Fallout 3

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War1982

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war1982

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Classic Fallout Weapons v0.022

http://www.fallout3nexus.com/downloads/file.php?id=2307
by War1982

call me warboy, or just war.

This mod brings back the large variety of classic fallout weaponry to the game. all the weapons can be found distributed all about the wastes in the hands of NPC/enemies and bought from traders.

there is a cache of the weapons in the National Guard Depot Armoury or you can use the console command "COC CFWTEST" to go to the cell i use to take screenshots, just try not to kick the weapons off the edge. also note that there is no exit from this cell, you'll need to console out.

Please Note that this mod is still in Beta. other than that, enjoy the mod.


IMPORTANT:
----------
This mod REQUIRES archive invalidation - invalidated (http://www.fallout3nexus.com/downloads/file.php?id=944)
without it, the textures will be all broken like.

added so far:
-------------

item codes included, replace 01 with whatever number (in hex) this mod is in your load order. so if it's the 3rd mod loaded, the code for 14mm ammo would be 0301CCCC.

Ammo
---------------
14 mm 0101CCCC
.45 cal 0100AE7A
4.7 mm caseless 0101BF5D
HN Needler 01030200

Melee
---------------
Cattle Prod 0100154C
Wakizashi 01028747

Pistol
---------------
14mm Pistol 0100E3B9
Desert Eagle 0100A7D4
.223 Pistol 01009A7A
Needler 0100E3C1

SMG
---------------
M3A1 "Grease Gun" 010043F9
Tommy Gun 01000EAA
HK P90C 01000EA8
HK G11 01001BF4
HK G11E 01016F88

Rifle
---------------
Pipe Rifle 0100E3C4
Red Ryder LE BB gun 0100E3C6
Scoped Hunting Rifle 0100E3C5

Assault Rifle
---------------
FN FAL 0100E3C3
XL70E3 0100E3C8

Shotgun
---------------
Winchester Widowmaker 0100E3C2
HK CAWS 01000EA7
Pancor Jackhammer 01003D4F

Machine Gun
---------------
M60 Machine Gun 0100E3B8
Light Support Weapon 0100E3B7
Bozar 0100B528
Vindicator Minigun 01022374

Energy Weapons
---------------
Wattz Laser Pistol 0102CA0A
YK32 Pulse Pistol 01033DF0
YK42B Pulse Rifle 01028DF7
Wattz Laser Rifle 0102CA0B
Winchester P94 0102CA0C

Grenade
---------------
Rock 01000EA6
Molotov Cocktail 0101C60F
Flare 01021604
Throwing Knife 01021CBD


Installation
------------

1. Unzip the archive into your Fallout 3\Data folder.

2. Enable the mod using either the fallout launcher, or FOMM.

3. start killing stuff.



Uninstallation
--------------

1. Stop killing stuff.

2. Delete the files and/or disable the .esp.


Credits
---------
Texture Artists
-------------------------------------------
Linkesauge
Macintroll
MaxHardman
Tanya Lilith
(i'd list who did what, but i've lost track of who's textures got used for what)

Original Model Authors
-------------------------------------------
joefoxx082 for the 14mm pistol and wattz laser weapons
FalloutRaven for the bozar
Pete and Milenia for the FN FAL
jason casrez for greaser
Dan for the thompson
Short_Fuse and Kimono for the P90
The Wastes mod team for the G11
uncanny valley for the molotovs
Drop_Dead for the XL70
Psycho Chicken for the Light Support Weapon
jaysus for the wakizashi
DaiShiHUN for the pulse rifle and P94 plasma rifle
voiddweller for the pulse pistol

Contributors/supporters
-------------------------------------------
Linkesauge for his constant and consistent advice/testing
BaDkaRmA158Th for his incredible help and support
CrazyAce for much advice and many sounds
Vash for the Desert Eagle/fn fal
Pelinor for the reticles
Zenball for fixing up my description icons


Known Bugs/Issues (aka omg halp plx)
------------------------------------
First person reload anims don't look right

the damage calculation for the automatic shotguns is MESSED UP. according to the pipboy, they do more damage than a fatman, however this is simply not the case. the problem is in the pipboy itself, not the weapons. the damage calculated is per-projectile, per-second. so for a weapon like the CAWS, for example, firing 9 projectiles for 55 damage each, 4 times a second it shows a ludicrous amount of damage (9*55)*4 = 1980.
however in reality, it does the EXACT same amount of damage PER SHOT as the combat shotgun.
if you don't believe me, get up close and personal with a super mutant and count how many shots it takes to kill him. then do the same with a combat shotgun, then do it with a fat man.

no more complaints about this in the comments section please, the only way i could fix this would be to make them either non-automatic (defeating the purpose of including them) or to make them fire solid slugs (not gonna happen).

it's a multiplication bug in the game, not in my mod.


Version History
---------------
022:
This is it, the big one folks.

reload animations.
they took me forever and a day, but they're here.
the first person versions are a little sketchy, you can't quite see what's going on. i'll fix this for next release.

now with high quality, high resolution textures.
i've lowered the prices of all of the weapons.
i'm fairly happy with the durability of the weapons.
wattz weapons and the p94 set off gas traps now.
vindicator miniguns will now only show up on super mutant masters and should only have a 1 in 4 chance of carrying them, also this should only occur above level 15.
i've removed 7.62 mm and .223 ammo types instead using the vanilla .308 and 5.56 types respectively.
fixed up the firing animations so the recoil will actually sync with the weapons fire.
played with xl70 and LSW a bit to orient it a little better.
drum on tommy gun refined
cattle prod now has concussion effect instead of paralysis effect.


021:
pancor redone
caws redone
.223 redone
bozar redone
tommy gun redone
unique/upgraded weapons added (only available in test cell right now)
weapon prices fixed

flare continues to perplex me, but can be thrown again (i'm really surprised how much feedback i recieved about the flare no longer being affected by gravity, considering the flare itself never really worked or did anything and was useless as a weapon)


020:
Pipe Rifle added
YK32 Pulse Pistol added
Red Ryder LE BB Gun added
Max Hardman's textures included
description icons added
tommy gun levelled list altered

019:
needler pistol added
update for bozar model, texture and sound
updated pancor model
glow map added to .223 pistol
FN FAL swapped to l1a1
scoped hunting rifle re-added
fixed up stupid stuff i did to p94
fixed tommygun multiple drops
fixed vats problems on some guns
added specular to normal maps
think i fixed texture problems maybe i hope

018:
Wattz Laser Weapons added
P94 Plasma gun added
prod fixed good
some texture tweaks
Vindicator ammo corrected
played around with sounds

017:
wakizashi added
pulse rifle added
new skin for pancor, caws and cattle prod.
cattle prod now paralyzes target for 5 seconds.
the effect, while somewhat unrealistic, makes me lol every time, so it's staying that way for now.
increased merchant supplies of ammo
fixed vindicator animation and ammo type
scoped hunting rifle removed, .nif was causing issues


016:
Vindicator Minigun Added
Scoped Hunting Rifle added
fixed tommy gun issue i hope (texture was sized wrongly)
played with some other stuff, can't remember/too minor to list
still losing time on the damn flare.

015:
small update,
added ammo to loot lists, vendors etc.
added a small cache of new bullets in the armoury
fixed sounds
wasting too much time on making the flare work, still no results.
looks nice tho.


014:
new sounds for p90, g11, m60
new skin for cattle prod
new skin for M60 (omg nice)
new model with skin for Bozar
new ammo types for some guns
big time weapon balancing
XL70E3 added
14mm pistol added
Molotov added
Shotgun added
Flare added (not glowing properly, working on it)

013:
major content update
new models for P90, tommy gun and G11
new sounds for everything (not happy with g11)
added G11e
added different reticles on scoped guns.
darkened texture on m60
some stat edits on guns
played with some animations

012:
large update.
super mutants now use these guns, so be careful.
reskinned P90, cosmetic enhancements on model
cosmetic changes to pancor texture/model
new model with skin for greaser
m60 altered model, legs now up.
played with .223 pistol model a bit
changed fore grip on tommy gun.
damage balncing for all weapons (again)
some weapons are available from the quartermaster at the citadel, don't expect them to come cheap tho.
some other stuff added i can't remember probably. too tired.
next update should include be a sound pack.

011:
spent the day learning to texture, m60 skin is the result, please don't judge me too harshly.
added skin for g11 by stylesm. no major changes, just a skin.

010:
M60 added, skin for tommy gun, many models updated (same skins should still work if you have a reskin) repair lists fixed, damage balanced again, .223 pistol now uses speed loader animation and it looks great. ummm... probably alot of other stuff i can't remember. have fun kiddies.

009:
icons for all weapons, taken from fallout 2. weapons balanced some,
added LSW, added desert eagle and FN FAL, wrote a readme!


008:
modified 223 mesh.
Bozar added with thanks to xravenhunt.

007:
.223 Caliber Pistol added.

Beta 006:
Happy New Year!
added basic skin for H&K CAWS, small updates on a model here and there, and ammo drop rates fixed. any mob that has one of these guns should have about 2 clips for the gun itself.

Beta 005:
added basic skin/new model for pancor. now has iron sights and the top part doesn't look so messed up.
played around with some values, increased weapon durabilities.

Beta 004:
added basic skin for Tommy Gun and P90C
added all weapons to loot/weapon tables, they can now be found all throughout the wastes. you won't see alot of these until higher levels. if you do they will probably break before you run out of ammo :P

Beta 003:
Added M3a1 "Grease Gun" with basic textures implemented.

Beta 002:
Added Pancor Jackhammer, Resized G11, played around with some values.

Beta 001: consolidated arsenal to one major download, to be updated frequently.
Weapons included:
HK P90C (i know FN makes the P90, but this is fallout lore)
HK CAWS
HK G11
Tommy Gun
Rock
Cattle Prod