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mc_tammer

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user826

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210 comments

  1. Josegs96
    Josegs96
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    Hi! Will you add someday a .50 Heavy MG, all the weapons are great, but i think it'll be great to have something to stop a lot of deathclaws on more closer distances
    Great Mod btw!
    1. user826
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      I have a .50 Payload Rifle in the game already. If you're talking about an actual .50 caliber machine gun like a Browning M2, then it's not likely, as the game doesn't really have the animations for it.
    2. Maxime117
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      Using the LMG receiver mesh and replacing the barrel with the one from the AMR, and make it shoot .50 MG would work right? :) The animations would be the same as the LMG.
    3. user826
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      That would indeed work, but he wants a Browning M2, which is a belt-fed heavy machine gun that is typically vehicle mounted and fired from a spade grip, which New Vegas lacks the animations for.
    4. Josegs96
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      sorry if i haven't explainde very well, I was thinking in a weapon carried like the heavy weapons from the game, you could use the animation of the grenade machine gun or the minigun, with the same ammo box from the minigun and the barrel of the Grenade mg or the anti-material rifle, and maybe you could use a square shaped body, like the gatling laser, anyway thanks for the mods you create
  2. BenevolentUndead
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    While i haven't tried all the other weapons, the 12ga/20ga tactical shotgun seem to be broken as in the shotgun perks wont work for them but the other shotguns work just fine. I know you are most likely busy but I hope you will be able to take the time to look into this, thank you.
    1. user826
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      I'll look into it, thanks for the heads-up.

      EDIT: You're right, I forgot to add them to the script that injects them into the Shotgun Surgeon leveled list.
  3. musicintrees
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    Nice pack man! Fun fact: I was thinking about how awesome a Mare's Leg would be in this game! Then poom my face, here it is! I have a suggestion, but it's only that. Would it be possible to make a dual wield attachment for it? If not, then it's still an awesome addition I didn't even expect to find!
    1. user826
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      As far as I know, the New Vegas engine does not support dual wielding.
  4. trainhobo117
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    Where's the weapon shop located? Because the screenshot in the image section doesn't explain much. (EDIT) Nevermind I forgot to download the optional files as well
  5. MrGunCZ
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    Truly a great mod, with MANY new guns to choose from, I only woder if they are all added to perk lists but I can easily check that later. One of the best nif skope (As far as I uderstand, they are all nifskoped, right ? if not, kill me) weapon mods out there. Great work!
  6. Toxicity86
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    I think that you should change some thinks in the TTW plugin to make the weapon selection more coherent:
    - .308 Service Rifle - I don't think that it makes sense here, it's made by the Gun Runners for the NCR - raider and super mutants from DC shouldn't have access to it
    - Sawn-off Caravan Shotgun - there is already a .20 GA double shotgun somewhere, even if not, this gun has no normal variant in the TTW level list.
    - 12.7 Assault Pistol - found too early in game - DC raiders use it and it's the only weapon in the Capital Wasteland that uses 12.7 rounds.
    - Auto-Laser - raiders don't use energy weapons in TTW, atleast not so early, please remove it from they list, it's way too powerful at low levels.
    - Reginald doesn't sell any mods for guns, his selection is a bit limited at the moment(could you change that kukri on display for a bowie knife? :) )
    - You could add a Sawn-off Hunting Rifle or a .32 s-o for the raiders :)
    - Could you swap the stubby hunting shotgun for a trench gun? :D
    - DC should have access to less sturdy and hunting oriented gear. Advanced or out-dated weapons will fall more in line with the setting - there are many museums and military facilities in close proximity. For example the M1 Garand is still used by the military, but as a representative weapon. You could add it as a rare raider weapon.
    1. user826
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      To be honest with you, I'm going to be removing the leveled list integration entirely in the next update. Only select DC vendors will have my weapons for sale. I can't be bothered to spend the time it would take to adjust the frequency and level that the weapons appear, so the option that takes the least work is to just give it to some vendors and you can buy whatever you want.
    2. PeonN
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      I guess it is time for some DIY integration patch on the next few updates to ease your headache. I don't really have a problem with the weapon integration as they currently make the encounters more interesting.
    3. user826
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      @PeonN - If you want to release your own integration patch once I remove the feature from the next update, please send me a link so I can link to it on the Description page.
    4. PeonN
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      Nah, it will be for my personal use as I can foresee all sorts of problems. It maybe my cup of tea but not for others just as I have no problem with your loot integration. Anyway, looking forward to your next additions!
    5. Cahir Mawr Dyffryn
      Cahir Mawr Dyffryn
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      @user826
      Sorry for hijacking PeonN's post, but are you removing it only for DC or New Vegas as well?

      And if that's the case: Is there any chance you'll keep the injected leveled list for NV at least?

      I actually do enjoy seeing them pop up in the Nevada Wasteland and the random variety feels pretty realistic IMHO. :/
    6. user826
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      Don't worry, I'm keeping them injected into New Vegas' leveled lists, but removing them from the DC leveled lists only.
  7. Ragnarok101
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    Literally the only thing keeping me from downloading this is the fact that the Crowbar is there and it isn't patched with Project Nevada.
    1. user826
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      Well, I don't use Project Nevada, and I'm not going to download and install it just so I can patch it for you. I'm sorry to lose your business. Oh, wait, I'm not charging for these, so ask me if I give a s*** that you won't download. Go on, ask me.
  8. PeonN
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    Again, thank you so much for your effort and the inclusion of TTW patch and DLCs.

    Edit*
    I tested the TTW Capitol Armaments with TTW 3.2.2 and the super mutants were not able to use/equip the .308 service rifle. This causes the mutant to stand bare handed and run around picking up an assault rifle or .32 rifle to use instead (I'm level 21 in DC). I took a quick look in FNVEDIT and it seems that you have miss to add the Editor ID: "SupermutantWeapons" formlist under TalesOfTwoWasteland.esm for them to use your added weapons?

    1. user826
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      Thanks for letting me know! As we speak, I'm actually thinking of changing it so that only certain DC vendors (i.e. Flak & Shrapnel, Lucky Harith, etc.) will sell my weapons instead of implementing them with enemies. Full disclosure, I'm still running TTW v2.9.4b because when they did that BSA re-packing thing in v3.2.x, it completely screwed up my work flow, since now the GECK won't load the meshes from the new archive unless I also load TTW.esm. They also renamed a lot of the leveled lists, so a plugin that I made using v2.9.4b won't work at all in v3.2.x. My new solution won't rely on the TTW.esm at all, and just needs to load Fallout3.esm, which should remain unchanged, regardless of version. While this may make it a little more inconvenient to get the weapons, it would mean a lot fewer headaches for me in the future.
    2. PeonN
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      Ah i see. I just made a personal patch to include your weapons into the mentioned list and the Super Mutants were able to use your weapons which looked sweet. As always, whatever your decision is I will respect it.

      P.S the "SupermutantWeapon" formlist was both present in FNV and FO3. It was used to enable the super mutants to use/equip the weapons under this list. Your loot script works wonderfully, just that you forgot to include that list.
    3. user826
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      Oh, okay, so I'll have to update the Master file to add them to that FormList. Thanks!
    4. PeonN
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      Saw your 3.0.1 update and that was fast! Tested it out @ Outcast Outpost (since mutants respawn there a lot)and the mutants were using the new weapons. Thanks!
    5. user826
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      Awesome, glad it works!
    6. PeonN
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      After playing for a few hours, I encounter another small bug with the super mutants. It seems that the super mutants do not have any one handed weapon animation, as such they won't use the 12.7mm Assault pistol or any other one handed weapons even if you include it in their form list. Just putting this out here.
    7. user826
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      Okay, I'll remove it in the next update.
  9. MarcelloITA
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    I like the weapons made by vanilla assets, i suggest some addition
    a heavy machine gun like a M60 or mg42
    a long slide seamiauto gun (9mm or 45)
    a kinda of heavy pistol like desert eagle with vanilla assets
    a version of the assault carbine with acog sight and chambered in 5.56
    multi barrelled shotgun (3 o 4)
    OICW that shoot 25 mm grenades(bozar assets)
    a semiauto rifle version of railway rifle
    a double edge two hande axe
    short ninja katana and a mace
    a 4 barrelled missile launcher like the Commando movie
    1. Toxicity86
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      Most of them were already covered by others in the past, look up Project Nevada's equipment pack as an entry point.
    2. MarcelloITA
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      I'm only suggesting
      I'm playing TTW and ditched PN and WMX because some incompatibilities
  10. Toxicity86
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    Would it be possible to make a functional 40 mm hornet nest round? I mean imagine that on a grenade machine gun, finally a round that doesn't clear rooms from anything that ain't nailed to the floor and would make it at least useful for later levels as some sort of heavy shotgun. There are some mods that add back the Big Guns skill, but there is no shotgun in any of it's tiers. Even without that patchwork skill, there are strange things going on, like for example the 12ga ammo list. Some of it's entries are far from being conventional, so some new stuff for the heavy ordnance can't affect the mood too much :)
    1. user826
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      That actually wouldn't be too hard, I don't think. Basically a 40mm shell that fires, like, ten .22LR projectiles, right? Although the Hornet's Nest is an invention aimed at the civilian market. If I do it, I'd probably make an M576 round instead - military 40mm buckshot cartridge.

      EDIT: Turns out this is more difficult than I thought. I tried it earlier today, but for some reason, the grenades don't seem to work like the other ammo types. I changed the projectile type and number, but when fired, the weapon still seems to shoot them in an arc instead of straight out the barrel. This means all the pellets hit the ground and kick up dust instead of blasting through an enemy. I'll have to look into it further at a later date.
    2. Toxicity86
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      Thank you for the reply and sorry for my own, apparently late one :) As for the hornet's nests, there were like two implementations, but as far as I know only Camon's one worked, he used a script to get it working. Sadly, he got banned many years ago and I don't think anyone of us can contact him for his script :(
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