Fallout New Vegas

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C1ph3rr - Conversion by Noiselarp7

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Noiselarp7

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62 comments

  1. Sidridor
    Sidridor
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    Am I doing something wrong? After adding this mod my Sleepytyme is invisible and in 3rd person it is replaced by a red square with an exclamation point. I am using the WMX version with the Awesome and TTW patches. Thank you!
  2. CLCRX78
    CLCRX78
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    You might be the only person still taking WMX compatibility into account when making a mod. Love it.
  3. Depravedfallenhero
    Depravedfallenhero
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    hello, does this also change the Sleepytyme weapon?
    1. Noiselarp7
      Noiselarp7
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      Yes it does
  4. i3ncore
    i3ncore
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    For anyone interested, this is a plugin-free way to make them 2h.
    1. Marcurios
      Marcurios
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      install asurah's anims and use handgrip4, then it will be 2 handed.
    2. RipCityOR
      RipCityOR
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      How do you set it to handgrip4?
    3. i3ncore
      i3ncore
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      For anyone interested, this is a pluginfree way to make them 2h: 2H 10mm SMGs - ESPless - Script Runner.
    4. i3ncore
      i3ncore
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      For anyone interested, this is a pluginfree way to make them 2h: 2H 10mm SMGs - ESPless - Script Runner.
    5. i3ncore
      i3ncore
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      For anyone interested, this is a plugin-free way to make them 2h.
  5. Alucardo13
    Alucardo13
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    I wanted to ask about the WMX version. Does it have all the weapon mods from the C1ph3rr work? Or there are some that were left out? 
    1. Noiselarp7
      Noiselarp7
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      The WMX version only has mods corresponding to those that were originally in WMX. Only three different mods can be added to an FNV weapon, this is essentially a hard coded limit, as FO4 has modular meshes, allowing mods to be mixed and matched, whereas FNV essentially has each every possible mod combination as its own (almost) separate object, with a premade mesh.
  6. RustyHackleford
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    Only gripe I can even come up with is it's still lacking a shoulder stock. 
    Otherwise, it's gold-standard work.
  7. CptAnonymou5
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    I have TTW and WMX and I THANK YOU anything from Neiro is great he does amazing work in the FO4 community. Thank you for your skills bringing it over to us. I downloaded your other TTW compatible guns as well so thank you! they work well and look amazing to top it off.
  8. Renma91
    Renma91
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    I have AWSO, WMX and this. Do I need both esp's from "10mm S.M.G. Redux WMX Version" and "AWSO Patch"?
    1. Noiselarp7
      Noiselarp7
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      You only need one esp
  9. kitwitissues
    kitwitissues
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    Its great to see someone really addressing the dated 3d models inherent in the weapons native to New Vegas. A lot of them are REALLY bad. I know of a few other similar projects but this is superior to what else I've seen, from what I can see, and its compatible with WMX so Yay on that too. Its too bad I know too much about about guns. The design of the 10mm SMG, which this has stayed true to, is just flawed. I'm not saying you should change it. But yeah, it doesn't have a breach I can can make any sense out of, and the charging handle also doesn't make any sense, or get used. And the mag where the shells do eject, is way too far back in relation to the magazine.

    I'm not hating on the work, I'm hating on Bethesda. Thanks for this, and I'm looking forward to seeing more
    1. Noiselarp7
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      The design's based on the M2HB I think. The ejection port looks like it has a belt hopper. It's a technically plausible design as it then just looks like it's designed to be able to feed from both a magazine without a conversion kit. Most of the fo3 guns don't have animated bolts, so I'd imagine that there's an open bolt that runs from the belt hopper down to the magazine feed, which is why it has the protrusion out the back like an AR-15's bolt housing.

      The design of the 10mm smg is essentially a heavy machine gun in pistol calibre with a magazine feed. It's hard to see but the gun actually has two fire selection groups. Three have 1 bullet marks on them and theres two automatic modes and a burst mode. The smg's set to the middle automatic fire, so presumably the belt feed is for an ultra high rpm mode, and perhaps a internal mechanism to adapt the gun to fire multiple calibres.

      I think the concept artist who worked on FO3 died, which is why fallout 4's weapons are either just normal guns, that are left handed even tho no one in the entire fallout universe is left handed, or over the top, like US army developing a 30kg water jacketed assault rifle to use along side the M700 Remington. I think a gun like 10mm smg is technicially plausible, it's a scale down, extremely advanced and complex machine gun, but it's the sort of fanciful weapon design that's still grounded, and I think is a better fit for fallout than 30kg assault rifles developed by an army that already has man portable miniguns.
    2. kitwitissues
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      Thats a good way to think of how these work. It allows for me to head-cannon it anyway. I did have the same thought about the part sticking out the back. Kinda makes me wish there were a mod for a belt fed version.
    3. Noiselarp7
      Noiselarp7
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      I don't know much about FNV animation, but I suspect that a belt fed version might be possible. It wouldn't have animations for reaching the end of the belt like most modern games, but I think it could be done if someone who knew a little more about animation than me were to want it done.

      Adam Adamowicz was the name of the concept artist on FO3, he died in 2012. I really like a lot of the designs he came up with for FO3. I replayed FO3 a year ago, and the writing was even worse than I remembered, but the aesthetics of the game really hold up. It blends the real and historical elements with the sci-fi fantasy extremely well. The 10mm SMG really does look conceivably like the US army's last and most advanced SMG before they switched to lasers and plasma guns. It looks like it's been over designed to attempt to replicate much of an energy weapons tactical flexibility, where you could probably just set the weapon's firing characteristics with dials.

      A lot of the FO3 and FNV designs are full of all sorts of little details despite their low resolution, where as most of the original weapon designs in FO4, such as the combat rifle, posses no more than the bare minimum design elements a gun requires. The exact moment I quit playing FO4 forever was when I went to Nuka World, found the 'western revolver', equipped it, and it's just a 1950s .44 magnum double action, just with a wooden grip. Even the weirdest parts of these older games is quite well thought out.
    4. kitwitissues
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      I have a lot against FO4 in general, and Its weapons system is near the top of the list. It relies way too heavily on variations of the same dozen or so guns to fill in all the weapon Niches of the game. And yeah, the guns in it really aren't anything special. I personally feel like I am a connoisseur of weapons in games and Fo4 Really dropped the ball. Fo3 had a lot going for it, but it was held back by the technology of the day. I remember the first time I noticed that the bolt moves and you can see the top of the magazine in the 9mm smg of New Vegas, and my mind was blown. And it set a standard for how I look at guns in these games. If a gun has no animations inherent to it, I hold that against that gun. None of two handed guns in Fo3 had animations that I can think of. But I feel like the aesthetics of these guns is still nessessary in New Vegas. So that's a big part of why I'm glad to see mods like this one.

      I know animations has always been a bit of a speed bump in regards to guns for New Vegas though. I rememever how for the longest time, Millenia's weapons often hit walls with animations. But I know that has now been addressed to a degree. I'm still no expert on it.
  10. KushanBlackrazor
    KushanBlackrazor
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    This is a really fantastic port, thank you very much! Would a TTW version for Sydney's "Ultra" pattern be possible?
    1. Noiselarp7
      Noiselarp7
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      Possibly. It's been a while since I've played FO3, did Sydney's SMG have any unique properties or anything?
    2. Noiselarp7
      Noiselarp7
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      TTW patch is now up.
    3. KushanBlackrazor
      KushanBlackrazor
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      Thank you!
    4. KushanBlackrazor
      KushanBlackrazor
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      I had a look at the patch in FNV Edit, and it looks like only Sydney's companion weapon is affected. There's two versions of Ultra, one for Sydney and one that the player gets after completing her sidequest.Just wanted to let you know!
    5. Noiselarp7
      Noiselarp7
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      Oh, wasn't aware of that, will try and get a patch up soon.
    6. KushanBlackrazor
      KushanBlackrazor
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      Sorry to be a pain, but I didn't see any mention of updating the TTW patch?
    7. KushanBlackrazor
      KushanBlackrazor
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      Sorry to bump this, but I don't believe the TTW patch ever got fixed to address the player version of Sydney's Ultra SMG.