Fallout New Vegas
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S6S

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Sweet6Shooter

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About this mod

Cohesive, lore friendly distribution of relevant weapons from NV's DLCs into the mojave, along with GRA renaming, Mad Bomber explosive genericization, Hand Load tag removal, complete dynamic GRA -> regular weapon mod integration, and more.

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Permissions and credits
Translations
  • Portuguese
Changelogs
Overview:
Since Weapons of the Wasteland has been seeing chronic bug reports lately, Nevada Arsenal has been made as a (relatively) lightweight replacement.

This mod will work differently, however. I have done my best to align each weapon's integration with balanced level thresholds and appropriately themed leveled list choices. For example, you can expect the NCR to only use weapons that would generally be appropriate for them. However, in contrast to WotW, you will not be able to disable specific placements of each weapon. You will instead be able to simply toggle on/off each weapon's integration unilaterally.
I am always open to feedback about where/when weapons show up. I always prioritize balancing and lore friendliness in my integration choices.

Compatible with TTW 3.3

Features:
  • Full wasteland integration options for just about every NV DLC weapon, toggleable individually in the config ini.
  • Optional complete GRA renaming. (Hand Load tag remover also available)
  • Optional Mad Bomber genericization with perk disabling included.
  • WotW's shotgun ammo and grenade stock tweaks are included, enhanced, and optional.
  • There's an option to distribute GRA weapon mods further throughout the wasteland, which will also substantially increase the overall amount of melee weapon mods that you find.
  • Scripted Hard edit base weapon GRA mod integration. I really wanted to make the scripted mod changes work, but they're very unreliable and cause strange issues.
  • There is a particular upside over WotW: WotW changed many NCR troopers' weapons to a segregated list within itself. This meant that many NCR troops' weapons didn't update with any other mod additions. All of the equivalent changes I've done have been made with a generic NCR weapons list that's in the base game, so they'll update their weapon selection with other mods you have installed.
  • I've integrated my Hopper31's Throwable Repconn Rockets mod here, with some changes. It gooifies targets, and it's craftable with just a souvenir and a stick of dynamite. (It's completely optional, and you won't see it in any way if you turn it off. There's also an optional recipe that allows you to simply discard the Rocket Souvenir at a workbench, which you can toggle with or without the other setting.)

Customization:
Most features are configurable in the config ini.

Requirements:
JIP LN, xNVSE, Johnny, the usual stuff.

Installation:
Install normally. You need the config ini and the main file.

Compatibility:
STRONGLY recommended for use with my Scripted Weapon Tweaks Nail Gun setting, the nail gun integration will be unbalanced without it. I'm not planning on making a base game balanced version, the base game's balancing was bad and unintuitive and guided by unreasonable deadlines for content release and the fact that LR was the fourth DLC.

You can also use the esp free version of that nail gun tweak if you prefer.

If you have the 4.7mm SMMG option in CFWR selected, the relevant options in here will automatically be disabled. Each of those has their own internal wasteland integration; they don't need a patch. Turn on the wasteland integration inside those mods instead.

Previous versions had issues with JIP's NPC weapon mods setting, but that conflict is gone now.

Unfortunately, the hard edits on the base game weapons to give them the GRA mods means that this conflicts with weapon replacers and other bugfix/balance mods that touch those weapons. If you have another plugin that gives those weapons their GRA mods, or a weapon replacer that builds in that functionality, just place them lower than Nevada Arsenal, and you should be good to go. The hard edits to the weapons abide exact base game values, other than a couple tiny bug fixes.

TTW 3.3:
Compatible, but this removes the new ripper and hunting revolver mods from the weapons, for better compatibility with existing weapon replacers and retextures. Use the 3.3 mod re enabler from EDGE to re enable the mods if you want them.
There is also a TTW patch that should be used now.

Questions:
Why can't I toggle options off for specific weapons on specific npc types like WotW?
Don't wanna put in the work.
TTW Version/Compatibility?
Completely compatible with TTW, but it doesn't cover integration there. Use DC Arsenal alongside Nevada Arsenal for full integration of both wastelands.
Merge both mods?
Unlikely.
Will you make a feature to mimic Mojave Arsenal's reduced item condition on bodies?
No.

Credits:
ePath for helping with some of the scripting on the weapon mod integration.
Weapons of the Wasteland for providing excellent functionality for multiple years, and for the values of the secondary tweaks. Permission to include those changes was requested and granted. (shotgun ammo amounts, grenade adjustments)

Permissions:
Do whatever.

Support:
If you'd like to support my modding work or say thanks, feel free to donate via the Nexus or here at Ko-Fi.