Fallout New Vegas

Below is a duplicate of the readme for WMX-GunRunnersArsenal, 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.

Extra note on WMX-GRA: I recommend against using mods that remove the (GRA) tags from Gun Runners' Arsenal weapons and weapon mods alongside WMX-GRA. Doing so will mean that you can't tell standard and GRA versions of certain weapons apart, leading to much confusion since with WMX-GRA installed they generally accept different weapon mods.

Original readme follows:



Fallout New Vegas:

==================
Weapon Mods Expanded - Gun Runners' Arsenal Add-on

Version: 1.0.2
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
===============

Alright kid, look: the Gun Runners are a powerful bunch. They make the guns - you see? So if they want to come out with new versions of guns they already make - and new weapon mods that only work on these new versions - well who's gonna stop 'em? These 'GRA' (graargh!) weapons, yeah... some of them won't take the old weapon mods you're used to - the ones that work on the old versions of the weapons - and some will. No hard and fast rule to it. Don't worry though; I've written it out for you. Just check out the list below.

Oh - one more thing. With some technical know-how you can slap some of these weapon mods down on a workbench and convert them from a GRA version into a standard version - or vice-versa. Keep that in mind.


***Key***

* = GRA weapon mod
+ = WMX weapon mod (or existing one newly applied)


12.7mm Submachine Gun (GRA)
* 12.7mm SMG Laser Sight - Decreases spread.
* 12.7mm SMG Stacked Mags - Increases ammunition capacity (+6).
* 12.7mm SMG Suppressor - Silences the weapon.

25mm Grenade APW (GRA)
* 25mm G. APW Ext. Mags - Increases ammunition capacity (+2).
* 25mm G. APW Long Barrel - Increases projectile velocity (+100%).
* 25mm G. APW Upgraded Int. - Increases rate of fire.

5.56mm Pistol (GRA)
+ .223 Pistol Long Barrel - Increases damage (+15%).
+ Laser Sight - Decreases spread.
+ Small Handgun Scope - Adds short-range scope.

Anti-Materiel Rifle (GRA)
* Anti-Mat. Rifle CF Parts - Decreases weight (-7).
* Anti-Mat. Rifle Custom Bolt - Increases rate of fire.
* Anti-Mat. Rifle Suppressor - Reduces weapon noise.

Assault Carbine (GRA)
* Assault Carb. Ext. Mags - Increases ammunition capacity (+6).
* Assault Carb. Forged Receiver - Increases durability (+33%).
* Assault Carb. Light Bolt - Increases rate of fire.

Baseball Bat (GRA)
* Baseball Bat Cork Core - Increases attack speed.
* Baseball Bat Maple Body - Increases durability (+50%).
* Baseball Bat Nails - Increases damage (+25%).

Battle Rifle (GRA)
+ Battle Rifle Composite Stock - Decreases weight (-5).
+ Battle Rifle Long Barrel - Decreases spread.
+ Battle Rifle Scope - Adds long-range scope.

Bozar (GRA)
+ Light MG Expanded Drums - Increases ammunition capacity (+110).
+ Light MG Improved Rifling - Increases damage (+15%).
+ Light MG Recoil Comp. - Decreases spread.

Chainsaw (GRA)
* Chainsaw Alloy Frame - Decreases weight (-8).
* Chainsaw Carbide Chain - Increases durability (+50%).
* Chainsaw Sharpened Teeth - Increases damage (+20%).

Cleansing Flame (GRA)
+ Flamer Expanded Tanks - Increases ammunition capacity (+60).
+ Flamer High Pressure Fuel System - Increases rate of fire.
+ Reinforced Fuel Hoses - Increases durability (+50%).

Embrace of the Mantis King! (GRA)
+ Mantis Gauntlet Laminated Carapace - Increases durability (+50%).
+ Padded Glove Insert - Increases attack speed.
+ Universal Sharpener - Increases damage (+10%).

Fat Man (GRA) / Esther (GRA)
+ Fat Man Increased Pressure - Increases range (+25%).
+ Fat Man Internal Wiring - Increases durability (+50%).
+ Fat Man Little Boy Kit - Decreases weight (50%).

Gehenna (GRA)
+ Shishkebab Silicone Grip - Increases attack speed.
+ Shishkebab Tempered Blade - Increases durability (+50%).
+ Universal Sharpener Deluxe - Increases damage (+10%).

Hunting Revolver (GRA)
* Hunting Rev. 6-Shot Cylinder - Increases ammunition capacity (+1).
* Hunting Rev. Match Barrel - Decreases spread.
* Hunting Rev. Night Scope -  Adds a close to mid range night scope.

Katana (GRA)
* Katana Authentic Blade - Increases damage (+20%).
* Katana Balanced Grip - Increases attack speed.
* Katana Protective Sheath - Increases durability (+50%).

Laser Pistol (GRA)
* Laser Pistol Combat Sights - Adds usable iron sights.
* Laser Pistol Focus Optics - Increases damage (+25%).
* Laser Pistol Recycler - Replenishes ammunition (1/4 shots).

Li'l Devil (GRA)
+ 12.7mm Pistol Extended Mags - Increases ammunition capacity (+3).
+ 12.7mm Pistol Silencer - Silences the weapon.
+ Laser Sight - Decreases spread, adds laser sight effect.

Medicine Stick (GRA)
+ Brush Gun Forged Receiver - Increases durability (+50%).
+ Brush Gun Long Tube - Increases ammunition capacity (+2).
+ Lever Carbine Scope - Adds mid-range scope.

MF Hyperbreeder Alpha (GRA)
+ Laser Recycler - Increases ammo regen. rate.
+ Recharger Experimental Core - Increases ammunition capacity (+5).
+ Recharger Supercharger Coil - Increases damage (+15%).

Nuka-Breaker (GRA)
+ Barbed Wire Bundle - Increases damage (+10%).
+ Rebar Club Reinforcing Rods - Increases durability (+50%).
+ Rebar Club Silicone Grip - Increases attack speed.

Paciencia (GRA)
+ Hunting Rifle Custom Action - Increases rate of fire.
+ Hunting Rifle Extended Mag - Increases ammunition capacity (+5).
+ Hunting Rifle Scope - Adds long-range scope.

Plasma Defender (GRA)
* Plasma Def. Hi-Cap Terminal - Increases ammunition capacity (+32).
* Plasma Def. Scope - Adds short-range scope.
* Plasma Def. Sheath Stabilizer - Decreases spread.

Plasma Pistol (GRA)
* Plas. Pistol Hi-Energy Ionizer - Increases damage (+20%).
* Plas. Pistol Mag. Accelerator - Increases speed of plasma projectile.
* Plas. Pistol Recycler - Replenishes ammunition (1/4 shots).

Power Fist (GRA) / Greased Lightning (GRA)
* Power Fist Chromed Tubes - Increases durability (+100%).
* Power Fist Hi-Cap Valves - Increases damage (+20%).
* Power Fist Ported Chambers - Increases attack speed.

Ripper (GRA)
* Ripper Carbide Chain - Increases durability (+50%).
* Ripper Sharpened Teeth - Increases damage (+20%).
+ Ripper High-Speed Motor - Increases attack speed.

Sleepytyme (GRA)
+ 10mm SMG Extended Mags - Increases ammunition capacity (+10).
+ 10mm SMG Light Bolt - Increases rate of fire.
+ 10mm SMG Recoil Comp. - Decreases spread.

Sprtel-Wood 9700 (GRA)
+ Embedded Laser Sight - Decreases spread.
+ Gat. Laser CF Frame: Decreases weight (50%).
+ Gat. Laser Focus Optics - Increases damage (+30%).

The Smitty Special (GRA)
+ Embedded Laser Sight - Decreases spread.
+ Plasma Caster HS Electrode - Increases rate of fire.
+ Plasma Caster Improved Parts - Increases durability (+50%).

Tri-beam Laser Rifle (GRA)
* Tri-beam LR Focus Optics - Increases damage (+13%).
* Tri-beam LR HD Caps - Increases durability (+200%).
* Tri-beam LR Hi-Cap Terminal - Increases ammunition capacity (+24).

Two-Step Goodbye (GRA)
+ Ballistic Fist Chromed Barrels - Increases durability (+50%).
+ Ballistic Fist 'Hydra' Config. - Increases damage (+10%).
+ Padded Glove Insert - Increases attack speed.



***Crafting Recipes (Workbench)***

MOD Conversion: [Weapon Mod] - GRA to Standard*
- Requires: 25 Repair
- Ingredients:
---- GRA Weapon Mod (1)

MOD Conversion: [Weapon Mod] - Standard to GRA*
- Requires: 25 Repair
- Ingredients:
---- Standard Weapon Mod (1)

*Any 'standard' (non-GRA) weapon mod that has a GRA equivalent (or vice-versa) can be converted into its equivalent at a workbench.

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

- Fallout New Vegas
- Gun Runners' Arsenal
- 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-GunRunnersArsenal.esp.

- Ensure that WMX-GunRunnersArsenal.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-GRA that are currently attached to weapons (only leave ones you are absolutely certain are not from WMX-GRA). 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-GRA 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 GRA weapons into account if you have WMX-GRA running.

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

- Automatic: In FOMM/NMM, deactivate and delete the WMX-GRA 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-GunRunnersArsenal.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-GRA 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:

- As noted in the Description section, WMX-GRA allows you to convert a GRA weapon mod into its 'standard' (WMX or vanilla) counterpart - and vice-versa - via workbench recipes. (Obviously this is only in the case of there actually being a relevant duplicate.) To support this feature, several GRA weapon mods had their prices changed to match that of their standard counterparts (avoids potential exploitation by converting a cheaper weapon mod into a more expensive one).

- Also to support the above weapon mod conversion, some GRA weapon mods had their names slightly changed (notably some Chainsaw and Ripper weapon mods). Their effects remain the same, however.

- Some of the new modified variants of GRA weapons (e.g. the Anti-Materiel Rifle (GRA)) had their appearance changed to that of their WMX equivalents. This was done in order to automatically take advantage of the improved appearance of those weapons granted by WMX-WRP (rather than conflicting horribly with said add-on, which was the alternative), and also to circumvent several errors present in the GRA variants. It was only done in the cases where the GRA asset very closely resembled the WMX asset.

- Fat Man (vanilla version) can now fire all the new Mini-Nuke variants added by GRA.

- Medicine Stick (GRA) no longer has a 'Long Tube' by default, and so has an ammo capacity of 6 rather than 8. It can be modified with a 'Brush Gun Long Tube' weapon mod though; same as the standard Brush Gun.

- Sleepytyme (GRA) no longer has an extended magazine by default, to support it receiving the same weapon mods as the standard 10mm SMG.

- Like its standard equivalent, Hunting Revolver (GRA) is no longer scoped by default. It can now receive a night scope weapon mod, however.

- WMX-GRA also contains numerous fixes for visual bugs in GRA weapon meshes and textures.

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

Q) Can't you remove things from WMX and/or GRA to eliminate any redundancies introduced by GRA?
A) No; this would be messy - particularly when it comes to existing save-games and compatibility with other mods (and other WMX add-ons, even). I'm also not a fan of taking things away from the player, generally. The worst you'll see in terms of redundant duplicates are just that: duplicates - you may as well use one as the other. It is mildly unfortunate that Obsidian implemented things the way they did in GRA, but it's not that big a deal, really; especially with the weapon mod conversion recipes added by WMX-GRA. (See the Description and Playing the mod sections above for more information on that.)

Q) Could you remove the (GRA) tags from items, at least?
A) No, these need to stay in order to (for example) differentiate between items that would otherwise have the same name but be different from one another. It would be very confusing.

Q) Can't I persuade you to just do what I want anyway?
A) No.

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 'Gun Runners' Arsenal' - or can it be made to do so?
A) No. It is useless without Gun Runners' Arsenal.

Q) Can I criticise you for implementing something in WMX-GRA 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 GRA weapons. Try loading WMX-GRA near (or at) the bottom of your load order.

Q) I'm having problems with 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-GRA 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-GRA 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 GRA weapons? Are they compatible with WMX-GRA?
A) They will always work (technically speaking), but may result in weapons that have their textures changed by WMX-GRA 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-GRA 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-GRA 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-GRA wasn't installed correctly. Along with the WMX-GunRunnersArsenal.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) 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-GunRunnersArsenal.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-GRA?
A) This happens if WMX-GRA was not uninstalled correctly. Be sure to follow the uninstallation instructions above closely.

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

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

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

- Not an issue really, but note that an icon made during WMX-GRA's development but not actually used has been left in the mod package. It's just there if anyone wants it for something.

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

- Gun Runners' Arsenal 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 1.0.2 (28-01-14)
- WMX-GRA is now included in the WMX-DLC package.
- Tweaks and improvements to Tri-beam Laser Rifle (GRA) meshes by MadCat221 (including improved iron-sights).
- Some weapons now use their higher-res '1stperson' textures in 3rd-person as well; this is so that WMX-WRP can change their appearance without requiring an extra plugin just for WMX-GRA.
- 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).
- The above point also fixes the 'MOD: MOD:' prefix problem when using PN's item sorting system.
- Weapon mod description clarification: "Increases condition" changed to "Increases durability".
- Removed unused Bozar-specific weapon mods. (These were leftovers from WMX-GRA's development and never found in-game anywhere. Just cleaning up here.)

Version 1.0.1 (22-10-11)
- Added Pip-Boy note listing weapons and weapon mods in WMX-GRA.
- Fixed iron-sight alignment on Medicine Stick and variants.

Version 1.0 (18-10-11)
- Initial public release.

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antistar