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Name: Classic Magnums
Version: 1.3
Date: 27/05/2009
Category: Weapons
Author(s): Banjo
Source: http://www.fallout3nexus.com/downloads/file.php?id=1141
Description
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This mod replaces most scoped magnums in the game with unscoped Magnums, although the original scoped versions can still be found (although they are now much rarer). It also gives the unscoped versions their own icon.
My feeling is that the scoped version should be super rare, while this unscoped version a bit more common, if still rarer than most other pistol-type weapons (as Magnums always were in "vanilla" F3).
Unscoped Magnum stats are similar to the scoped version, without the obvious benefits of a scope.
Details
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"Classic Magnums.esp" is the mod itself that contains the "new" gun. With it, all NPCs who previously carried scoped Magnums will now have unscoped versions, and all wasteland occurances of the scoped Magnum will now be unscoped.
"Classic Magnums - Loot Lists.esp": scoped Magnums will be rarely added to some random weapon, store and container loot lists, making them sold by vendors, etc.
"Classic Magnums - NPC Equip.esp": unscoped Magnums will be carried by several enemies.
All these optional add-ons may be activated together, or just one or two, depending on other mods you are using, but must be loaded AFTER "Classic Magnums.esp" in your load order.
Note that NONE of the 'special' (e.g. Blackhawk) Magnums are changed in ANY way by this mod! If you are using Broken Steel, however, you will need to also activate "Classic Magnums - Broken Steel Fix.esp" to allow Callahan's Magnum to properly repairable.
Location
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The "generic" scoped versions will now only appear in-game when using one or more of the above-mentioned add-on esp files. Otherwise, the only way to get it is via the console. Any "unique" Magnums that were scoped in the "vanilla" game will remain so regardless.
"Loot Lists" add-on: both scoped and unscoped Magnums are sold by vendors who use the 'rare guns' list, and in containers that use the 'all pistols' lists.
"NPC Equip" add-on: unscoped magnums are now carried by random (level 8+) Raider enemies.
Known Conflicts
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The optional "Classic Magnums - Loot Lists.esp" and "Classic Magnums - NPC Equip.esp" WILL conflict with other mods that add new items and guns to traders, containers and enemies; I suggest you use FO3Plugin to merge these into your existing loot list mods for personal use.
History
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1.3, 21/06/09 - GECK remake. Scoped magnums now replace unscoped magnums, with the rare scoped versions only available via add-ons. Also made a new icon for the unscoped versions.
1.2, 13/12/2008 - Hopefully fixed the problem of enemies not dropping their Magnums.
1.1, 09/12/2008 - Fixed stupid typo that caused the loot table esp to crash. Sorry!
1.0, 08/12/2008 - Initial test release.
Contact
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This is one of my first ever mods (for anything!) so please be gentle... but feedback, tips, ideas and bugfixes are always welcome.
You can find me on Fallout3Nexus forums as 'banjo_oz'
You can send me an email here: banjo_oz AT hotmail DOT com
Credits
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Thanks to Black Isle (and Interplay), without whom there would be no Fallout!
Thanks to Bethesda for continuing the Fallout series.
Thanks to Timeslip for FOMM, without which I wouldn't be able to mod anything in this game!
Thanks to Fallout3Nexus.com and its members for being amazingly talented folks who's posts and discussions have helped me pick up how to do ANY of this... and for modding Fallout 3 (without tools!) so quickly and skillfully. You guys and gals are amazing, and have inspired me to try and learn this too.
Tools Used
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GECK - http://geck.bethsoft.com/index.php/Main_Page
FOMM - http://timeslip.chorrol.com/fomm.html
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp
Licensing/Legal
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You can alter this mod if you wish, but please ask permission first (and give me credit) if you want to redistribute any part of it. I would also like to know what mods are including my work.