Fallout New Vegas

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About this mod

This mod compiles all of my standalone NIF-bashed weapons into a single pack, and adds new optional vendors who sell them.

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Be sure to check out the Wiki for details about the latest version!

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

This Mega-Pack consists of all my standalone NIF-bashed weapons compiled into a single mod, for those of you with fully-packed load orders. I've included genericized versions of most of my "unique" guns (i.e. ones that already have a quest/dungeon attached, since copying all that other stuff over would've been a real pain), as well as a couple of previously-unreleased weapons and a few new fully-voiced vendors (optional).

A list of all the weapons included, and their stats, can now be found on the Wiki.

Modders, you're welcome to use the master file as a dependency for your own mods, but please do not package my assets with your mod on release. Link to this page instead, so that users will always get the latest updated version.

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.

As of v4.0, the Dead Money, Honest Hearts and Gun Runners' Arsenal DLCs are required, and will not be compatible with saves using older versions of the mod. If you don't want to lose the weapons you currently have in your inventory when you upgrade, the FormID codes for each weapon can be found on the Wiki or on the Articles tab for older versions. You can use console commands to spawn new copies of the weapons you had once you have upgraded. If you don't want to use the console, I'll be leaving the older versions available for download, but will no longer be updating them with new weapons.

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). Of course, if you're feeling lazy, you can always spawn them using the console and the FormID codes found on the Wiki.

Detailed Instructions:

There are a few optional plugins available that add new vendors who will always have at least one of each gun in stock with every three-day refresh period. More detailed information about each vendor can be found on the Wiki.

The following is a list of global variables that can be defined by the player to customize the pack to your individual preference. This can be done either with FNVEdit, or while in-game using the console command set aaaGLOB{VariableName} to {Value}

  • aaaGLOBEnableLeveledListIntegration - If set to 1, will automatically inject all weapons into base-game leveled lists. Set to 1 by default. NOTE: If you change this value to 0, this mod will do nothing but take up a slot in your load order. This option is intended for mod authors, or for players who only want to be able to buy the weapons from the optional vendors.
  • aaaGLOBFatStackAutoConvert - If set to 1, will automatically convert all Pre-War Money that you pick up into Fat Stacks. Set to 0 by default.
  • aaaGLOBBlackHoleSaveQuestItems - If set to 1, will automatically add all notes and keys from people killed using the Singularity Rifle to the player's inventory. Set to 0 by default.
  • aaaGLOBHologramDecoyLifetime - Determines the amount of time (in seconds) that the Doppleganger Grenade's hologram decoy lasts. Set to 30 by default.

I have made available another optional plugin that makes some minor tweaks to certain base-game weapons to bring them in line with my vision of how the different ammo types are supposed to work. The Cartridge Comparison Chart in the Images section has more details, but the Wiki has a complete list of every change the optional plugin makes, to help you decide whether or not you want to use it.

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 Vortex 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
cable1975 - For the bowler/derby hat mesh which I modified
Voice performance for Reginald by Isaac Mian
Voice performance for Dr. Quarton by Xtraflux