Fallout New Vegas

Below is a duplicate of the readme for WMX-DeadMoney, found in the WMX-DLC download. I've added it as an article here so that people can read it before downloading, and also because the advent of Nexus Mod Manager and its integration into the Nexus website made it possible for people to download and install mods without knowing that their included readme files even exist, let alone how to access them.

On that topic; the original readme can be accessed by opening the file you downloaded using a program like 7-Zip (which is free). The readme can also be found in your Data directory - where the plugin files themselves go - after installation.

Original readme follows:



Fallout New Vegas:

==================
Weapon Mods Expanded - Dead Money Add-on

Version: 1.0.5
Date: 28-01-2014
Author: Antistar (Joseph Lollback)
E-mail: [email protected]
==================


1. Description
2. Requirements
3. Installation/Uninstallation
4. Playing the mod
5. Frequently Asked Questions (FAQ)
6. Save games
7. Conflicts/Known Issues
8. Credits
9. Modder's Resource Info
10. Contact Information
11. Legal Stuff/Disclaimer
12. Version History

===============
1. DESCRIPTION
===============

WMX - Dead Money (WMX-DM) is an optional add-on for Weapon Mods Expanded (WMX) that expands on the weapon modding possibilities in the official Fallout New Vegas DLC 'Dead Money'. It gives the new weapons in Dead Money the maximum of three applicable weapon mods, and where it makes sense, also makes these weapons available in the greater Mojave Wasteland. (See the Playing The Mod section for more information.)

Here is a list of weapons, weapon mods and crafting recipes covered by WMX-DM:


***Key***

* = Vanilla weapon mod
+ = New weapon mod (or existing one newly applied)


Automatic Rifle
* Auto. Rifle Upgr. Internals - Increases rate of fire.
+ Auto. Rifle Extended Mags - Increases ammunition capacity (+10).
+ Auto. Rifle Recoil Comp. - Decreases spread.

Police Pistol
+ .357 Revolver Custom Action  - Increases rate of fire.
+ .357 Revolver HD Cylinder - Increases durability (+50%).
+ .357 Revolver Long Barrel - Increases damage (+10%).

Holorifle
* Holorifle Adv. Calibration - Decreases spread.
* Holorifle Focus Optics - Increases damage (+30%).
* Holorifle Reinf. Components - Increases durability (+50%).

Bear Trap Fist
* Bear Trap Fist HD Springs - Increases durability (+50%).*
+ Padded Glove Insert - Increases attack speed.
+ Universal Sharpener - Increases damage (+10%).

Cosmic Knife
+ Cosmic Knife Radiation Bombardment - Increases durability (+50%).
+ Cosmic Knife Silicone Grip - Increases attack speed.
+ Universal Sharpener - Increases damage (+10%).

Cosmic Knife Clean
+ Cosmic Knife Radiation Bombardment - Increases durability (+50%).
+ Cosmic Knife Silicone Grip - Increases attack speed.
+ Universal Sharpener - Increases damage (+10%).

Cosmic Knife Super-Heated
+ Cosmic Knife Radiation Bombardment - Increases durability (+50%).
+ Cosmic Knife Silicone Grip - Increases attack speed.
+ Universal Sharpener - Increases damage (+10%).

Knife Spear
+ Knife Spear Hardwood Haft - Increases durability (+50%).
+ Knife Spear Silicone Grip - Increases attack speed.
+ Universal Sharpener - Increases damage (+10%).

Knife Spear Clean
+ Knife Spear Hardwood Haft - Increases durability (+50%).
+ Knife Spear Silicone Grip - Increases attack speed.
+ Universal Sharpener - Increases damage (+10%).

Knife Spear Super-Heated
+ Knife Spear Hardwood Haft - Increases durability (+50%).
+ Knife Spear Silicone Grip - Increases attack speed.
+ Universal Sharpener - Increases damage (+10%).

*The 'Bear Trap Fist HD Springs' weapon mod originally increased damage, but WMX-DM changes it to a durability-increase weapon mod for the sake of consistency with the rest of WMX. The Bear Trap Fist now has a new weapon mod that increases damage instead.



***Crafting Recipes (Workbench)***

Bear Trap Fist HD Springs
- Requires: 40 Repair
- Ingredients:
---- Scrap Metal (1)
---- Small Spring (2)

Cosmic Knife Silicone Grip
- Requires: 25 Repair
- Ingredients:
---- Scalpel (1)
---- Scissors (1)
---- Silicone Rubber Block (1)
---- Wonderglue (1)

Knife Spear Hardwood Haft
- Requires: 45 Repair
- Ingredients:
---- Bonesaw (1)
---- Hardwood Log (1)
---- Whet Stone (1)

Knife Spear Silicone Grip
- Requires: 45 Repair
- Ingredients:
---- Scalpel (1)
---- Scissors (1)
---- Silicone Rubber Block (1)
---- Wonderglue (1)

Knife Spear (Super Heated)*
- Requires: 50 Repair
- Ingredients:
---- Cosmic Knife (3)
---- Forceps (1)
---- Hot Plate (1)
---- Knife Spear (1)
---- Pilot Light (1)

*Need to find 'Cosmic Knife (Super Heated)' recipe to unlock this recipe.

===============
2. Requirements
===============

- Fallout New Vegas
- Dead Money
- WMX v1.1.2 or later

========================
3. INSTALLATION/UNINSTALLATION
========================

***Installation***

- The following assumes you have already successfully installed WMX v1.1.2 or later (go update if you need to).

- AUTOMATIC: Add the WMX-DLC package you downloaded to FOMM/NMM and install. WMX-DLC includes a FOMOD menu which will pop up automatically; follow its instructions.

- MANUAL: Using 7-Zip (http://www.7-zip.org), extract the contents (everything - ALL files and folders) of the WMX-DLC.7z archive file to your \Steam\steamapps\common\fallout new vegas\Data\ directory. If asked if you want to overwrite files and folders, click 'Yes to all' (or equivalent for your operating system).
- In the Data Files section of the Fallout New Vegas Launcher - or using a mod manager tool like Fallout Mod Manager - place a tick in the box next to WMX-DeadMoney.esp.

- Ensure that WMX-DeadMoney.esp is loading *after* WeaponModsExpanded.esp.

- Update or create an automatic merged patch, following the instructions below.



***Updating from an earlier version***

- Ensure that you have already installed WMX v1.1.2 or later (go update if you need to).

- Automatic: In FOMM/NMM, update the mod or remove the old package then add and install the new package, as normal.

- Manual: Simply replace the existing files with the files from the new version of WMX-DLC, following the installation instructions above.

- Check your load order. Updating plugins can alter your load order.

- Update or create an automatic merged patch, following the instructions below.



***Automatic Merged Patch Creation***

- This is strongly recommended as standard practice when using mods for FNV (especially a lot of mods at the same time), as it may improve compatibility between mods you may be using (including - but not limited to - WMX). If using more than one add-on for WMX at the same time (this includes compatibility patches), creating an automatic merged patch is even MORE important (assuming you want everything to work correctly).

- Download FNVEdit (http://newvegas.nexusmods.com/mods/34703) to create the 'merged patch'. This should be done after you have installed and activated all the mods you wish to play the game with (and have configured your load order using a mod manager tool). This is how to do it:

- Run FNVEdit, and a list of all the plugins in your \Steam\steamapps\common\fallout new vegas\Data\ directory will come up, listed as per your load order. By default, the plugins you have activated in the New Vegas Launcher or in a mod manager tool will have ticks next to them. This is what you want, so just click 'OK'.

- Once FNVEdit has finished loading, right-click somewhere in the panel on the left that lists your activated plugins, and select 'Create Merged Patch' from the context menu. (Note that this may be under the 'Other' sub-menu, depending on which version of FNVEdit you have.)

- Enter a name for the patch into the window that pops up (any name you like), and click on 'OK'.

- Once FNVEdit has finished generating the patch (it creates a new .esp file with the name you entered), which should only take a few seconds, close FNVEdit. Click 'OK' on the window that pops up to save the Merged Patch that was generated.

- Finally, make sure the Merged Patch esp is loading after all your other plugins (which it should already be, by default), and activate it using the New Vegas Launcher or a mod manager tool.

- If you ever uninstall plugins, update existing plugins, or install new ones, deactivate and delete the Merged Patch, and then follow these instructions again to create a new one.



***Uninstallation***

RECOMMENDED: If you haven't already, download and install The Weapon Mod Menu (http://www.nexusmods.com/newvegas/mods/44515). Use it to remove any weapon mods from WMX-DM that are currently attached to weapons (only leave ones you are absolutely certain are not from WMX-DM). Then simply uninstall as usual; you don't need to worry about the WMX Uninstall menu mentioned below.


IMPORTANT: Ideally, you should only uninstall WMX-DM if you are uninstalling WMX itself at the same time (unless you know what you're doing). The Uninstall Menu in WMX itself (please see the main WMX readme for more information) will take the new Dead Money weapons into account if you have WMX-DM running.

- Make sure you no longer have access to any weapons modified with weapon mods implemented by WMX-DM, then uninstall the add-on as usual:

- Automatic: In FOMM/NMM, deactivate and delete the WMX-DLC package.

- Manual: In the Data Files section of the Fallout New Vegas Launcher - or using a mod manager tool - clear the tick in the box next to WMX-DeadMoney.esp.
- If desired, delete all files copied to your \Steam\steamapps\common\fallout new vegas\Data\ directory during installation (check the WMX-DLC.7z archive file to identify these files).

=====================
4. PLAYING THE MOD
=====================

As with WMX itself, no special knowledge is really required to play with WMX-DM installed; everything should be fairly self-evident. In case it's helpful though, here's a list of points of information regarding the add-on:

- The new weapon mods 'Cosmic Knife Radiation Bombardment', 'Auto. Rifle Extended Mags' and 'Auto. Rifle Recoil Comp.' are unlocked for purchase from Sierra Madre vending machines by finding the appropriate holotapes scattered throughout the Madre. (The FAQ contains their exact locations, if you wish to have that spoiled for you.) The Auto Rifle weapon mods are also available in the greater Mojave Wasteland.

- Be aware that when using a weapon as a component when crafting another weapon (when making a 'Cosmic Knife Clean' or 'Cosmic Knife Super-Heated', for example), any weapon mods currently attached to that weapon will be destroyed in the process. Using The Weapon Mod Menu (http://www.nexusmods.com/newvegas/mods/44515) to remove those attached weapon mods first is highly recommended.

- The Police Pistol receives the same weapon mods as the .357 Magnum Revolver, as they are very similar weapons (both 'six-shooters' of the same calibre).

- The Police Pistol and Automatic Rifle (plus the Automatic Rifle's weapon mods) are now available in the Mojave Wasteland proper. (Note that for existing games, it may take some time before inventories reset and these items show up). There is a chance that you will find Police Pistols anywhere you might otherwise find .357 Magnum Revolvers, and a chance that you will find Automatic Rifles anywhere you might otherwise find Hunting Rifles (they use the same ammunition).

- 'Knife Spear Super-Heated' is a new craftable weapon added by WMX-DM. It has similar effects to the 'Cosmic Knife Super-Heated' and accepts the same weapon mods as the standard Knife Spear. See the Description section above for more information.

- The 'Holorifle Adv. Calibration' and 'Holorifle Focus Optics' weapon mods now have a visible effect on the Holorifle when attached.


- WMX-DM contains the following bugfixes:

- Numerous mesh and texture fixes to all Cosmic Knife and Knife Spear variants.
- Numerous mesh fixes to Holorifle.
- Numerous mesh fixes to Police Pistol.
- Automatic Rifle ('first-person' mesh/es) now has a spec. map.
- 'Holorifle Reinf. Components' weapon mod now correctly increases durability by 50%, as opposed to 1.5% (or something else - don't know how it handles non-integers), as before.
- All Cosmic Knife variants are now affected by the 'Cowboy' perk.
- Police Pistol now affected by the 'Cowboy', 'Old Vaquero' and 'The Professional' perks.
- Holorifle now counts towards the 'Beam Me Up' challenge.

===============
5. FREQUENTLY ASKED QUESTIONS (FAQ)
===============

Q) I've discovered a bug and I can't wait to tell you/the world about it!
A) *Please* read the entirety of this readme through carefully first. The vast majority of the time, the bugs that are reported to me are known issues already described in the readme (usually caused by some element of the base game that cannot be changed - or just bugs in the base game itself), or are caused by conflicts with other mods (that can often be solved with proper load order management or the use of compatibility patches), or in some cases are actually intended features of the mod.

Q) Does this work without the official DLC 'Dead Money' - or can it be made to do so?
A) No. It is useless without Dead Money.

Q) Can I criticise you for implementing something in WMX-DM in an 'unrealistic' way?
A) Well I can't stop you, but I might save you from wasting your time by telling you now that I won't care. This mod does not attempt to be perfectly 'realistic' - it is intended to expand gameplay in Fallout New Vegas; no more or less.

Q) I've got a weapon mod for this weapon but it's not giving me the option to apply it. What's going on?
A) It's most likely a conflict with another mod that also edits Dead Money weapons. Try loading WMX-DM near (or at) the bottom of your load order.

Q) What about adding the other new weapons in Dead Money (those besides the Police Pistol and Automatic Rifle) to the Mojave Wasteland proper?
A) I don't think it makes sense in terms of story and setting to do that.

Q) I'm having problems with FOMM/FNVEdit/ArchiveInvalidationInvalidated/etc. Can you help?
A) Probably not. If it's not something that's already covered in this readme, you would be better off contacting the authors of those programs (I am not affiliated with them).

Q) Is WMX-DM compatible with [insert name of mod here]?
A) It's unlikely I'll be able to give you a direct answer to this question. I simply don't have the time or the inclination to investigate compatibility between WMX-DM and the hundreds or thousands of other mods out there that may - or may not - conflict with it in various ways and to varying degrees. There are however a few notes in this FAQ - and in the Conflicts/Known Issues section below - that should help you work out compatibility.

Q) What about texture replacers for the vanilla Dead Money weapons? Are they compatible with WMX-DM?
A) They will always work (technically speaking), but may result in weapons that have their textures changed by WMX-DM weapon mods looking different to their unmodified variant (in that the texture replacer only affects the unmodified variant). A compatibility patch will usually be required in such cases.

Q) Will you make WMX-DM compatible with [insert name of mod here]?
A) In almost all cases, I only make compatibility patches for mods that I want to use myself. This means that requesting a compatibility patch for something will usually be pointless, since I'll either already have done it if it's something I want myself, or I won't have time to do it. Not having time is the main thing: trying to make a mod compatible with all other mods is a sisyphean task... if the number of boulders Sisyphus had to push uphill increased exponentially each time, that is. (With every compatibility patch I made, someone would inevitably ask me to make it compatible with one or more *other* mods/compatibility patches.)

Q) Will you teach me how to make a compatibility patch myself, then?
A) I'm afraid this is another thing I simply don't have time for. I highly recommend looking at the FNVEdit Training Manual (http://www.nexusmods.com/newvegas/mods/38413), however; it should tell you exactly what you need to know, and do a better job of it than I could, I'm sure. FNVEdit may look intimidating at first, but creating compatibility patches with it is (in most cases) much easier than using the GECK, once you learn the basics.

Q) What do I do with the file I downloaded? It's an unknown file type/I don't know what to do with 7z files.
A) You need a program like 7-zip (http://www.7-zip.org) or WinRAR (http://www.rarlab.com) to open the file you downloaded. After you have that, follow the installation instructions above.

Q) Why am I seeing 3D exclamation points, flashing/swapping textures and/or missing texture notifications instead of items from the WMX-DM mod?
A) This happens when the game can't find the meshes and/or textures it's looking for; in this case that means that WMX-DM wasn't installed correctly. Along with the WMX-DeadMoney.esp file, you also need to place the [meshes] and [textures] directories from the WMX-DLC.7z archive file into your \Steam\steamapps\common\fallout new vegas\Data\ directory. Click on 'Yes To All' if a window pops up asking you if you want to replace files and folders (you won't lose anything). Also (in the case of texture issues - not missing mesh issues) make sure you've followed the ArchiveInvalidation part of the Installation Instructions above - on the outside chance that this is the cause.

Q) I'm seeing floating revolver speedloaders, laser sights not switching on, strange behaviour with heavy weapons and their backpacks, etc. Is this caused by WMX?
A) No. In my experience (and in the reports I've had from users) this has been linked to the Pip-Boy Readius mod - and it will happen whether WMX is present or not. To make it really clear, this is not a compatibility issue between WMX and Readius; it is (unfortunately) an issue with Readius itself.

Q) Will you tell me how to cheat to get the weapon mods so I don't have to go looking for them?
A) There are console commands to give your character any items you want; and with a bit of research I'm sure you'll work it out. I'm not going to actively help people to cheat at my mod though: it goes against the intended design of the mod.

Q) Fallout New Vegas is crashing/stalling on startup. What's wrong?
A) This usually happens if an active plugin cannot 'find' the esm/esp file/s it is dependent on - usually because these 'master' files are absent/renamed/loading after the active plugin. Specific to this mod, WMX-DeadMoney.esp must load *after* WeaponModsExpanded.esp, and WeaponModsExpanded.esp cannot be renamed.

Q) Why is the game crashing to desktop when I interact with this weapon, after uninstalling WMX-DM?
A) This happens if WMX-DM was not uninstalled correctly. Be sure to follow the uninstallation instructions above closely.

Q) Can you tell me where to find the new holotapes that unlock WMX-DM weapon mods for purchase from the Sierra Madre vending machines?
A) (SPOILER WARNING) 'Automatic Rifle - Extended Mags' is in one of the offices in the Sierra Madre Casino. 'Automatic Rifle - Recoil Compensator' is in Salida del Sol North - Campanas del Sol specifically - in the downstairs area of a building (along with a skeleton on a bench). 'Cosmic Knife - Radiation Bombardment' is in the Ruined Cafe in Puesta del Sol South.

===============
6. SAVE GAMES
===============

- Activating or de-activating this mod should not have any negative effects on your existing save game/s (provided the instructions in this readme are followed) - but as always, it is good practice to keep backups.
- Follow the Uninstallation instructions above if you wish to deactivate this mod. Trust me. This is important.

============================
7. CONFLICTS / KNOWN ISSUES
============================

- These points are in addition to those covered in the main WMX readme.

- WMX-DM is not compatible with other mods that alter modification (with weapon mods) of vanilla weapons in Dead Money. Such mods will need to be uninstalled before installing WMX-DM.

- Mods that directly edit vanilla Dead Money weapons will conflict with WMX-DM. Compatibility patches are usually required in these cases. (Though in a pinch you might get away with just loading WMX-DM after the conflicting mod.)

- Following the 'Automatic Merged Patch Creation' part of the installation instructions (see above) will minimise conflicts between WMX-DM and other mods (depending on the specific mod, as always). It is very strongly recommended.

================================
8. CREDITS
================================

- Dead Money by Obsidian Entertainment.

- Please see the main WMX readme for a full list of credits.

==========================
9. MODDER'S RESOURCE INFO
==========================

- Please ask my permission before releasing mods that alter, are based on, or use assets from WMX or its add-ons (including this one).

- Please do not re-upload WMX (or its add-ons) anywhere without first asking my permission.

==========================
10. CONTACT INFORMATION
==========================

My e-mail address is [email protected]

=========================
11. LEGAL STUFF/ DISCLAIMER
=========================

By downloading and using this modification, you agree that the author of the modification cannot be held responsible for any damage to software or hardware directly or indirectly caused by the aforementioned modification. Use at your own risk, basically.

=================
12. VERSION HISTORY
=================

Version 1.0.5 (28-01-14)
- WMX-DM is now included in the WMX-DLC package.
- Weapon mods are no longer given the 'MOD:' prefix by WMX and will instead use Project Nevada's automatic item sorting system (if PN is installed).
- Weapon mod description clarification: "Increases condition" changed to "Increases durability".

Version 1.0.4 (26-10-11)
- Implemented weapon mods for melee and unarmed weapons in Dead Money.
- The 'Holorifle Adv. Calibration' and 'Holorifle Focus Optics' weapon mods now have a visible effect on the Holorifle when attached.
- Fixed various vanilla bugs related to the Holorifle.
- Added new 'Knife Spear Super-Heated' weapon.
- Added Pip-Boy note listing weapons and weapon mods in WMX-DM.

Version 1.0.3 (06-09-11)
- Behind-the-scenes changes in aid of compatibility with WMX v1.1.

Version 1.0.2 (08-07-11)
- Weapon Repair Kits are no longer selectable in the repair menu for weapons, as the vanilla bug that made this necessary appears to have been fixed.

Version 1.0.1 (02-04-11)
- Added dedicated 'Vending Machine Code' notes for the two Automatic Rifle weapon mods added by WMX-DeadMoney and placed them in the game-world (rather than all recipes for Automatic Rifle weapon mods being unlocked by the one vending machine code, as before).
- Behind-the-scenes change to how Mojave Wasteland vendors stock the Automatic Rifle and Police Pistol; should be more reliable now.
- Vanilla bugfix: gave the 'Vending Machine Code - "Hologram Rifle - Advanced Calibration"' note the correct description (it now says that the weapon mod decreases spread, rather than saying it increases damage, as before).

Version 1.0 (26-02-11)
- Initial public release.

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antistar