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About this mod

This mod compiles most of my standalone weapons into a single pack, and adds a new vendor who sells them.

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NOTE: I've done my best to preserve the file paths from my original standalone mods, but in some cases, I renamed the meshes to keep the naming scheme consistent, or I may have moved them into their own subfolder for neatness' sake, and to facilitate future expansion if I decide to make them moddable. I recommend you remove all my old meshes and extract this entire archive from scratch. Textures ought to be fine where they are, however.

*** WRP users, please check out this compatibility patch made by QwibQwibMods before commenting about broken textures ***

At long last, I've compiled the majority of my standalone weapons into a single plugin, for those of you with fully-packed load orders. I didn't add any of my "unique" guns (i.e. ones that already have a quest/dungeon attached) since copying all that stuff over would've been a real pain. But to make up for it, I've included a couple of previously-unreleased weapons, as well as a new fully-voiced vendor.

The following weapons are included:

Additionally, I've included some new, previously-unreleased weapons:
  • Mare's Leg (Shortened Cowboy Repeater)
  • Kukri (Machete with an instant-kill backstab effect)
  • .410/.22LR Survival Rifle (A .410 bore over .22LR combination gun)

As of v1.2, I'm experimenting with having Vlad sell unique weapons as well. He has the following for sale:
  • The Operator (A unique .308 G3 Carbine with black furniture and skeleton stock)
  • The Gentleman's Stalwart Companion (A unique holdout weapon disguised as a Dress Cane, chambered in .410 gauge)

This pack is base game-only compatible and requires no resources from any of the DLCs. I'm currently thinking about making Honest Hearts and Gun Runners' Arsenal requirements, since it would mean more options with the addition of .45 Auto ammo, and the entire array of GRA weapons, but at the cost of making the mod less accessible to everyone. If you like, please leave a comment on whether you think this is an acceptable compromise or not.

Lastly, this mod is a constant work-in-progress. New weapons will be added as I make them. If you'd like to be notified when I add new updates, please consider tracking the mod. Also, please let me know if there are any bugs you find. Trying to keep track of everything from fifteen separate mods (and counting!) gets confusing really quickly, so if anything is missing, out of place or otherwise not working properly, please let me know and I'll do my best to fix it as quickly as possible.

I've injected the weapons into all the appropriate form lists and leveled loot and vendor lists (by script, without editing the base-game scripts directly, to avoid conflicts). Additionally, there is a new vendor in Freeside who will always have at least one of each gun in stock with every three-day refresh period.

Extract all the files in the archive to your New Vegas data folder (which is the same folder where FalloutNV.esm is located) and then enable the ESP either in your mod manager of choice, or under "Data Files" in the launcher that runs when you start up New Vegas.

I've also been told that the Nexus Mod Manager install option works just fine, but since I don't use it myself, it's not officially supported. If you run into problems with it, I won't be able to help you solve them.

pixelhate - For the transparent activator mesh (which I modified, but without this, mine wouldn't have been possible)
Quetzlsacatanango - For the Q's Sign Resources mod