335 comments

  1. captain-ultima
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    I’m going to place this here since it seems not everyone read the important part about doing a clean install:
    If you update this mod from a version below 2.0 you absolutely have to make a clean install of the mod since merging the new weapons have moved or changed IDs in the .esp. since these IDs have moved or changed some of the weapons may appear as mods or misc items. I tested both 2.0 and 2.1 with a clean mod free save and all weapons work for me.

    For those who do not know how to clean a mod out of their save:
    1. Disable the mod.
    2. Load your save, you get a warning about missing mod, load save anyway.
    3. Save your game and exit
    4. Update the mod.
    5. Boot up game, enable the updated .esp and load your game.

    Do note that this means you have to recollect the weapons, which I understand isn’t that fun so I apologize but can not help that merging .esp sometimes changes the IDs.

    SInce i have gotten a few reports here about some of the retrieval quests not finishing, I’m going to add this note here: The end of a reatrieval quest is triggered by a invisible trigger box, if the quest does not finish for you then you aren’t inside the box. If the quest still wont finish immediately when entering the trigger box, try standing there for a little and it should trigger.
  2. Saikousoku
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    Would it be possible to make a patch so the CZ-57 Avenger is affected by mods that alter or remove minigun spinup?
  3. Saikousoku
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    Nearly all of my favorite weapons from New Vegas in one mod? Don't mind if I do!
  4. ortleivika
    ortleivika
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    Was it necessary to include the item description "Fallout New Vegas Unique."?
    1. Veya
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      Some of the weapons have real unique effects, like the Fist of Rawr having a true absurd 25% crit chance and crit damage, but if it bothers you so much, you can use Legendary Modifications, or some other similar mod, to replace the "MVUMP Addon" effect with a real legendary effect, it does literally nothing, the weapons all have unique IDs and even mods, so there no downside for replacing it, of course be weary of replacing real Legendary effects like the aftermentioned Fist of Rawr, but those are few and far in between, and obvious to tell apart.
    2. ortleivika
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      I'll give it a try.
  5. Veya
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    Only complaint is that it isn't Fist of the North Rawr by default... alas, not a quick trip to xEdit couldn't fix...
  6. EdwardStarlight
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    Would you consider making compatibility with Dak’s Attachment mod? Not entirely sure how difficult it would it would be to implement, part of me thinks it would just be a matter to retexturing applicable attachments but I don’t make mods I just play them.
    1. captainultima
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      It's quite a lot of work. And what makes it even worse is when you have multiple versions of your mod so you need to make a patch for them all. I sadly don't have the time for that right now.
    2. JurraRake
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      Damn that's a shame, I think imo the one that would work well with it is the Q-35 as the attachments in Dax's have full animations for the plasma barrels and such which you could use 
      Might be time to figure out how to mod myself 
  7. ThaTylar
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    Nice! I have a idea to make the weapons feel unique and not just some painted gun that MIGHT have SFX. I'll use the Mysterious Magnum for this case. Outside VATS, normal damage, right? Well, in VATS, the gun could do double damage, with crits slowing, stunning, or dealing fatiuge damage instead of triple damage, A la Miss Fortune's Bad Luck Bringer. There should also be easter eggs of crafting better uniques, like the Fist of the North Rawr, a name of the Lonesome Road weapon Fist Of Rawr (which is in this pack) if you had Wild Wasteland as a trait. If you could build it, it could deal double damage during night, and normal the day. Basically Nocturnal on steroids.

    TLDR: man rants about making the weapons more unique with concepts of unique legendaries.
  8. wellexcusemeprincess
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    when i try to deploy my modlist through vortex i am getting an error that nvump requires ccbgsfo4018-gaussrifleprototype.esl.  Please correct me if I'm just being foolish but I do not see any dependencies listed on the mod page.  I tried googling it and installing the gauss rifle prototype that the search returned but this has not solved the issue.  I haven't seen anyone else with this problem in the few pages back that i read so forgive me if it was simply buried but can anyone shed some light on what exactly my issue might be?
    1. Olafur55
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      It's a Creation Club thing.
    2. wellexcusemeprincess
      wellexcusemeprincess
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      so is it fine to work without it or do i need to buy something on the creation club?  i personally use a mod to remove cc stuff
    3. captainultima
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      There's an optional version for the mod that doesn't need the CC Gauss Rifle Prototype. Trade off is of course that you don't get the unique either from this mod, since the rule is any mod using assets from a Creation must have the creation as a dependency.
    4. nightcat97
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      where can we find this alternate version?

      edit disregard, I am actually stupid and suck at reading lol
  9. Rinoez
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    Very nice mod. Thank you!
  10. Chroma9
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    For some odd reason, when picking up the 10mm pistol, it does not mark the quest as complete.

    *EDIT: It seems quite a few weapons without an associated enemy have issues completing the quest.
    1. captainultima
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      Doing quests on this mod was one of my earliest attempts at making them, some of the trigger boxes for the quests seem to be too small to work well. I think i might have to overhaul this mod eventually when i have the time.
  11. parolebaby
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    Is there a point to the Escaped Hologram in Prost Bar?
    1. captainultima
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      Yeah, it's supposed to be carrying one of the unique weapons.