Fallout New Vegas

About this mod

Distributes DLC weapons and ammo to Nevada and the Capital Wasteland (if TTW is installed) and allows NCR footsoldiers to equip weapons other than Service Rifles, along with optional modules containing tweaks to shotgun ammo, throwable explosives, and balanced DLC weapon values.

Requirements
Permissions and credits
Changelogs
Please Read:

I am no longer actively modding Fallout: New Vegas and have received reports of formerly functioning parts of my mods no longer working as they originally did. As a result, I would recommend using them at your own discretion.
Due to the structure of the mods in question there should not be long term repercussions on your saves should you encounter issues and need to uninstall them.

Requirements:

All DLCs (minus preorder packs)
NVSE
JIP LN NVSE

Compatibility:

90% of WotW is scripted allowing for easy compatibility with most mods, and unlike some similar mods, uses functions that won't permanently affect your save game, allowing you to easily change settings or even uninstall the mod if you decide you don't like the changes. All you have to do to wipe the changes is close, reopen the game and wait 3 ingame days.

Supported Mods:

Tale of Two Wastelands: WotW will automatically detect if TTW is installed and distribute weapons to the appropriate leveled lists.

Modules:

Value Changes: Changes the values of DLC weapons to be similar to their vanilla counterparts or just more appropriate. Automatic Rifle to 2000 caps, Police Pistol to 150 caps, .45 Pistol to 800, .45 Pistol mods to ~600 each, Shoulder Mounted Machine Gun to 5000, SMMG mods to ~3k each, Arc Welder to 1750, Nailgun to 1000, and Bozar to 10k. This is the only module turned on by default.

Shotgun Ammo Tweaks: In the vanilla game, vendors will typically stock 1 shotgun shell to every 10 5.56mm, 5 9mm/22LR, or 2.5 .357 Magnum. Using the earliest available weapons, this results in an average "damage-per-vendor" of ~1820 for pistols (716 for 9mm, 643.5 for .357, and 459 for 22LR), 1800 for rifles (varmint rifle), and 475 for single shotguns. With this module enabled, the amount typical vendors will stock will be doubled for basic shells and for slugs, bringing them more in line with the other styles of weapons, along with adjusting ammo values to be more appropriate for a shotgun's higher base damage and real world cost differences.

Grenade Adjustments: In the vanilla game, frag grenades go for a whopping 150 caps per while 40mm go for as little as 12 caps. In real life, 40mm grenades can be produced for ~$40, and frag grenades for $30. This module triples the prices of 40mm/25mm grenades and cuts down the price of throwable grenades to a third, along with tripling the amount of frag grenades stores will stock and making stores like Chet's sell a more realistic amount of dynamite (over 4x vanilla)

Alternate Progression: Tweaks progression to be more suitable for mods like miguick's Big Guns Skill or Big Guns AC&F, making weapons like Arc Welders and Automatic Rifles available (but rare) in the early game, along with distributing them to more appropriate NPCs.

Configuration:

The MCM can be used ingame to disable or enable any of the modules.
Outside of modules, the MCM will let you tweak every change this mod makes. Don't like Supermutants using Arc Welders? Just hop into the MCM, turn it off, then close and reopen the game. They'll still use Automatic Rifles and Battle Rifles, unless you disable those too.


Future Plans:

Incorporate weapons from Weapons of the New Millennia into some of the new leveled lists I've made, where appropriate.
Distribute more DLC weapons to Nevada and the Capital Wasteland (i.e. Bowie Knife, perhaps appropriate DLC weapons from FO3).
Distribute more weapons from Nevada into the Capital Wasteland (i.e. Lever Action Shotgun and the Cowboy Repeater).