whack when it comes to the Tommy Gun.

    • It's integrated into early leveled lists and hits incredibly hard. Harder than any other vanilla gun at those levels.
    • .45 ammo types have a very high weight value, higher than any other early-game ammo type. 150 rounds is 20 lbs.
    • It does not play well with other mods that add recoil and you must tweak it manually.
    • A fully repaired Tommy Gun sells for 2000 caps - way too much for an early-game weapon. And the rate at which fiends drop this gun, you'll be easily repairing them fully and selling them to vendors getting rich very quickly.

    For anyone trying out this mod for the first time, I would suggest turning off the Tommy Gun until the mod author gets the balance right.
  12. fatherfrankford
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    Cannot seem to find attachments for the P90 in any vendors, anybody know where I can find any?
  13. Nepur6684
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    The L30 minigun shoots 1 laser then stops then goes fully automatic. Any fix to this?
  14. Nepur6684
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    Where can I find the vindicator Minigun?
    1. killermike93tillinfinty
      killermike93tillinfinty
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      it's in the crashed ventidbird (probably spell that wrong) 
  15. MoonLittleCat999
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    Can this work on Fallout 3???
    1. 1234567891011121314152u
      1234567891011121314152u
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      With Tale Of Two Wastelands it does