Fallout New Vegas
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Neighbor

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Filmjolk

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About this mod

An assortment of tweaks and bug fixes to the various weapons found in Fallout: The Frontier. A personal project of mine that I decided to publish here on the Nexus for anyone interested.

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Mod is completely depreciated at this point. Hence, it's about time to retire this old project. Thanks for all the support I've received; it was the first mod I've ever created that made it to the Hot Mods front page. I'll leave it up here for posterity's sake, but consider this mod obsolete. Cheers!

Update 1/31/2021
: I am pleased to report that Project Lead Tgspy has contacted me, and is planning to integrate this mod into the official Frontier build. Rest assured, I will continue to host the mod here for anyone still using the older release build, and will publish any potential future updates here as well.

Update 2/9/2021: I've given ZHunter permission to integrate this mod into Fallout The Frontier Unofficial Patch.

About: Frontier Weapon Tweaks and Fixes is my personal modification to the aforementioned Fallout: The Frontier. As the name implies, the goal of this mod is to address as many bugs and inconsistencies with the mod's weapons that I could find. The changes I've made are rather varied, ranging from simple item renaming to altered meshes and animated nodes. I'm not one for writing descriptions, so if you want to know exactly what this mod does, then take a gander:


Spoiler:  
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Ver 1.0 (1/31/2021)
- Lowered the volume of the Doble Cilantros firing sounds
- Fixed an incorrect ammo list entry with the 10mm Grassier; weapon can now utilize ammo variants
- Cleaned up the Old Lady mesh to reduced clipping; it's still an unholy mix between a hunting rifle and a M14 but at least now it looks somewhat functional
- Old Lady now has a fully functional animated bolt and ammo magazine
- Fixed a mesh issue with the Scav Repeater 9mm magazine not rendering its textures properly
- Correct the 3D Index naming with the Scav Repeater 9mm texture set
- Cleaned up several incorrect node names within the Jericho Fusion Cannon meshes
- The Jericho Fusion Cannon now sports an electron charge pack instead of a microfusion cell
- Lowered the volume of the .44 Magnum HD firing sounds
- The HK Light Rifle now actually ejects bullet casings
- The Kit Assault Rifle now correctly ejects assault rifle casings instead of .308 casings
- Adjusted the sighting node of the Doble Cilantros to avoid clipping when aiming down sights in 1st person
- Lowered both the firing and wind-down sounds of the Multicore Gatling Laser
- The Plasma Slinger now sports a microfusion cell instead of an electron charge pack
- Cleaned up several incorrect node names in the Covert Sniper mesh
- The Covert Sniper is no longer a static mesh and is now correctly animated; both the bolt and magazine are now functional
- Lowered the volume of the Jonnygun firing sounds; some may still find them too loud, but at least it's no longer an outright assault on your eardrums
- Adjusted the sighting nodes of all Jonnyguns to avoid clipping when aiming down sights in 1st person
- Tweaked the FOV of all the Jonnygun variants; each variant now has a unique FOV sight setting to help differentiate among them and the playstyles that they are designed for (eg. Jonnygun Battle Rifle = longer range shooting, Jonnygun Heavy = inaccurate supressive fire)
- The HK Light Rifle is no longer a static mesh, and sports an animated charging handle and ejection port
- Edited the Shell Casing node of the HK Light Rifle mesh to accommodate the above changes
- Fixed an issue with the small energy cell on the Dual Fusion Blaster not rendering properly in 1st Person
- Corrected a rather noticeable error with the Kit Assault Rifle mesh's shell casing node; the ejected shells no longer spawn far away from the gun itself
- Tweaked the meshes of the Support Carbine and its variants; the dust cover is now open, and sports an animated charging handle; it's not a perfect fix, but it works
- Adjusted the shell casing node of the Support Carbine to reduce clipping
- The Cutlingun and Cutlingun Mark 2 now have a handle added to their ammo crate, giving the player something to actually grasp during the reload and jamming animations
- Added a secondary electron charge pack to the Photon SMG; this was done to help alleviate the rather ridiculous way the player reloads the weapon, it still looks a bit janky, but it is at least somewhat more believable now
- The Covert Sniper now ejects .308 casings, instead of erroneous assault rifle casings
- Hanged Man's Covert Sniper now uses the proper Covert Sniper pipboy icon
- Removed several instances of "(NPC)" and "!" from a variety of weapon names; not a major issue, but it can be rather unimmersive once you notice it, especially when using VATS
- Renamed "Valerius's Sword" to "Valierius' Sword"
- Renamed "Voss's Cosmic Knife" to "Voss' Cosmic Knife"
- Renamed "Scav Repeater 9mm" to "Scav 9mm Repeater"
- Renamed "Marksman Shotgun (NPC)" to "Lot's Marksman Shotgun"
- Renamed "Freedom Ringer (Non-playable) to "Freedom Ringer"
- The Freedom Ringer now uses the Baseball Bat pipboy icon

Ver 1.1 (2/1/2021)
- Reduced the firing sound volume of the Magnum Rifle; as always, some may still find them too loud, but it is still a vast improvement
- Tweaked the naming scheme of the Frontline Machine Gun weapons for consistency (eg. "Frontline Machine Gun (Camo)" ---> "Frontline Machine Gun, Camo")
- Renamed "Covert Sniper" to "Covert Sniper Rifle"
- Renamed "Hanged Man's Covert Sniper" to "Hanged Man's Covert Sniper Rifle"
- The .45 Auto Thompson SMG now uses ReloadL instead of ReloadI; this should help reduced clipping, and better line up the charging handle during the reload animation
- The .45 Auto Thompson SMG now has an animated charging handle that will move when firing and reloading; it looks a little funny, but it gets the job done
- Renamed the ".45 Auto Thompson SMG" to "Rugged .45 Auto SMG"; seemed a little redundant to have Thompson in the actual weapon name, Rugged captures the character of the gun a bit better
- Adjusted the Homemade Musket ##SightingNode to reduce clipping in first person view
- The Mossberg 590 A1 mesh now has a working shell node; you can now see your character load shells during the reload animation
- The Marksman Shotgun and its variants now have a shell node; a shotgun shell is now properly ejected and loaded during the reload animation
- Reduced the firing sounds of the Grand Ferrum
- Adjusted the Grand Ferrum ##SightingNode to reduce clipping in first person view
- Shaft (the VSS Sniper) now correctly uses ReloadE instead of Reload C, and AttackLoop instead of Attack 3; the gun will now properly animate when firing and reloading
- Adjusted the fire rate of the VSS to accommodate the above changes
- T9 Spud now uses ReloadL instead of ReloadI; there is still some clipping during the reload animation, but it has been reduced
- Renamed the "COS Archon" to "Crusader Archon"
- Adjusted the ##SightingNode of the COS Archon and its unique variant, Guinevere, to reduce clipping in first person view
- The COS Archon and Guinevere now use Default hangrip instead of HandGrip1; this corrects the rather awkward way the player holds the gun, doesn't seem to cause any additional clipping; also added a little charging lever just to help sell the reload animation
- Renamed the "COS Justicar" to "Crusader Justicar"
- Reduced the firing sound volume of the COS Archon
- Fixed an incorrect ammo list entry with Shaft; weapon can now utilize ammo variants
- Adjusted the RJJ45 Magnum ##SightingNode to reduce clipping in first person view
- Renamed "Dr. Voss's Glove" to "Dr. Voss' Glove"
- Renamed "Voss' Cosmic Knife" to "Dr. Voss' Cosmic Knife"
- Renamed "Dr. Voss's Sub-Sonic Assault Rifle" to "Dr. Voss' Sub-Sonic Assault Rifle"
- Removed a few more instances of "(NPC)" from weapon names
- The Designated Marksman's Rifle now has an animated charging handle that will move during the reload animation
- Adjusted the ##SightingNode of the Magnum Rifle, and its variants, to reduce clipping in first person view
- Tweaked the volume of the RJJ45 Magnum 2D firing sound
- Reduced the firing sounds of the Designated Marksman's Rifle
- Made some very minor tweaks the sounds of a few weapons; hardly worth mentioning
- The Legionaries' Flamer, Spitfire, and Librarian's Flamethrower now use the Energy Weapons skill instead of Guns
- Fixed an incorrect ammo list entry with Johan's Pistol; weapon can now utilize ammo variants

Ver 1.2 (2/5/2021)
- Fixed several incorrect node names in the .44 Magnum HD meshes; the hammer and trigger now properly animate when firing the weapon
- Corrected the 3D Index order for the Support Carbine variants; the scope should now render its textures properly in first person, along with the dust cover
- Changed the handgrip for the Police/Sheriff Shotguns from HandGrip1 to Default; helps address the awkward way the play holds the weapon
- Reworded the object effect description of the TB44 for brevity
- Modified the Cover node on all Police/Sheriff Shotguns to eliminate clipping when firing the gun
- Further reduced the firing sounds of the Sheriff's Repeater (it's a really loud gun)
- Fixed an issue with the Sheriff Repeater's sighting node being way too zoomed in when modded with the Backup Knife
- Adjusted the shell casing node of the Hefty Machine Gun to reduce clipping
- Renamed the "RJJ45 Magnum" to "RJJ45 Magnum Revolver"
- The Sheriff's Repeater now correctly ejects .357 Magnum casings instead of assault rifle casings
- Renamed the "TB44" to "Tank Buster"
- Renamed the crafting recipe and backpack name of the TB44 to accommodate the above change
- Renamed "Rancor's 12.7 Revolver" to "Rancor's 12.7mm Revolver"
- Renamed "FPG" to "FPG 9mm SMG"
- Renamed "Mac-11" to "MAC-11 10mm SMG"
- Renamed the ".44 Magnum HD" to ".44 Magnum Sixgun"
- Renamed the "Sawed-Off HD" to "Sawed-Off Scattergun"
- Renamed the "Mossberg 590 A1" to "Mossberg 590 Shotgun"
- Renamed the "T9 Spud" to "T9 Spud Grenade Launcher"
- Renamed "Nails for Shotguns" ammo to "Shotgun Nails"
- Removed the unnecessary abbreviation name for the Mining Bolts ammo
- Removed the unnecessary abbreviation name for the standard Harpoon ammo
- Other minor name edits that you probably won't notice

Ver 1.3 (2/17/2021)
- Corrected the orientation of a few nodes in the Tranquilizer Rifle mesh
- Fixed the severely misaligned sights of the Sub-Sonic Assault Rifle and its unique variant; also removed that annoying sling mount from the front of the gun
- Removed the bullet node from the Sub-Sonic Assault Rifle magazine; addresses a minor inconsistency, since the weapon uses Electron Charge Packs for ammo, not bullets
- Fixed an incorrect texture path with the ##Shells node of the Jackhammer and its variants
- Adjusted the muzzle flash placement node with the Service Pistol silencer
- The ejection port on the Silenced Front 9mm SMG is now animated
- Renamed the NPC-only Ripper that AJ uses to "AJ's Ripper"
- Fixed an issue that caused the extended mag on the FPG to be invisible in 1st Person
- The extended mag for the FPG now correctly gives +12 ammo capacity instead of +10
- Renamed the "Ramshackle Sniper" to "Ramshackle Sniper Rifle"
- Redid my mesh edits to the Support Carbine; cleaner results overall
- The Grenade Launcher, Mark 2 now has functional iron sights
- The T9 Spud now has functional iron sights
- Removed the "Don't Use 1st Person IS Animations" flag from the Grenade Launcher, Mark 2
- Removed the "Don't Use 1st Person IS Animations" flag from the T9 Spud Grenade Launcher
- Removed the "Don't Use 3rd Person IS Animations" flag from the Grenade Launcher, Mark 2
- Removed the "Don't Use 3rd Person IS Animations" flag from the T9 Spud Grenade Launcher
- Cleaned up the wording of several item mod descriptions
- Reduced the size of the Rugged .45 Auto SMG drum mag to reduce clipping
- Adjusted the Sheriff's Repeater ##SightingNode to reduce clipping in first person view
- Corrected the Projectile Node placement with the RJJ45 Magnum and its variants
- Corrected the Projectile Node placement with the suppressed Service Pistol and its variants
- Other minor tweaks you probably won't notice and that I've already forgotten
- Opted to "genericize" the names of several non-unique weapons to better fit New Vegas' naming scheme:
- Renamed the "Sawed-Off HD" to "Cut-Down Shotgun"
- Renamed the "MAC-11" to  "Machine Pistol"
- Renamed the "FPG" to "Folding Pocket Gun"
- Renamed the "Jackhammer" to "Jackhammer Shotgun"
- Renamed the "Mossberg 590 A1" to "Mossberg Shotgun"
- Renamed the "RJJ45 Magnum" to "Autorevolver"
- Renamed the "T9 Spud" to "Spud Grenade Launcher"
- Renamed the "Grenade Launcher, Mark 2" to "40mm Grenade APW"
- Renamed the "PT-900" to "Plasma Thrower"
- Renamed the "Old Lady" to "Shambly Marksman Rifle"
- Renamed the "Toothless" to "Spiked Mace"
- Renamed the "HK Light Rifle" to "10mm Light Rifle"
- Renamed the "T12 Rattler Grenade" to "Rattler Grenade"
- Renamed the "Frag Mine, Mark 2" to "Anti-Personnel Mine"
- Renamed the "Frag Grenade M-2" to "Anti-Personnel Grenade"
- Renamed all instances of "M-2" and "Mark 2" to "Mk II" for uniformity with the vanilla game and Yukichigai Unofficial Patch
- Renamed the relevant weapon mods to accommodate the above name changes

Ver 1.4 (2/24/2021)
- All melee weapons that were missing swing sound fx now have them
- Fixed incorrect sound entries with several melee weapons that caused their swing sounds to not play
- All sword melee weapons now use the proper SwordImpactDataSet instead of the KnifeImpactDataSet
- Renamed the "Jonnygun Standard" to "Jonnygun"
- Renamed the "10mm Light Rifle" to "Scav Light Rifle"
- Renamed the "Jericho Fusion Cannon" to "Fusion Cannon"
- Renamed the "Galieon Sub-Sonic Assault Rifle" to "Sub-Sonic Assault Rifle"
- Renamed the "Galieon Ray Gun" to "Ray Gun"
- (these should hopefully be the last of the name changes; the rest of the Frontier weapons seem to be named appropriately)
- Removed my older mesh edits to the Shambly Marksman Rifle; opted instead to improve the UV mapping, and change the animations to reflect the gun's weird hybrid design
- Shambly Marksman Rifle is now semi-auto; changed the attack animation to AttackLeft
- Tweaked the balance of the Bull Shotgun to bring it more in line with the rest of the Tier 4 shotguns; it's still powerful, but will no longer outclass Tier 5 shotguns
- Rebalanced the Mossberg Shotgun; weapon was extremely OP for a measly Tier 2 shotgun (honestly, it's still pretty OP even with the nerf, but at least now it doesn't invalidate the Hunting Shotgun)
- Removed an unncessary explosion flag from the Jericho Fusion Cannon projectile; this also fixes a small incopatiblity with Unofficial Patch NVSE Plus
- Tweaked the posistioning of the Frontline Machine Gun charging handle node to eliminate clipping
- Changed the pick-up sounds of the Sheriff/SWAT Shotguns to the standard rifle pick-up; the unique unholster sounds are untouched
- Added a missing object effect to Clarent
- Small edit to the 1st person texture set of the Plasma Slinger
- Corrected the Resist Type for several explosive weapons


Compatibility and Usage: Please be aware that this mod was made for the original release build of the Frontier. I cannot guarantee complete compatibility if you attempt to use this mod with the newer build. When in doubt, use FNVEdit to check for any potential conflicts.

Considering that most original-release users are likely using the unofficial patch, I feel that I should make this clear: you should not install this mod if you are already running the Unofficial Frontier patch, as this mod is already included. This page now primarily serves to host any updates to this mod, allow users to show support with an endorsement, and for posterity's sake.


The meshes contained in this mod will obviously conflict with anything that overwrites them. I encourage anyone using animation mods such as hitman's Anniversary Anim Pack to use Sniff to patch these files. Alternatively, clayvn was kind enough to host a patch for this mod, which you can find here.

Cheers.