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This page was last updated on 17 December 2016, 9:39PM
- Changelogs
-
-
Version 1.50RC
- Version 1.50RC
-=Updated to version 1.50RC Stable Full Version 27-May-13=-
Major 1.50 changes:
Created and updated ~51 new weapons or variants, scrap weapons, including a few new Uniques.
Updated test containers, levelled item lists, supermutie allowable weapons list, spawn lists, ammo 'with' lists, as well as various fixes and updates to pipe rifles, and a few other minor weapon fixes, etc
Added unique content and Miscellaneous items for a weapons cache, placed a variety of uniques and non-uniques in worldspace.
Created new ammunition type for two(2) new uniques ... .58Cal (15mm) Minie Ball. Updated Frontier Peacemaker with an excellent new Skin/Texture. Added in G3 H&K Assault Rifles and variants. Added in 31 AKS-74U variants, all are available in Test Locker, however, only four(4) have currently been added to faction, levelled spawn and loot lists. There are also ~12 new heavily customised variants being worked on in Test Locker, not currently spawning 'In-Game'. Added a M92 Beretta (LS,SI), as promised, there is a small chance can spawn 'In-Game' ;)
Created a new Mine type, Claymore Frag Mines ... Moira combined her newfound knowledge of mines with research materials at Arlington Library to recreate 'em, 'Woo-Ha!' Does 20% more Dam than Frag mine, does extra Dam to limbs and an extra 10% on a CritHit ... now remember, as it says on the mine, 'Face this side toward Enemy' :) Claymore schematics will be added to ammo schematics mod in next update as well as a 'Clacker', Command detonated version, 'Oh-yeah!'
This is a Full Version as at v1.50RC so no requirement for previous files. If you have an existing version prior to 1.50RC simply extract and overwrite where prompted, then manually Delete previous version esps. Enjoy :)
Major 1.40 changes:
Created and updated ~53 new weapons or variants, scrap weapons, including a few new Uniques.
Updated test containers, levelled item lists, supermutie allowable weapons list, spawn lists, ammo 'with' lists, as well as various fixes and updates to .22Magum carbines and a few other weapons, etc
This was a full Version as at v1.40RC.
Major 1.20 changes:
Finalised ALIVE (Supermutant) faction esp. Now Vanilla, FWE, WMK, WMK for FWE and 20th all now merge correctly for Supermutant useable weapons for all former mods. SPECIAL NOTE: For the Supermutant ALIVE merge to work correctly DO NOT include it in your Load Order ... create your Merged-Patch and then manually enable ALIVE (SuperMutant).esp ... AFTER-BELOW your Merged-Patch!!!
Created and added a number of weapons; UZI (LS,SI), Mk-II Ruger (SC,SI) & (LS,SC,SI), M1911Colt (LS,SI), 10Guage Double and Single Barrel Sawed-off Shotguns.
Created various levelled item lists for above weapons. All above weapons now available in ALIVE (Test Container).
Resolved scope bug with RPK-74 (SC,SI).
Disabled 'Explode-Dismember' effect on all .22LR & .22Magnum weapons.
Refined & Revised Damage, again, on all .22LR & .22Magnum weapons.
Fine tuned ROF and attacks/sec for all Semi weapons.
Converted couple of Assault Carbines from Semi to Full Auto.
Numerous various changes and fixes.
-=Updated to version 1.15RC Stable 06-Mar-13=-
Major 1.15 changes:
Now incorporates the FWE versions of 2 of my other mods, Go visit them for the details:
Custom BB Guns for Vanilla FO3 or FWE603
http://fallout3.nexusmods.com/mods/18741
Compound Crossbows for Vanilla FO3 and FWE 603
http://fallout3.nexusmods.com/mods/18742
Special Note: MANDATORY! You must seperately download and install 'Rogue Hallows Attack Animations, Nexus - 15883', For the crossbows to fire and reload !!!
Created and added non-unique derivatives of 'Sydneys' 10mm Assault SMG, 'Stocked', 2-Hand Automatics in 10mm and 12.7mm(.50AE):
Assault SMG 10mm and variants, and
Assault SMG 12.7mm (.50AE) and variants.
Created various levelled item lists for above weapons. All above weapons now available in ALIVE (Test Container).
.223 Pistol (That Gun) now spawns with and uses .223 Remington ammo.
FN P90C now spawns with and uses 5.7mmx28mm ammo.
XL70E3 now spawns with and uses 5mm ammo.
Fixed issues with weapons using .223 Remington ammo.
Revised Levelled Item lists and Calibrxammo lists for above ammo calibres.
Revised damage and critical Chance Multiplier for all weapons using .22LR and .22Magnum ammo.
Revised and updated 'Weight' values for numerous WMK modded weapons.
Numerous other fixes and revisions...
Major 1.11 changes:
Fixed some bugs with rare ammo spawns. Finalised ALIVE(Chinese Ghouls) Faction esp. Should provide a more realistic-immersive, rewarding and especially challenging series of encounters. Especialy Mama Dolce's, on suggested settings above. The requirement for the ALIVE(Test Container) is no longer mandatory in Load Order, but optionally, Enable-Disable as described above.
Revised and updated FWE for DLC Anchorage datasets...
-=Updated to version 1.10RC Stable 17-Feb-13=-
Major 1.10 changes:
Upated all FWE weight forms for Ammo, now includes all Calibr ammo, including Chinese 5.8x21mm and 5.8x41mm. Created an FWE update ESP for the ALIVE 'Ghoul Faction'. Fixed some errors I made with Chinese Type 81-I Assault Rifle and variants. Got bored with data only work, so arced up NifScope and created and added in a Colt 10mm (LS,SC,SI). Various fixes.
Available in Full version 1.10RC, or Update only patch from v1.xxRC to V1.10RC(Delete old version 1.xxRC.esp).
SPECIAL NOTE: Updated ALIVE (Chinese Ghoul) faction esp requires the 5.12 ALIVE (Chinese Ghoul) esp loaded before v1.10RC, MMM6.1+ INSTALLED and then itself loaded after v1.10RC, clear as mud ;)
-=Updated to version 1.05RC Stable 13-Feb-13=-
Major 1.05 changes:
Fixed errors with Chinese Assault Rifle Semi.
Revised FN Five-Seven and Chinese QSZ-92 pistols.
Revised AK-47 AR and variants.
Replaced SVD Dragunov (AF) and variants with Chinese Type 81-I Assault Rifle and variants.
Started on updating Faction:Chinese Ghouls weapon and ammo spawning and leveled lists.
Various fixes ...
If you've previously downloaded v1.0xRC all you need is the replacement Update v1.05RC Esp only.
-=Updated to version 1.01RC Stable 9-Feb-13=-
Major 1.01 changes:
Quick fix to a few mesh path errors and a couple of animation mismatches.
If you've previously downloaded v1.0RC all you need is the replacement Update v1.01RC Esp only.
-=Updated to version 1.0RC Stable 9-Feb-13=-
Major 1.0 changes:
Data proofing, leveled item lists revised, Ammo datasets revised, icons references, weapons testing, new assault Rifle, Chinese Assault Rifle, Sniper Rifle, Hunting Rifle variants and more ... Just way too many to list ;)
-=Updated to version .95Beta 31-Jan-13=-
Major .95b changes:
Now six types of Anti-Materiel rifle. All new AMRs datasets reproofed, leveled item lists done including ammo spawned and ammo rarity, including the very rare Barrett .416 round. AMRs with a Silencer are NOT SILENT, with AMRs a Silencer Suppresses the noise generated from 'Loud' to 'Normal'.
Five new very rare Chinese Main Force and Special Forces weapons, comprising 1 x pistol, 2 x Assault Rifles, 1 x Sniper Rifle and 1 x Anti-Material Rifle (One more Weapon to come). Leveled Item lists created. Created Calibr Leveled lists for 5.8x21mm and 5.8x41mm.
Resolved a longstanding bug with FWE Cassul Revolver with a mismatch of .44magnum,.45Cal and .454Cal rounds for loot and spawning.
M4 Colt SOPMOD Semi now available in four variants (though does not spawn with a 203GL).Leveled lists,etc.
Found and fixed an ammo mismatch between a new 10G Shotgun and a 20G Shotgun.
Reviewed and revised more datasets. Not far from 1.0 Stable now:)
-=Updated to version .92Beta 26-Jan-13=-
Major .92b changes:
All weapons that have a sub variant of 'Drum' instead of a standard 'Mag' now have (EC) appended to their title for easier identification. Additional cost-value and weight I had already calculated and added in the 0.90b pass.
The M4 Colt SopMod is now (LS) for the primary and three variants. Weapon dataset values and effects updated for each of them.
60 weapons identified as deprecated for one or more reasons: never in use by any US body, not semi-auto for approved manufacture or import in compliance with BATFL; weapon doesn't exist; weapon is a unique prototype and if used should be a Unique Weapon; simply yet another unremarkable weapon in an already well supplied category such as 9mm SMG, etc; some weapons will be allocated as Chinese equivalent manufacture and datasets and Chinese ammo use created for a broader range of Chinese Remnant, Commando, salvaged and Spy weapons. Remaining Weapons allocated as Hunting Rifle calibre variants, Sniper Rifle Calibre variants, Chinese assault rifle variants, Assault Rifle variants and some additional Pipe Pistol and Pipe Rifle variants.
Removed each individual script (Approximately 80) script allowing you to 'magically' select any subtype variant when weapon equipped in PipBoy or via Hotkey (Approximately 20 Weapon types). Re Lore-Realism, these Weapons now spawn 'fixed' and unlike the WMK weapons were NOT manufactured as Dynamic Modular weapon sets. This retains the flexibility and greater utility of WMK supported weapons.
Killed a few errors in another data proofing-pass.
-=Updated to version .91Beta 25-Jan-13=-
Major .91b changes:
Tested new pipe rifles, pipe pistols and pipe shotguns datasets.
Created new .410Bore, 20Guage and 10Guage Calibr ammunition, renamed default shotgun shells to '12G Shotgun Shells'. Shells set for FWE prices and weights.
Converted 16 shotguns from 12g to a mix of .410Bore, 20g and 10g.
Created and-or edited new FormIDs, repair, appropriate faction and nested Leveled Item lists for above, etc.
Added to Beta test container, limited world game NPC tests of above for weapon and ammo spawning, proofed MMM6.2 update compatibility, and killed a few more bugs, etc.
-=Initial upload V0.9Beta=- - Version 1.50RC
-=Updated to version 1.50RC Stable Full Version 27-May-13=-
Major 1.50 changes:
Created and updated ~51 new weapons or variants, scrap weapons, including a few new Uniques inluding a unique dagger, unique uniform and headgear and new grenade type.
Updated test containers, levelled item lists, supermutie allowable weapons list, spawn lists, ammo 'with' lists, as well as various fixes and updates to pipe rifles, and a few other minor weapon fixes, etc
Added unique content and Miscellaneous items for a truly unique, 'Military Weapons Cache' (?) ;)
Created, added and placed a variety of uniques and non-uniques in historical and technological locations in worldspace ... maybe its time to be a DC Tourist (?) ;)
The same again for an Antique 'Unique' ... All I'll say is 'Don't feed the Yuo Gai !' ;)
Created new ammunition type for two(2) new uniques ... .58Cal (15mm) Minie Ball. Updated Frontier Peacemaker with an excellent new Skin/Texture. Added in G3 H&K Assault Rifles and variants. Added in 31 AKS-74U variants, all are available in Test Locker, however, only four(4) have currently been added to faction, levelled spawn and loot lists 'In-Game'. A .410 Bore pipe pistol. There are also ~12 new heavily customised variants being worked on in Test Locker, not currently spawning 'In-Game'. Added a M92 Beretta (LS,SI), as promised, there is a small chance can spawn 'In-Game' ;)
Created a new Mine type, Claymore Frag Mines ... Moira combined her newfound knowledge of mines with research materials at Arlington Library to recreate 'em, 'Woo-Ha!' Does 20% more Dam than Frag mine, does extra Dam to limbs and an extra 10% on a CritHit ... now remember, as it says on the mine, 'Face this side toward Enemy' :) Claymore schematics will be added to ammo schematics mod in next update as well as a 'Clacker', Command detonated version, 'Oh-yeah!'
This is a Full Version as at v1.50RC so no requirement for previous files. If you have an existing version prior to 1.50RC simply extract and overwrite where prompted, then manually Delete previous version esps. Enjoy :)
Major 1.40 changes:
Created and updated ~53 new weapons or variants, scrap weapons, including a few new Uniques.
Updated test containers, levelled item lists, supermutie allowable weapons list, spawn lists, ammo 'with' lists, as well as various fixes and updates to .22Magum carbines and a few other weapons, etc
This was a full Version as at v1.40RC.
Major 1.20 changes:
Finalised ALIVE (Supermutant) faction esp. Now Vanilla, FWE, WMK, WMK for FWE and 20th all now merge correctly for Supermutant useable weapons for all former mods. SPECIAL NOTE: For the Supermutant ALIVE merge to work correctly DO NOT include it in your Load Order ... create your Merged-Patch and then manually enable ALIVE (SuperMutant).esp ... AFTER-BELOW your Merged-Patch!!!
Created and added a number of weapons; UZI (LS,SI), Mk-II Ruger (SC,SI) & (LS,SC,SI), M1911Colt (LS,SI), 10Guage Double and Single Barrel Sawed-off Shotguns.
Created various levelled item lists for above weapons. All above weapons now available in ALIVE (Test Container).
Resolved scope bug with RPK-74 (SC,SI).
Disabled 'Explode-Dismember' effect on all .22LR & .22Magnum weapons.
Refined & Revised Damage, again, on all .22LR & .22Magnum weapons.
Fine tuned ROF and attacks/sec for all Semi weapons.
Converted couple of Assault Carbines from Semi to Full Auto.
Numerous various changes and fixes.
-=Updated to version 1.15RC Stable 06-Mar-13=-
Major 1.15 changes:
Now incorporates the FWE versions of 2 of my other mods, Go visit them for the details:
Custom BB Guns for Vanilla FO3 or FWE603
http://fallout3.nexusmods.com/mods/18741
Compound Crossbows for Vanilla FO3 and FWE 603
http://fallout3.nexusmods.com/mods/18742
Special Note: MANDATORY! You must seperately download and install 'Rogue Hallows Attack Animations, Nexus - 15883', For the crossbows to fire and reload !!!
Created and added non-unique derivatives of 'Sydneys' 10mm Assault SMG, 'Stocked', 2-Hand Automatics in 10mm and 12.7mm(.50AE):
Assault SMG 10mm and variants, and
Assault SMG 12.7mm (.50AE) and variants.
Created various levelled item lists for above weapons. All above weapons now available in ALIVE (Test Container).
.223 Pistol (That Gun) now spawns with and uses .223 Remington ammo.
FN P90C now spawns with and uses 5.7mmx28mm ammo.
XL70E3 now spawns with and uses 5mm ammo.
Fixed issues with weapons using .223 Remington ammo.
Revised Levelled Item lists and Calibrxammo lists for above ammo calibres.
Revised damage and critical Chance Multiplier for all weapons using .22LR and .22Magnum ammo.
Revised and updated 'Weight' values for numerous WMK modded weapons.
Numerous other fixes and revisions...
Major 1.11 changes:
Fixed some bugs with rare ammo spawns. Finalised ALIVE(Chinese Ghouls) Faction esp. Should provide a more realistic-immersive, rewarding and especially challenging series of encounters. Especialy Mama Dolce's, on suggested settings above. The requirement for the ALIVE(Test Container) is no longer mandatory in Load Order, but optionally, Enable-Disable as described above.
Revised and updated FWE for DLC Anchorage datasets...
-=Updated to version 1.10RC Stable 17-Feb-13=-
Major 1.10 changes:
Upated all FWE weight forms for Ammo, now includes all Calibr ammo, including Chinese 5.8x21mm and 5.8x41mm. Created an FWE update ESP for the ALIVE 'Ghoul Faction'. Fixed some errors I made with Chinese Type 81-I Assault Rifle and variants. Got bored with data only work, so arced up NifScope and created and added in a Colt 10mm (LS,SC,SI). Various fixes.
Available in Full version 1.10RC, or Update only patch from v1.xxRC to V1.10RC(Delete old version 1.xxRC.esp).
SPECIAL NOTE: Updated ALIVE (Chinese Ghoul) faction esp requires the 5.12 ALIVE (Chinese Ghoul) esp loaded before v1.10RC, MMM6.1+ INSTALLED and then itself loaded after v1.10RC, clear as mud ;)
-=Updated to version 1.05RC Stable 13-Feb-13=-
Major 1.05 changes:
Fixed errors with Chinese Assault Rifle Semi.
Revised FN Five-Seven and Chinese QSZ-92 pistols.
Revised AK-47 AR and variants.
Replaced SVD Dragunov (AF) and variants with Chinese Type 81-I Assault Rifle and variants.
Started on updating Faction:Chinese Ghouls weapon and ammo spawning and leveled lists.
Various fixes ...
If you've previously downloaded v1.0xRC all you need is the replacement Update v1.05RC Esp only.
-=Updated to version 1.01RC Stable 9-Feb-13=-
Major 1.01 changes:
Quick fix to a few mesh path errors and a couple of animation mismatches.
If you've previously downloaded v1.0RC all you need is the replacement Update v1.01RC Esp only.
-=Updated to version 1.0RC Stable 9-Feb-13=-
Major 1.0 changes:
Data proofing, leveled item lists revised, Ammo datasets revised, icons references, weapons testing, new assault Rifle, Chinese Assault Rifle, Sniper Rifle, Hunting Rifle variants and more ... Just way too many to list ;)
-=Updated to version .95Beta 31-Jan-13=-
Major .95b changes:
Now six types of Anti-Materiel rifle. All new AMRs datasets reproofed, leveled item lists done including ammo spawned and ammo rarity, including the very rare Barrett .416 round. AMRs with a Silencer are NOT SILENT, with AMRs a Silencer Suppresses the noise generated from 'Loud' to 'Normal'.
Five new very rare Chinese Main Force and Special Forces weapons, comprising 1 x pistol, 2 x Assault Rifles, 1 x Sniper Rifle and 1 x Anti-Material Rifle (One more Weapon to come). Leveled Item lists created. Created Calibr Leveled lists for 5.8x21mm and 5.8x41mm.
Resolved a longstanding bug with FWE Cassul Revolver with a mismatch of .44magnum,.45Cal and .454Cal rounds for loot and spawning.
M4 Colt SOPMOD Semi now available in four variants (though does not spawn with a 203GL).Leveled lists,etc.
Found and fixed an ammo mismatch between a new 10G Shotgun and a 20G Shotgun.
Reviewed and revised more datasets. Not far from 1.0 Stable now:)
-=Updated to version .92Beta 26-Jan-13=-
Major .92b changes:
All weapons that have a sub variant of 'Drum' instead of a standard 'Mag' now have (EC) appended to their title for easier identification. Additional cost-value and weight I had already calculated and added in the 0.90b pass.
The M4 Colt SopMod is now (LS) for the primary and three variants. Weapon dataset values and effects updated for each of them.
60 weapons identified as deprecated for one or more reasons: never in use by any US body, not semi-auto for approved manufacture or import in compliance with BATFL; weapon doesn't exist; weapon is a unique prototype and if used should be a Unique Weapon; simply yet another unremarkable weapon in an already well supplied category such as 9mm SMG, etc; some weapons will be allocated as Chinese equivalent manufacture and datasets and Chinese ammo use created for a broader range of Chinese Remnant, Commando, salvaged and Spy weapons. Remaining Weapons allocated as Hunting Rifle calibre variants, Sniper Rifle Calibre variants, Chinese assault rifle variants, Assault Rifle variants and some additional Pipe Pistol and Pipe Rifle variants.
Removed each individual script (Approximately 80) script allowing you to 'magically' select any subtype variant when weapon equipped in PipBoy or via Hotkey (Approximately 20 Weapon types). Re Lore-Realism, these Weapons now spawn 'fixed' and unlike the WMK weapons were NOT manufactured as Dynamic Modular weapon sets. This retains the flexibility and greater utility of WMK supported weapons.
Killed a few errors in another data proofing-pass.
-=Updated to version .91Beta 25-Jan-13=-
Major .91b changes:
Tested new pipe rifles, pipe pistols and pipe shotguns datasets.
Created new .410Bore, 20Guage and 10Guage Calibr ammunition, renamed default shotgun shells to '12G Shotgun Shells'. Shells set for FWE prices and weights.
Converted 16 shotguns from 12g to a mix of .410Bore, 20g and 10g.
Created and-or edited new FormIDs, repair, appropriate faction and nested Leveled Item lists for above, etc.
Added to Beta test container, limited world game NPC tests of above for weapon and ammo spawning, proofed MMM6.2 update compatibility, and killed a few more bugs, etc.
-=Initial upload V0.9Beta=-
Version 1.40RC
-=Updated to version 1.40RC Stable Full Version 04-May-13=-
Major 1.40 changes:
Created and updated ~53 new weapons or variants, scrap weapons, including a few new Uniques.
Updated test containers, levelled item lists, supermutie allowable weapons list, spawn lists, ammo 'with' lists, as well as various fixes and updates to .22Magum carbines and a few other weapons, etc
This is a full Version as at v1.40RC so no requirement for previous files. If you have an existing version prior to 1.40RC simply extract and overwrite where prompted, then manually Delete previous version esps. Enjoy :)
Major 1.20 changes:
Finalised ALIVE (Supermutant) faction esp. Now Vanilla, FWE, WMK, WMK for FWE and 20th all now merge correctly for Supermutant useable weapons for all former mods. SPECIAL NOTE: For the Supermutant ALIVE merge to work correctly DO NOT include it in your Load Order ... create your Merged-Patch and then manually enable ALIVE (SuperMutant).esp ... AFTER-BELOW your Merged-Patch!!!
Created and added a number of weapons; UZI (LS,SI), Mk-II Ruger (SC,SI) & (LS,SC,SI), M1911Colt (LS,SI), 10Guage Double and Single Barrel Sawed-off Shotguns.
Created various levelled item lists for above weapons. All above weapons now available in ALIVE (Test Container).
Resolved scope bug with RPK-74 (SC,SI).
Disabled 'Explode-Dismember' effect on all .22LR & .22Magnum weapons.
Refined & Revised Damage, again, on all .22LR & .22Magnum weapons.
Fine tuned ROF and attacks/sec for all Semi weapons.
Converted couple of Assault Carbines from Semi to Full Auto.
Numerous various changes and fixes.
-=Updated to version 1.15RC Stable 06-Mar-13=-
Major 1.15 changes:
Now incorporates the FWE versions of 2 of my other mods, Go visit them for the details:
Custom BB Guns for Vanilla FO3 or FWE603
http://fallout3.nexusmods.com/mods/18741
Compound Crossbows for Vanilla FO3 and FWE 603
http://fallout3.nexusmods.com/mods/18742
Special Note: MANDATORY! You must seperately download and install 'Rogue Hallows Attack Animations, Nexus - 15883', For the crossbows to fire and reload !!!
Created and added non-unique derivatives of 'Sydneys' 10mm Assault SMG, 'Stocked', 2-Hand Automatics in 10mm and 12.7mm(.50AE):
Assault SMG 10mm and variants, and
Assault SMG 12.7mm (.50AE) and variants.
Created various levelled item lists for above weapons. All above weapons now available in ALIVE (Test Container).
.223 Pistol (That Gun) now spawns with and uses .223 Remington ammo.
FN P90C now spawns with and uses 5.7mmx28mm ammo.
XL70E3 now spawns with and uses 5mm ammo.
Fixed issues with weapons using .223 Remington ammo.
Revised Levelled Item lists and Calibrxammo lists for above ammo calibres.
Revised damage and critical Chance Multiplier for all weapons using .22LR and .22Magnum ammo.
Revised and updated 'Weight' values for numerous WMK modded weapons.
Numerous other fixes and revisions...
Major 1.11 changes:
Fixed some bugs with rare ammo spawns. Finalised ALIVE(Chinese Ghouls) Faction esp. Should provide a more realistic-immersive, rewarding and especially challenging series of encounters. Especialy Mama Dolce's, on suggested settings above. The requirement for the ALIVE(Test Container) is no longer mandatory in Load Order, but optionally, Enable-Disable as described above.
Revised and updated FWE for DLC Anchorage datasets...
-=Updated to version 1.10RC Stable 17-Feb-13=-
Major 1.10 changes:
Upated all FWE weight forms for Ammo, now includes all Calibr ammo, including Chinese 5.8x21mm and 5.8x41mm. Created an FWE update ESP for the ALIVE 'Ghoul Faction'. Fixed some errors I made with Chinese Type 81-I Assault Rifle and variants. Got bored with data only work, so arced up NifScope and created and added in a Colt 10mm (LS,SC,SI). Various fixes.
Available in Full version 1.10RC, or Update only patch from v1.xxRC to V1.10RC(Delete old version 1.xxRC.esp).
SPECIAL NOTE: Updated ALIVE (Chinese Ghoul) faction esp requires the 5.12 ALIVE (Chinese Ghoul) esp loaded before v1.10RC, MMM6.1+ INSTALLED and then itself loaded after v1.10RC, clear as mud ;)
-=Updated to version 1.05RC Stable 13-Feb-13=-
Major 1.05 changes:
Fixed errors with Chinese Assault Rifle Semi.
Revised FN Five-Seven and Chinese QSZ-92 pistols.
Revised AK-47 AR and variants.
Replaced SVD Dragunov (AF) and variants with Chinese Type 81-I Assault Rifle and variants.
Started on updating Faction:Chinese Ghouls weapon and ammo spawning and leveled lists.
Various fixes ...
If you've previously downloaded v1.0xRC all you need is the replacement Update v1.05RC Esp only.
-=Updated to version 1.01RC Stable 9-Feb-13=-
Major 1.01 changes:
Quick fix to a few mesh path errors and a couple of animation mismatches.
If you've previously downloaded v1.0RC all you need is the replacement Update v1.01RC Esp only.
-=Updated to version 1.0RC Stable 9-Feb-13=-
Major 1.0 changes:
Data proofing, leveled item lists revised, Ammo datasets revised, icons references, weapons testing, new assault Rifle, Chinese Assault Rifle, Sniper Rifle, Hunting Rifle variants and more ... Just way too many to list ;)
-=Updated to version .95Beta 31-Jan-13=-
Major .95b changes:
Now six types of Anti-Materiel rifle. All new AMRs datasets reproofed, leveled item lists done including ammo spawned and ammo rarity, including the very rare Barrett .416 round. AMRs with a Silencer are NOT SILENT, with AMRs a Silencer Suppresses the noise generated from 'Loud' to 'Normal'.
Five new very rare Chinese Main Force and Special Forces weapons, comprising 1 x pistol, 2 x Assault Rifles, 1 x Sniper Rifle and 1 x Anti-Material Rifle (One more Weapon to come). Leveled Item lists created. Created Calibr Leveled lists for 5.8x21mm and 5.8x41mm.
Resolved a longstanding bug with FWE Cassul Revolver with a mismatch of .44magnum,.45Cal and .454Cal rounds for loot and spawning.
M4 Colt SOPMOD Semi now available in four variants (though does not spawn with a 203GL).Leveled lists,etc.
Found and fixed an ammo mismatch between a new 10G Shotgun and a 20G Shotgun.
Reviewed and revised more datasets. Not far from 1.0 Stable now:)
-=Updated to version .92Beta 26-Jan-13=-
Major .92b changes:
All weapons that have a sub variant of 'Drum' instead of a standard 'Mag' now have (EC) appended to their title for easier identification. Additional cost-value and weight I had already calculated and added in the 0.90b pass.
The M4 Colt SopMod is now (LS) for the primary and three variants. Weapon dataset values and effects updated for each of them.
60 weapons identified as deprecated for one or more reasons: never in use by any US body, not semi-auto for approved manufacture or import in compliance with BATFL; weapon doesn't exist; weapon is a unique prototype and if used should be a Unique Weapon; simply yet another unremarkable weapon in an already well supplied category such as 9mm SMG, etc; some weapons will be allocated as Chinese equivalent manufacture and datasets and Chinese ammo use created for a broader range of Chinese Remnant, Commando, salvaged and Spy weapons. Remaining Weapons allocated as Hunting Rifle calibre variants, Sniper Rifle Calibre variants, Chinese assault rifle variants, Assault Rifle variants and some additional Pipe Pistol and Pipe Rifle variants.
Removed each individual script (Approximately 80) script allowing you to 'magically' select any subtype variant when weapon equipped in PipBoy or via Hotkey (Approximately 20 Weapon types). Re Lore-Realism, these Weapons now spawn 'fixed' and unlike the WMK weapons were NOT manufactured as Dynamic Modular weapon sets. This retains the flexibility and greater utility of WMK supported weapons.
Killed a few errors in another data proofing-pass.
-=Updated to version .91Beta 25-Jan-13=-
Major .91b changes:
Tested new pipe rifles, pipe pistols and pipe shotguns datasets.
Created new .410Bore, 20Guage and 10Guage Calibr ammunition, renamed default shotgun shells to '12G Shotgun Shells'. Shells set for FWE prices and weights.
Converted 16 shotguns from 12g to a mix of .410Bore, 20g and 10g.
Created and-or edited new FormIDs, repair, appropriate faction and nested Leveled Item lists for above, etc.
Added to Beta test container, limited world game NPC tests of above for weapon and ammo spawning, proofed MMM6.2 update compatibility, and killed a few more bugs, etc.
-=Initial upload V0.9Beta=- - v1.50RC HotFix/Update:
Resolves missing texture bug with Pipe Rifles, Colt Peacemaker, PKM GPMG and adds missing .58Cal (15mm) Minie Ball ammunition to the Test Container.
- Version 1.50RC
-
Version 1.40RC
- -=Updated to version 1.40RC Stable Full Version 04-May-13=-
Major 1.40 changes:
Created and updated ~53 new weapons or variants, scrap weapons, including a few new Uniques.
Updated test containers, levelled item lists, supermutie allowable weapons list, spawn lists, ammo 'with' lists, as well as various fixes and updates to .22Magum carbines and a few other weapons, etc
This is a full Version as at v1.40RC so no requirement for previous files. If you have an existing version prior to 1.40RC simply extract and overwrite where prompted, then manually Delete previous version esps. Enjoy :)
Major 1.20 changes:
Finalised ALIVE (Supermutant) faction esp. Now Vanilla, FWE, WMK, WMK for FWE and 20th all now merge correctly for Supermutant useable weapons for all former mods. SPECIAL NOTE: For the Supermutant ALIVE merge to work correctly DO NOT include it in your Load Order ... create your Merged-Patch and then manually enable ALIVE (SuperMutant).esp ... AFTER-BELOW your Merged-Patch!!!
Created and added a number of weapons; UZI (LS,SI), Mk-II Ruger (SC,SI) & (LS,SC,SI), M1911Colt (LS,SI), 10Guage Double and Single Barrel Sawed-off Shotguns.
Created various levelled item lists for above weapons. All above weapons now available in ALIVE (Test Container).
Resolved scope bug with RPK-74 (SC,SI).
Disabled 'Explode-Dismember' effect on all .22LR & .22Magnum weapons.
Refined & Revised Damage, again, on all .22LR & .22Magnum weapons.
Fine tuned ROF and attacks/sec for all Semi weapons.
Converted couple of Assault Carbines from Semi to Full Auto.
Numerous various changes and fixes.
-=Updated to version 1.15RC Stable 06-Mar-13=-
Major 1.15 changes:
Now incorporates the FWE versions of 2 of my other mods, Go visit them for the details:
Custom BB Guns for Vanilla FO3 or FWE603
http://fallout3.nexusmods.com/mods/18741
Compound Crossbows for Vanilla FO3 and FWE 603
http://fallout3.nexusmods.com/mods/18742
Special Note: MANDATORY! You must seperately download and install 'Rogue Hallows Attack Animations, Nexus - 15883', For the crossbows to fire and reload !!!
Created and added non-unique derivatives of 'Sydneys' 10mm Assault SMG, 'Stocked', 2-Hand Automatics in 10mm and 12.7mm(.50AE):
Assault SMG 10mm and variants, and
Assault SMG 12.7mm (.50AE) and variants.
Created various levelled item lists for above weapons. All above weapons now available in ALIVE (Test Container).
.223 Pistol (That Gun) now spawns with and uses .223 Remington ammo.
FN P90C now spawns with and uses 5.7mmx28mm ammo.
XL70E3 now spawns with and uses 5mm ammo.
Fixed issues with weapons using .223 Remington ammo.
Revised Levelled Item lists and Calibrxammo lists for above ammo calibres.
Revised damage and critical Chance Multiplier for all weapons using .22LR and .22Magnum ammo.
Revised and updated 'Weight' values for numerous WMK modded weapons.
Numerous other fixes and revisions...
Major 1.11 changes:
Fixed some bugs with rare ammo spawns. Finalised ALIVE(Chinese Ghouls) Faction esp. Should provide a more realistic-immersive, rewarding and especially challenging series of encounters. Especialy Mama Dolce's, on suggested settings above. The requirement for the ALIVE(Test Container) is no longer mandatory in Load Order, but optionally, Enable-Disable as described above.
Revised and updated FWE for DLC Anchorage datasets...
-=Updated to version 1.10RC Stable 17-Feb-13=-
Major 1.10 changes:
Upated all FWE weight forms for Ammo, now includes all Calibr ammo, including Chinese 5.8x21mm and 5.8x41mm. Created an FWE update ESP for the ALIVE 'Ghoul Faction'. Fixed some errors I made with Chinese Type 81-I Assault Rifle and variants. Got bored with data only work, so arced up NifScope and created and added in a Colt 10mm (LS,SC,SI). Various fixes.
Available in Full version 1.10RC, or Update only patch from v1.xxRC to V1.10RC(Delete old version 1.xxRC.esp).
SPECIAL NOTE: Updated ALIVE (Chinese Ghoul) faction esp requires the 5.12 ALIVE (Chinese Ghoul) esp loaded before v1.10RC, MMM6.1+ INSTALLED and then itself loaded after v1.10RC, clear as mud ;)
-=Updated to version 1.05RC Stable 13-Feb-13=-
Major 1.05 changes:
Fixed errors with Chinese Assault Rifle Semi.
Revised FN Five-Seven and Chinese QSZ-92 pistols.
Revised AK-47 AR and variants.
Replaced SVD Dragunov (AF) and variants with Chinese Type 81-I Assault Rifle and variants.
Started on updating Faction:Chinese Ghouls weapon and ammo spawning and leveled lists.
Various fixes ...
If you've previously downloaded v1.0xRC all you need is the replacement Update v1.05RC Esp only.
-=Updated to version 1.01RC Stable 9-Feb-13=-
Major 1.01 changes:
Quick fix to a few mesh path errors and a couple of animation mismatches.
If you've previously downloaded v1.0RC all you need is the replacement Update v1.01RC Esp only.
-=Updated to version 1.0RC Stable 9-Feb-13=-
Major 1.0 changes:
Data proofing, leveled item lists revised, Ammo datasets revised, icons references, weapons testing, new assault Rifle, Chinese Assault Rifle, Sniper Rifle, Hunting Rifle variants and more ... Just way too many to list ;)
-=Updated to version .95Beta 31-Jan-13=-
Major .95b changes:
Now six types of Anti-Materiel rifle. All new AMRs datasets reproofed, leveled item lists done including ammo spawned and ammo rarity, including the very rare Barrett .416 round. AMRs with a Silencer are NOT SILENT, with AMRs a Silencer Suppresses the noise generated from 'Loud' to 'Normal'.
Five new very rare Chinese Main Force and Special Forces weapons, comprising 1 x pistol, 2 x Assault Rifles, 1 x Sniper Rifle and 1 x Anti-Material Rifle (One more Weapon to come). Leveled Item lists created. Created Calibr Leveled lists for 5.8x21mm and 5.8x41mm.
Resolved a longstanding bug with FWE Cassul Revolver with a mismatch of .44magnum,.45Cal and .454Cal rounds for loot and spawning.
M4 Colt SOPMOD Semi now available in four variants (though does not spawn with a 203GL).Leveled lists,etc.
Found and fixed an ammo mismatch between a new 10G Shotgun and a 20G Shotgun.
Reviewed and revised more datasets. Not far from 1.0 Stable now:)
-=Updated to version .92Beta 26-Jan-13=-
Major .92b changes:
All weapons that have a sub variant of 'Drum' instead of a standard 'Mag' now have (EC) appended to their title for easier identification. Additional cost-value and weight I had already calculated and added in the 0.90b pass.
The M4 Colt SopMod is now (LS) for the primary and three variants. Weapon dataset values and effects updated for each of them.
60 weapons identified as deprecated for one or more reasons: never in use by any US body, not semi-auto for approved manufacture or import in compliance with BATFL; weapon doesn't exist; weapon is a unique prototype and if used should be a Unique Weapon; simply yet another unremarkable weapon in an already well supplied category such as 9mm SMG, etc; some weapons will be allocated as Chinese equivalent manufacture and datasets and Chinese ammo use created for a broader range of Chinese Remnant, Commando, salvaged and Spy weapons. Remaining Weapons allocated as Hunting Rifle calibre variants, Sniper Rifle Calibre variants, Chinese assault rifle variants, Assault Rifle variants and some additional Pipe Pistol and Pipe Rifle variants.
Removed each individual script (Approximately 80) script allowing you to 'magically' select any subtype variant when weapon equipped in PipBoy or via Hotkey (Approximately 20 Weapon types). Re Lore-Realism, these Weapons now spawn 'fixed' and unlike the WMK weapons were NOT manufactured as Dynamic Modular weapon sets. This retains the flexibility and greater utility of WMK supported weapons.
Killed a few errors in another data proofing-pass.
-=Updated to version .91Beta 25-Jan-13=-
Major .91b changes:
Tested new pipe rifles, pipe pistols and pipe shotguns datasets.
Created new .410Bore, 20Guage and 10Guage Calibr ammunition, renamed default shotgun shells to '12G Shotgun Shells'. Shells set for FWE prices and weights.
Converted 16 shotguns from 12g to a mix of .410Bore, 20g and 10g.
Created and-or edited new FormIDs, repair, appropriate faction and nested Leveled Item lists for above, etc.
Added to Beta test container, limited world game NPC tests of above for weapon and ammo spawning, proofed MMM6.2 update compatibility, and killed a few more bugs, etc.
-=Initial upload V0.9Beta=-
- -=Updated to version 1.40RC Stable Full Version 04-May-13=-
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- Author's activity
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December 2016
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17 Dec 2016, 9:39PM | Action by: Highlander4242
Attribute change
long description changed
images can now be uploaded without verification
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17 Dec 2016, 9:39PM | Action by: Highlander4242
Permission change
author changed their file credits
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May 2025
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02 May 2025, 7:29PM | Action by: Nimmo17
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