Fallout New Vegas

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Exposure

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Lad09

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About this mod

How about you just enter the page and go read the description, it\'ll only take a minute of your time.

Permissions and credits
NOTE: Due to me losing a lot of interest in New Vegas, any further development for 1.3+ is on hold for now. I'll probably come back once all the DLCs come about, but for now, New Vegas doesn't really hold my interest anymore.


I will only say this once, and ignore all posts that ignore this. I will only answer complaints at http://www.fooknv.com/forum/showthread.php?t=4937 that thread. I am not going to answer complaints here, I can manage things easier at the forum.

EDIT: No longer part of nVamp.

Name: Superior Firepower
Version: 1.05
First Release Date: 11/09/2010 (That's November 9th, 2010 before anyone gets confused.)
Category: Gameplay Effects and Changes
Author(s): Exposure (FOokunity forum name)
Source: New Vegas Nexus OR Gamespy
Forum: www.fooknv.com

Description
===========
Superior Firepower is exactly what it says on the tin, gives you(and your enemies) the superior firepower this game should have had.


Details
=======
This mod modifies the weapons in the following ways:

Superior Firepower - Energy Weaponry: Makes SEC weapons ignore 6DT, MFC weapons ignore 10 DT, ECP weapons ignore 12 DT, and Microfusion Breeder weapons ignore 15 DT. Why? Cause otherwise those weapons are about as useful as dirt. Also, because that means they're still functioning minature nuclear power plants.

Superior Firepower- Alternate Energy Weapons, same values, just that ECP ignore 6DT, SEC ignore 10DT, MFC ignore 12DT, with MFB still ignoring 15DT.

Superior Firepower - Kinetic Weaponry: 5.56 and 5mm ammo ignores 5DT. 4570 ammo ignores 2.50 DT. .308, .50BMG and 12x7mm ammo ignores 5DT as well. 9mm and .357 ammo ignore 1 DT.

Superior Firepower (BETA) - Explosive Weaponry: Alters 40mm, 25mm, and Missile Weaponry. Adds a new 40mm grenade type, and two grenades. Fat Man is now more powerful cause Obsidian nerfed the hell out of it.

Types are normal, Shaped Charge, Pulse, and Plasma
Normal explosives suffer from DT increases. For a reason I somehow compeletely forgot.
Shaped Charge explosives negate DT by 12.
Pulse explosives affect robots.
Plasma explosives negate DT by 6.
(All High Explosive ammo types have been changed to Shaped Charge ammo.)

Item codes for the new ammo and grenades are the following:
xx002D46 - 40mm Grenade Shaped Charge
xx0035E0 - 40mm Greanade Plasma
xx0035EB - 40mm Grenade Pulse
xx0035E5 - 25mm Grenade Plasma
xx0035EE - 25mm Grenade Pulse
xx0035E8 - Plasma Missile
xx0035F5 - Pulse Missile
xx0035F1 - Pulse Bomb(MININUKe subtype)
xx14DDDF - Stun Grenades
xx12701F - Gas Grenades


Superior Firepower - Misc Changes: All weapons renamed to either fit it with Fallout Lore, FOOK Lore, or their real life weaponry.

Superior Firepower - Unique Weaponry: That Gun renamed to .308 Pistol(It is essentially a sawned off hunting rifle), does 38 damage. Lucky now does uber damage on a critical, but aside from sneak attack critical(in which the GECK is confusing me, since it seems to be telling me sneak attack criticals aren't sure since the DPS value with it was very low.) Gobi has twice the condition since it survived the Gobi campaign, etc.

Superior Firepower - Factional Changes: Currently boosts the NCR and Legion. Legion weapons are slightly more varied, but troopers can now access more than one weapon.

Superior Firepower - Leveled Lists Fix: DO NOT USE. Thanks to me having to use Google, (People, you can PM me that it was wrong. I would have thanked you for it), turns out I completely misunderstood the purpose of it. 0 does let it work perfectly. What my value did is ruin anybody who was using an increased level cap mod, since it'll only calculate fine from 1 - 30.



Superior Firepower - New Weaponry: Exactly what it says on the tin, new weapons.

The *insert skill here* Weaponry .esps also come in Lesser, which have half the DT ignoring abilites, and Greater, which have 1.5 times the DT Ignoring abilites.

Install
=======
1. Extract the files to a temporary location.
2. Examine the folder structure and make corrections where necessary.
3. Copy files to (install folder)\Fallout New Vegas\Data\
3a. Either extract the meshes and textures folder into (install folder)\Fallout New Vegas\Data\ or Put the Data folder in just (install folder)\Fallout New Vegas
4b. Start NVMM, check .esp files.

Uninstall
=========
1a. Start New Vegas Launcher, click Data Files, uncheck the .esp file(s).
1b. Start NVMM, uncheck the .esp files.
2. Delete the .esps associated with this mod.


History
=======
1.05 12/24/2010 - New unique weapon added, you can find it at The Fort. Where in the fort? Only things Im telling you is that its not with Caesar, not an Arena reward and not in a container. Go search.
1.04 11/26/2010 - Factional Changes, Leveled List Fix esps added.
1.03 11/15/2010 - Plasma, Shaped Charge/High Explosive, and Pulse types have been added to 40mm, 25mm, and Missiles. New Fat Man ammo type called Pulse Bomb, less destructive, but severely affects robots.
Gas and Stun greandes should work better without the bug now. Explosives.esp moved to beta status.
1.02a 11/13/2010 - One 40mm grenade and two normal greande types added.
1.02 11/12/2010 - Misc Changes now includes about every weapon that has a real life counterpart, more Unique Weaponry changed. ALPHA Explosive Weaponry .esp added, it's an alpha, so its incomplete currently.
1.01, 11/09/2010 - Unique Weaponry .esp added
1.0, 11/09/2010 - Initial release.


Possible Incompatibilities
==========================
Any mod that edits the ammo effects, vanilla ammos, with Misc Changes, the weaponry names, or unique weapons will conflict with this mod. It won't crash, but depending on the load order you won't see either the effects of the other mod or this mod.

If in doubt, use FNVEdit and check for conflicts. What's the URl to it you may ask? Go search for it on the New Vegas Nexus, I'm not helping you with everything.

KNOWN BUGS
==========
40mm normal ammo doesn't work when fired - Can anybody else confirm this?

Ammo effects: Due to the limited amount of space the PipBoy can show
for ammo effects, if there's a bit too many, it'll still be in effect, but the
Pipboy will be unable to show it. The only way to fix this would be to go
through every possible effect and change the name it displays in the pipboy.
Not a major priority for me since the effects are detailed here and in the readme.

Contact
=======
You can find me on the the FOOKNV forums under the ID Exposure. And yes, ONLY the FOOKNV forums, why?
Because the ones who go there after reading this or the description page will be the ones I listen to cause they actually bothered reading that or this before complaining.

Credits
=======
Thanks to Obsidian for creating New Vegas
Thanks to the New Vegas Nexus and Plant Fallout for hosting this file.
Thanks to LHammonds for the Readme Generator this file was based on cause I can't think of readmes on my own.
Thanks to the mighty overlord LinkesAuge for making the mod subforums on FOOKunity.
Thanks to Lord Simpson for the Alternate Energy Weapons ideas AND Explsoives ideas.
Special thanks to Justinw42291 for his mod, as i wouldn't have figured out how to do it as soon as I did.
Thanks to WangChangZhang for helping me with the Factional Changes.esp
Thanks to Jonnyyeah for the Thermic Trident mesh and texture.