Fallout New Vegas

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AG Supplementary Unique Weapons 3.1 for New Vegas
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Profanity warning: This mod contains profanity. No more than what you'd find in New Vegas itself, however.

IF THIS MOD DOES NOT WORK: Make sure Fallout has been patched with the most recent official files. Use of a merged patch is highly recommended.

This mod adds new unique weapons to the wasteland. The models are all hacked vanilla ones using bits and pieces from other vanilla weapons, as well as some minor texture work for a few of them. Stats are only marginally tweaked from vanilla and have been modified to more closely fit the weapons. I do my best to maintain game balance, keep weapons and notes canon, and not break game immersion whenever possible.

As a gunsmith and firearms enthusiast (and then some) I do my very best to build and modify these weapons for the best overall feel. Bullets can be seen in the magazines and are carefully aligned with the barrels, iron sights are as close to accurate as I can possibly get them, even shell ejection has been closely checked for what makes the most sense to the weapon. New bullet casings have been created where necessary and real world inspiration has played a huge role in the creation of this mod. SU is an extension of this undying passion of mine, countless hours have gone into trying to make the best possible experience that I am able to achieve with each of these weapons.

Included are:
LOTS of new guns (up to a grand total of 136!) Something for everyone!
New dry-fire sounds for nearly all of the included weapons, taken from real recordings (don't worry enthusiasts, the guns were treated well when doing this.)
Mad amounts of weapon modding capabilities! Every last added weapon (excluding optional replacers) has three mod options available.
Very liberal use of vanilla modkits to keep this mod as friendly with other weapon mods as possible! Only a few unique new kits have been added. Use of a New Vegas mod that allows modkit crafting is highly recommended.

PISTOLS
.357 Match Revolver (Dead Money)
10mm Alloy Compact
Alyx (machine pistol)
Alyx .224 (Honest Hearts)
Azure Torment (Honest Hearts)
Bertha
Buckshot Brawler
Calamity
Capitan
Crackshot
Dana
Delta .224 (Honest Hearts)
Delta Comp
Dusty Harriet
Fiend Pistol
Gauss Suppression Pistol
Green Thing
Gryphon
Gyrojet Pistol
Hot Hand (All In One)
Jenny
Little Shootie
Lynx .468
Mouser
Nighthawk
PlasMag Pistol
Pocket Pro (All In One)
Probable Cause
Pulse-O-Matic
Rattler M10 (Honest Hearts)
Rocketboy (Lonesome Road)
Rusty Rattler (Honest Hearts)
Safari Pistol
Silent Six
Static Bomb Pistol (Old World Blues)
Stinger (machine pistol)
Tag! (Honest Hearts)
Target .22 Pistol
The Operator
Tiny Terror (Lonesome Road)
Type-17 (Honest Hearts)
Valerie (All In One)
Wildcat .45 (Honest Hearts)

TWO HAND AUTOMATICS
952 Carbine
Angry Kitten
Apocalypse Green (All In One)
Argon Rifle (Textures for focus optics and scope mod pending, but the rifle is 100% usable!)
Auto Hunter
Auto Whatzit
Bam Bam
Battle Rifle Mk2
Bixie-60
Blockbuster
Bug Stomper
Chinese Marksman Rifle
Crowd Control
Disruptor
Electric Rifle Mark01 (Old World Blues)
Gauss This
Gee-Whiz
Gopher Getter
Gyrojet Rifle
H-BAR Paratrooper (Dead Money)
Headhunter
K-23 Light Machine Gun
Kalashnikillya
Lighter Machine Gun
Madman (Honest Hearts)
Mark 16 Mod.1 (All In One)
Multiplas Prototype
Nail Rail (Lonesome Road)
Office Assistant
Olympia (Gun Runner's Arsenal)
Pelletstorm
Plas-LMG
Predator Carbine
PSW 550
Punter 25 (Gun Runner's Arsenal)
Rail Driver (All In One)
Razor (All In One)
ROAM 510 (Gun Runner's Arsenal)
Rocketman (Lonesome Road)
Sandcat
Sarah
Serenity Assault Cannon
Silens Terminus
Sin Bringer (Dead Money)
SRK-9/10/45/12.7 (All-In-One)
Starcat
Static Rave (Old World Blues)
Stitcher
Thundah!
VIPR-15 Carbine
Whatzit

TWO HAND RIFLES
1895 Carbine
Alaskan Pride (Gun Runner's Arsenal)
Beast 20mm (Dead Money)
Burt
Camp Rifle
Coach
De Little Carbine (Honest Hearts)
Desert 5
Doorman
Field Rifle
Gecko Blaster
Hackengaussen
Hammer .50
Lawn Defender 5000
Matilda
Mayor's Leg (bonus points if you get the gorramed reference.)
Mini-G
Mosquito Launcher
Ol' Sue
Pipe Rifle
Pounder 12
Quail Master
Rat Cannon
Rhino (All In One)
Safari Rifle
Snake Gun
Tactikill
The Jackal
Tribal Doom (Gun Runner's Arsenal)
Winington 1887

TWO HAND HANDLE
Firebolt (All In One)
M-52 Chaingun
MicroGat
Riveter

TWO HAND LAUNCHER
Gemini (All In One)
Goliath (All In One)
MacroGat (Lonesome Road)
Tri-Bang (Lonesome Road)

And a set of Low-Light Binoculars, because it seemed like a fun idea. Uses the default mesh for now as my editing attempt bombed horribly.

New Options:
Lots of alternate meshes available from mixing and matching various DLC's. Take a look!

Texture compatibility with Arenovalis/Millenia's weapon retextures, including ones that change the UV mesh (as of 12/12/11.) Any of his textures which do not also include altered meshes will work with the SU weapons, as well. (2/14/12 update: These meshes are no longer being updated, as many of these weapons now have textures unique to SU.)

Super hi-res textures for the Argon Rifle! Not loaded by default, this is a separate download due to its size.

Survivalist's Rifle--Fixed iron sights, both for the standard rifle and for WME.

Plasma Defender's grip tweaked so it doesn't look like it's meant for a super mutant's hand anymore! As an added bonus I've even updated all of these meshes for Weapon Mod Expansion 1.08 and above.

Model replacements for the hunting shotgun's extended magazine which adds a pair of barrel bands.

Ratslayer mesh which shortens the barrel and makes the suppressor more integral to the weapon.


Not sure you're going to like it? Try before you scavenge! I've included weapon chests in a dev room, accessible in the console via 'coc warehousebathrooms2'. Plenty of modkits and all of the new weapons can be found inside, along with a fair bit of ammo for virtually everything. Go out the door, take a right, and head to the end of the hall to find 'em.

As of 2.63, holodisks can be found by the Silenced .22 Pistol at the Goodsprings general store, listing a copy of what modkits go to what weapons. The contents of these disks change depending upon whether you have the regular or WME version of the main ESP loaded.

A location guide on where the new weapons can be found and what the new recipes are is included as a separate text file, as well as a copy of the weapon upgrade lists. As an optional download, there's also a visual guide to their locations.
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-More Info:

I've attempted to place the weapons in locations that would be appropriate for the player's level rather than handing out overly powerful gear early and less useful gear later on. They also start out quite damaged, which means that whatever your level you won't be able to grab a super-powered weapon and go to town, it will take a little patience to repair these weapons to their full glory.

Worth noting is that while I was creating this mod I had been using all of Arenovalis' weapon retextures that do not require altered meshes. These weapons are compatible with such retextures, and generally look much better with them installed with the occasional 'glitch' aside. The screenshots show the vanilla textures, and also made me realize how horrible they are by comparison. Unfortunately some of them will look quite ugly using vanilla textures, such as the barrel on the LMG.

Also worth noting is that any of the lever action weapons that are altered within this file will slow down the action speeds to more reasonable levels, stats directly borrowed from the 'Slower lever action rifles' mod by Maniac3020. Thanks for the mod, Maniac!
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-Installation:

Now much more straightforward and easier to figure out! You can use the included FOMOD script, or do it yourself.

Step 1: Extract everything from the '1 - Install First' folder. Data dir to data dir.

Step 2: Go into '2 - Choose ESPs' and pick your set, A through D. If you're using WMX, you will want either A or B. Make sure they're activated in your load order. WME compatiblity files should go AFTER all of your official WME files. Vanilla probably doesn't matter, as it shouldn't conflict with anything in a bad way.

That's it! You're ready to find any one of a total of one hundred and ninteen new weapons.

But wait, there's more!

Step 3: If you want to further customize your weapon using experience, take a look through the mass of files that have been sorted in here. None of these are required, they simply offer visual changes to select weapons added in this mod. Screenshots are included so you have an idea of what each one does.

Final words, bold for emphasis, MAKING A MERGED ESP IS STRONGLY RECOMMENDED with this mod! See that? Alright. Serious, it makes a difference, these ESPs add lots of things to perk, holdout, and recipe/schematic lists. Things will be much happier if you make a fresh merged patch here.
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IF THIS MOD DOES NOT WORK: Make sure Fallout has been patched with the most recent official files and make a new merged patch.

If that still doesn't do the trick, follow these steps. This is more of a last resort situation, as if you're already using mods this shouldn't make any difference:

Locate your Fallout.ini file. On Win 7 it can be found here:

Users/NAME/My Documents/My Games/FalloutNV

Edit the Fallout.ini to not be read only, open it up, find and replace bInvalidateOlderFiles=0 to 1, save the file and close it, then set the INI back to read-only. (This step is unnecessary if you use anything like ArchiveInvalidatedInvalidator.)

Locate your New Vegas directory (should be steam/steamapps/common/fallout new vegas) and extract the 'Data' directory from the archive right into your New Vegas folder.
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-Permissions:

If you really want to use any of the files from this mod in another project then drop me a line! I've put a blasted ton of time into this silly thing so if you want to translate it go ahead and ask me, though please don't upload this mod anywhere without my permission.
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-Known Bugs:

Nothing serious or game-breaking here!

Sometimes the triggers will disappear. I don't know why. This seems to happen quite frequently with the single shotgun animations, it may be a vanilla bug as I don't change the triggers on these weapons.

Several guns still have issues with the laser sights not turning off when holstered.

Companions seem to use the new weapons alright, however weapon mods may not show up when they are using them. I haven't checked this in some time so I'm not sure if it's still an issue or not.

Due to the nature of the beast, Dusty Harriet will appear to have very low recoil compared to the base .44 revolver. This is a bigger issue in third person. I've debated either changing it to be .357 or putting it back on standard firing animations but for now it remains as is. My desire to have a .44 with the hammer thumbed back overrules.

For whatever reason the jam animation on Matilda and The Jackal causes the base of the shell to completely vanish. Haven't found a good a way to fix this.

Some bits and pieces of clipping with the character. Ultimately, these are unavoidable with some of the things I've included with this mod.

Unforunately, sometimes there will be texture glitches. On some models the vanilla textures leave behind darkened patches from where pieces of the mesh were removed, which also happens quite frequently with Arenovalis' textures. Short of making a brand new skin the only way around this is to put back the pieces that I had removed, which would go against some of the weapons (Lighter Machine Gun, H-BAR Paratrooper.) It'd be impossible to make them completely glitch-free for all of the texture options out there so I'll say sorry here, just have to put up with it.

The 25mm Grenade Launcher does something goofy. When you first equip it you can see the grenade poking through the top of the barrel in first and third person. Either firing or swapping ammo/reloading will make it go into proper alignment and stay put, which very nearly centers the projectile in the barrel. This is the only way I could find to get it aligned within the bore, but I would love to fix it for good if at all possible! For now it will have to be as is, hopefully it will get corrected later on.

Headhunter (and likely Blockbuster)--Due to a glitch in the default mesh and animations the magazine will shift slightly between first equipping the weapon and reloading/changing ammo types.

Wildcat and Madman may vanish if dropped. No idea why!

PlasMag Pistol appears not to have any lenses on the holosight. Technically the mesh is there, but it's set to be 100% transparent. For some bizarre and completely unknown reason, it will refuse to show an in-between level of transparency. The best way around this was to give it very, very clear glass.

On the weapon mod list located within the Goodsprings general store, the bottom of this list is likely to get cut off somewhat. I've done everything that I can to get the whole thing to show, in my own testing I managed to get everything except the very last line for Winington's third kit. I've reached the limit of what the game can show!

Possibly more, there's -so- much content in here that I can't possibly keep track of every detail. If you catch something not listed here let me know and I'll look into it!
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-Incompatibilities:

If using the optional mesh files, anything which modifies those weapons will conflict but not in a game-breaking matter.
This mod -should- work fine with either WME or WMX, however I have noticed with WME that some of the vanilla modkits have different descriptions. The effects are still the same, so if you run into such an issue it should be safe to ignore the mod item text. Because this mod only includes one new mod kit it should play along nicely with just about any other mod out there that deals with weapons and mod kits. No leveled lists, enemies, or store inventories have been altered.

Certain retextured vanilla meshes that alter the UV map may conflict with select weapons with this mod. I've tried to minimize this as much as possible.
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-Future Plans:

This is it, folks! SU is a finished project (mesh updates or bug fixes aside.) Thanks to those that have been along for the trip all this time, and have fun!
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-Thoughts for Improvement:

Any issues, suggestions or ideas for fixes or options are welcome. At this point I'm no longer adding weapons to this mod.
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Thanks to:
Jonnyeah - Serious assistance in the mesh editing department, much patience, and the use of some resources from his WME mod: http://www.newvegasnexus.com/downloads/file.php?id=37576 Seriously, I've lost track of how many times he's heard the words 'thank you' from me. This guy rocks.
Odin_ml - Shell casing for the .50 MG, used from their Shells Slugs Ammo Modders Resource: http://www.fallout3nexus.com/downloads/file.php?id=4542 Also served as the base for the 20mm shell casing, including the texture set.
Maniac3020 - Slower lever action rifles (borrowed stat changes for compatibility.)
Servalion and their #00 Commando mod, not for resources so much as ideas on how to make shotguns meaner. I've followed this tradition with the new shotguns in the pack, if you don't use the Shotgun Commando mod then they should be sufficiently more powerful than the default shotguns.
Yossarian22, thunder sound effects borrowed from Nevada Skies. Awesome sounds, you rock! ( http://www.newvegasnexus.com/downloads/file.php?id=35998 )
Moshman - Minigun loop sound borrowed from 'Weapons with a PUNCH' ( http://www.newvegasnexus.com/downloads/file.php?id=38755 ). Thanks, Mosh!
ryss5an - Hacked weapon concept art, it's been good inspiration. Thanks!
evanbgood - Original working design for EMP ammo, borrowed some tricks from EMP Ammo Expansion: ( http://www.newvegasnexus.com/downloads/file.php?id=35646 )
matty123456 - Figuring out and solving why certain weapons had to be stolen. Thank you!
InsanitySorrow - Serious texture work for the Argon Rifle. You rule! Your contribution makes this rifle infinitely better.
RavePMW - Making demo vids, locational guide with pictures, artwork for the mod page, and general assistant along with endless enthusiasm. Thanks a bunch!
Mahare and Shadow0115 - General ideas and awesome attitudes, the enthusiasm just keeps building momentum here. Mahare also helped out with Probable Cause and wrote the in-game note attached to it. Thanks!
Jason Sephard / SkyWlf77 over at http://foss-media.org/ - Caution Stripes used on RocketBoy and Probable Cause. Absolutely perfect for what I needed!
XGIRAFFEX - A faithful playtesting monkey. Managed to find some rare and elusive bugs for me to stomp. Good catches!
Nyrb - Doing all of the FOMOD scripting work. Without their efforts, SU would not have an install script. Thank you!
Camon - Serious texture contributions for 3.1, thank you for all of the awesome work!

Obsidian/Bethesda for game resources and giving us modders so much control over the game!

Additional Credits (all resources used were listed as free for non-profit use):
Backgroundsy.com for carbon fiber textures, used in Matilda and The Jackal. ( http://www.backgroundsy.com/backgrounds/black-carbon-fiber-textures )
Arcsin at naytek.com for plastic textures used in Office Assistant, Alyx, and perhaps more. ( http://naytek.com/downloads.php )
Wojtar for the excellent metal texture used for the Jackal's muzzle brake ( http://wojtar-stock.deviantart.com/art/metal-texture-4-60021019 )
My good friend Trile for the awesome Wildcat logo used on the slide.
Midway USA for supplying SO many different grip texture options for me to look through for the Target .22. I'd also like to thank Volquartsen for making these beautiful lamenated grips, they make me wish that I didn't prefer synthetics!
Thank you all for the resources!
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Have fun out there!