Fallout New Vegas

Below is a duplicate of the readme for WMX-OldWorldBlues, 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 - Old World Blues Add-on

Version: 1.0.3
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 - Old World Blues (WMX-OWB) is an optional add-on for Weapon Mods Expanded (WMX) that expands on the weapon modding possibilities in the official Fallout New Vegas DLC 'Old World Blues'. It gives the new weapons in Old World Blues (OWB) the maximum of three applicable weapon mods.

Here is a list of weapons and weapon mods covered by WMX-OWB:


***Key***

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


Elijah's Jury-Rigged Tesla Cannon
+ Tesla Cannon Improved Shielding - Increases durability (+50%).
+ Tesla Cannon Internal Battery - Doubles ammunition capacity.    
+ Tesla Cannon Scope - Adds medium-range scope.

Christine's COS Rifle
+ Sniper Rifle Carbon Fiber Parts - Decreases weight (-5).
+ Sniper Rifle Extended Mags - Increases ammunition capacity (+5).
+ Sniper Rifle Suppressor - Reduces weapon noise.

K9000 Cyberdog Gun / FIDO
* K9000 Mentat Chow - Increases rate of fire.
* K9000 Resla Roil - Increases damage (+10%).
+ K9000 Anti-Grav Woofers - Decreases weight (-7).

LAER / Elijah's Advanced LAER
* LAER Auxiliary Recharger Chip - Replenishes ammo (1/4 shots).
* LAER Prismatic Lens - Creates two beams that together do increased damage (+30%).
+ LAER Extra Bulbs - Increases durability (+100%).

Corrosive Glove
+ Padded Glove Insert - Increases attack speed.
+ Scientist Glove Catalyst Solution - Increases damage (+10%).
+ Scientist Glove Preservative Coating - Increases durability (+50%).

Proton Axe / Protonic Inversal Axe
+ Proton Axe Bigger Thing - Bigger means more damage (+10%).
+ Proton Axe Crystal Whosiwhatsit - Increases attack speed somehow.
+ Proton Axe Improved Doodad - Increases durability, apparently (+50%).

Saturnite Fist
+ Padded Glove Insert - Increases attack speed.
+ Power Fist Tenderiser Plate - Increases damage (+10%).
+ Power-Glove Surge Protector - Increases durability (+50%).

Saturnite Fist Super-Heated
+ Padded Glove Insert - Increases attack speed.
+ Power Fist Tenderiser Plate - Increases damage (+10%).
+ Power-Glove Surge Protector - Increases durability (+50%).

Scientist Glove / Dr. Klein's Glove / Dr. Mobius' Glove
+ Padded Glove Insert - Increases attack speed.
+ Scientist Glove Catalyst Solution - Increases damage (+10%).
+ Scientist Glove Preservative Coating - Increases durability (+50%).

Sterilizer Glove
+ Padded Glove Insert - Increases attack speed.
+ Scientist Glove Catalyst Solution - Increases damage (+10%).
+ Scientist Glove Preservative Coating - Increases durability (+50%).

X-2 Antenna
+ X-series Antenna Silicone Grip - Increases attack speed.
+ X-series Antenna Supercharger - Increases damage (+10%).
+ X-series Antenna Surge Protector - Increases durability (+50%).



***Crafting Recipes (Workbench)***

X-series Antenna Silicone Grip
- Requires: 60 Repair
- Ingredients:
---- Scalpel (1)
---- Scissors (1)
---- Silicone Rubber Block (1)
---- Wonderglue (1)

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

- Fallout New Vegas
- Old World Blues
- WMX v1.1 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-OldWorldBlues.esp.

- Ensure that WMX-OldWorldBlues.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-OWB that are currently attached to weapons (only leave ones you are absolutely certain are not from WMX-OWB). Then simply uninstall as normal. The alternative to using The Weapon Mod Menu is to follow the old-style WMX uninstall process detailed below:


IMPORTANT: Ideally, you should only uninstall WMX-OWB 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 Old World Blues weapons into account if you have WMX-OWB running.

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

- 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-OldWorldBlues.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-OWB 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 added by WMX-OWB are found in a similar way to existing weapon mods in Old World Blues. That is to say that schematics for those weapon mods are found on holotapes, which unlock the weapon mods for purchase from the Sink Central Intelligence Unit. You should be able to find them through exploring the Big MT, but hints - and outright spoilers - on where to find them can be found in the FAQ, below.

- 'Christine's COS Silencer Rifle' is no longer silenced by default, and has been renamed 'Christine's COS Rifle' to account for this. Christine *did* have a Sniper Rifle Suppressor with her, however, and if you look around the places she visited in the Big MT, you might find it. (This weapon now accepts the same weapon mods as the standard Sniper Rifle.)

- The unique weapons 'Christine's COS Rifle' and 'Elijah's Advanced LAER' do not have a unique appearance, by default. WMX-OWB changes that.

- By default, the existing weapon mods in OWB do not change the appearance of the weapons they're applied to. WMX-OWB also changes that - for *most* of the weapon mods.

- WMX-OWB gives the Sink Central Intelligence Unit a wide selection of vanilla and WMX-added weapon mods to sell. (Handled separately to the CIU's existing vendor inventory; it should not conflict with other mods that alter the CIU's vendor inventory in some way.)

- WMX-OWB does not give the Sonic Emitter any weapon mods, due to the way this weapon was implemented by Obsidian. Any weapon mods attached to the Sonic Emitter would be lost when switching between sound samples for the weapon. The game is actually taking the weapon away and giving the player a new one when this happens. (You could also think of the different sound samples for the weapon as weapon mods themselves; just handled differently to normal weapon mods.)

- Any weapon mods attached to the K9000 Cyberdog Gun will be destroyed when converting it to the unique 'FIDO' version (this is a bug in the base game). Using The Weapon Mod Menu (http://www.nexusmods.com/newvegas/mods/44515) to remove those attached weapon mods first is highly recommended.

- WMX-OWB contains visual fixes for the following OWB weapons:
--- Elijah's Jury-Rigged Tesla Cannon
--- LAER / Elijah's Advanced LAER
--- Proton Axe
--- Proton Throwing Axe
--- Protonic Inversal Axe
--- Protonic Inversal Throwing Axe
--- Sonic Emitter (all variants)
--- X-2 Antenna

===============
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 'Old World Blues' - or can it be made to do so?
A) No. It is useless without Old World Blues.

Q) Can I criticise you for implementing something in WMX-OWB 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) But how are speakers supposed to make the K9000 weigh less?
A) The K9000 Anti-Grav Woofers are not speakers: they're mysterious devices (powered by SCIENCE!) that were nicknamed 'woofers' because they resemble speakers - and to maintain the dog theme.

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 Old World Blues weapons. Try loading WMX-OWB near (or at) the bottom of your load order.

Q) Does WMX-OWB add any of the new weapons to the Mojave Wasteland proper?
A) No; the new weapons in OWB are fairly closely tied to the setting in OWB. It wouldn't make sense to find them outside the Big MT (in my opinion).

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-OWB 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-OWB 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 Old World Blues weapons? Are they compatible with WMX-OWB?
A) They will always work (technically speaking), but may result in weapons that have their textures changed by WMX-OWB 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-OWB 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.newvegasnexus.com/downloads/file.php?id=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-OWB 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-OWB wasn't installed correctly. Along with the WMX-OldWorldBlues.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-OldWorldBlues.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-OWB?
A) This happens if WMX-OWB was not uninstalled correctly. Be sure to follow the uninstallation instructions above closely.


Q) Can you give me a hint on where to find the holotapes for the new weapon mods added by WMX?
A) (Mild spoiler warning.) Here are separate hints for each new weapon mod:

- K9000 Anti-Grav Woofers - Found in the same facility you get the vanilla K9000 weapon mod schematics from.
- LAER Extra Bulbs - Found in a place Elijah spent some time.
- Proton Axe Bigger Thing - Found near a certain collectible souvenir.
- Proton Axe Crystal Whosiwhatsit - Found in a place with holograms.
- Proton Axe Improved Doodad - Found near a shrine to an angry appliance.
- Scientist Glove Catalyst Solution - Found in a place that used to belong to Mobius.
- Scientist Glove Preservative Coating - Found somewhere devoted to medicine.
- X-series Antenna Supercharger - Found in a place that used to belong to Dr. 8.
- X-series Antenna Surge Protector - Found in the same complex as the X-2 Antenna itself.


Q) Can you outright spoil where I can find the holotapes for the new weapon mods added by WMX?
A) (MAJOR SPOILER WARNING.) Here are the locations, listed by weapon mod:

- K9000 Anti-Grav Woofers - Found in the X-13 Testing Facility, on a bench to the right of the door to Stealth Test Area #1.
- LAER Extra Bulbs - Found at Elijah's Watch, sitting on top of some radio equipment.
- Proton Axe Bigger Thing - Found in the X-17 Meteorological Station, on a desk in the raised office at the centre of the building.
- Proton Axe Crystal Whosiwhatsit - Found in Z-38 Lightwave Dynamics Research, on a table downstairs.
- Proton Axe Improved Doodad - Found in the Cuckoo's Nest, on a cinder block across from the entrance.
- Scientist Glove Catalyst Solution - Found in the Think Tank, in Dr. Mobius' old quarters (on the floor, behind a footlocker).
- Scientist Glove Preservative Coating - Found in the Y-17 medical facility, upstairs, on a desk next to a computer terminal.
- X-series Antenna Supercharger - Found in House #108 in Higgs Village, sitting on some radio equipment at the foot of the stairs.
- X-series Antenna Surge Protector - Found in the X-2 Transmitter Antenna Array, on a workbench.

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

- As noted in the Playing The Mod section, any weapon mods attached to the K9000 Cyberdog Gun will be lost when converting it to the unique 'FIDO' version. Using The Weapon Mod Menu (http://www.nexusmods.com/newvegas/mods/44515) to remove those attached weapon mods first is highly recommended.

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

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

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

- Old World Blues by Obsidian Entertainment.

- Fixes and improvements to base LAER mesh and textures by MadCat.

- Everything else by Antistar.

- 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 1.0.3 (28-01-14)
- WMX-OWB 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 1.0.2 (03-11-11)
- Implemented weapon mods for melee and unarmed weapons in Old World Blues.
- Added Pip-Boy note listing weapons and weapon mods in WMX-OWB.
- Sink Central Intelligence Unit now also sells a selection of WMX melee weapon mods.

Version 1.0.1 (06-09-11)
- Behind-the-scenes changes in aid of compatibility with WMX v1.1.

Version 1.0 (30-07-11)
- Initial public release.

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antistar