Fallout New Vegas

1332 comments

  1. WebbProductionsEntertain
    WebbProductionsEntertain
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    Update 1.9:
    New weapons are added in this brand new update. The weapons are Throwable Rocks, Gold Nugget, Uranium Ore, a Molotov Cocktail, Tribal Spear (which is a melee weapon), Red Ryder BB Gun, Rockwell BigBazooka, and Solar Scorcher. Credits to the authors are in the permission and credits tab in the description. Big thanks to Arccharger, Lolwutty, and Keogeo for helping out with this visual improving update to the mod.

    Also apologizes for the late notice, but here is the list of weapons that all have animations tied to them since there are animations in the pack now:

    • Tommy Gun
    • CAWS
    • Pipe Rifle
    • Mauser M96 9mm
    • Pancor Jackhammer
    • Wattz Laser Rifle
    • Colt Rangemaster Hunting Rifle
    • P94 Plasma Caster
    • P92 Caster Rifle
    • P90
    • CFWRXL70
    • 14mm Pistol
    • Colt 6520
    • Vault Dweller 6520
    • Classic 10mm SMG
    • DKS501 Sniper Rifle
    • Glock86 Plasma Pistol
    • L30 Gatling Laser
    • M72 Gauss Rifle
    • Needler Pistol (all versions except 47, will probably fix in a small update once more bugs are found) 
    • PPK12 Gauss Pistol
    • Pulse Rifle
    • Wattz Laser Pistol
    • YK32 Pulse Pistol
    • H&K G11
    • CityKiller Shotgun
    • FN_Fal
    This update also fixed some issues that the mod was having before. Enjoy the update!!
  2. WebbProductionsEntertain
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    Update 1.2:
        Many changes with this version of the mod. But now the leveled list injection script is fixed and new weapons are added. The Needler Pistol, XL70, and a Unique Version of the Desert Eagle. 

    ALSO YOU WILL LOOSE YOUR WEAPONS IF YOU ARE UPDATING FROM 1.1
  3. WebbProductionsEntertain
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    Ok so a lot of you have been asking if this mod works with this mod and so on and so fourth. Let me tell you all this. Just put this mod at the bottom of your load orders to see how it effects your game. If you keep on asking for if it’s compatible your not going anywhere. Just test and report back on issues. It helps the mod improve. 
  4. Sweet6Shooter
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    Hey y'all! V 1.2 introduces optional integration for all weapons, Big Guns weapon skill options, a Rockwell minigun .308 option, a suite of vanilla-esque renaming options for each weapon, the option to substitute some of CFWR's weapon mods for base game weapon mods instead, an optional set of skill requirement tweaks by me, as well as the three new weapons and three new ammo types: 2mm EC, 4.7mm Caseless, and 14mm.

    2mm EC is a "hybrid" ammo type, requiring microfusion cells, electron charge packs, and lead to recharge/refill the ammo. (See the note about the Fallout Roleplaying Game at the bottom of the page through this link for the only lore description of what 2mm ammo is) It does grant the drained cells of the component energy ammo though. It has no variants. By default, it has no ammo effect. It can be given 20 DT penetration, and/or the weapons that use it can be given 20 DR penetration, to match the classic effect.
    2mm EC has a bonus "feature": It can be used to craft Alien Power Cells. The recipe is taxing, but it provides you the lead from your 2mm and the drained cells back.

    4.7mm Caseless is a rare ammo that's relatively high level to craft, but it doesn't require any casings, obviously. It's only used by the G11 and Vindicator miniguns at the moment. It has no variants.

    14mm AP is a powerful armor-piercing round, used by the 14mm pistol, and the new Desert Eagle 14mm variant. There's an option to convert the Gobi Scout Campaign Sniper Rifle and/or Christine's COS Sniper Rifle to use it as well. You can toggle the ammo change separately from the additional handling change for each one: The Gobi rifle's spread and strength are increased, and the COS rifle's attack speed and clip size are reduced. There's one variant, the JSP Hand Load ammo, which has additional DT penetration. This round is unique for handgun rounds, in that it requires a .50 MG primer instead of a large pistol primer.

    Each ammo has a wasteland integration toggle; these do not change the ammo calibers used by their respective weapons. They're just options because I could throw the condition in there easily, and maybe for people who only want to craft those ammos or something? Their casing additions are also turned off if this is disabled. Unless you really know what you're doing, I recommend that you do not disable these for any reason.

    V 1.2 Update:
    There's a new option for a 4.7mm caseless conversion for the SMMG. It makes some handling and stat changes to make it resolutely a top tier weapon. I don't expect that it will be overkill though, just competitive among the other endgame heavy weapons.
    To avoid the need for patches for SMMG distribution mods, I included a full wasteland distribution option for it at around level 30, which extends to TTW if that's installed. As such, you don't need a patch for Weapons of the Wasteland or DC Arsenal or anything, just turn those options off in those mods if you have this option turned on.

    There's also an option to change the Tommy Gun to use 10mm ammo, to give it a more unique place in the weapon spread as a high cap 10mm SMG.

    In addition, a second pass option has been added for each ammo's wasteland integration. It simply adds the ammo everywhere it was the first time, again. The 2mm EC config option was misnamed previously, which made it not integrate; this has been fixed. To complement the Needler Pistol's wasteland integration, there's been an option added which provides nails to ammo loot and vendors around the wasteland. If you have another mod that does this, you may want to only turn it on in one mod.
  5. Sweet6Shooter
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    Anybody having issues seeing the new weapons:
    Please ensure you have C++ installed. It's required by JIP, but it's listed in a pinned post and not the main description. 
    Also, please make sure your game is installed outside of Program Files. Volume Shadow Copy can sometimes keep the wrong file and result in not seeing updated files when you update.
  6. BiggSwiggo
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    Is there any way to re-implement Hitman's animations of the City Killer back into the mod? I preferred it when it was burst fire, I tried changing the .json but it resulted in a previously reported bug, the gun freezes and completely locks the keyboard if you try to switch ammo and the only way to get it back is by forcing a reload through dying.
  7. ArkofRathalos969
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    Do weapon mods work with the weapons from this? I've tried looking for weapon mods that match but haven't found any so far and was wondering if there are any?
  8. KelBShobra
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    Does this mod make any changes to the varmint rifle? and if so how do i get sunny smiles to give me 5.56 instead of 22LR? (i do not have Jsawyer ultimate edition installed btw) 
    1. Soldier087
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      Not entirely sure, but I think this mod just adds more guns rather then removing base game ones. (Sunny Smiles still gave me a regular varmint when using it, not sure if it's just me though.)

      I do know that you can add 5.56 ammo directly to your inventory with player.additem 00004240 <amount> if you need to get out of a sticky situation though.
  9. thenumber1
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    please proceed to point and laugh at me for using such an outdated overhaul but does this work with project Nevada? it has been so long since I played the base game that I forgot PN was basically dead, I mean I'm only in Primm so if it doesn't work at all I can just uninstall PN and do a clean save.
    1. SKYNYRD333
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      I wouldn't imagine it does. That mods dead as hell its quite a shame  
    2. Soldier087
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      A large amount of things in Project Nevada will break the game on it's own, but especially when used with other mods. 

      I found that most/all of the features I liked of Nevada though had modern updates from other more active modders. I would check the "Mods to avoid" section of "Viva New Vegas" (Link: https://vivanewvegas.moddinglinked.com/avoid-mods.html) to replace things that you want from PN AND it works fine with this mod in my experience.

      Hope this helps!
  10. mikemillers
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    Hi i love the mod, but when i aim with the wattz laser rifle, the ironsight is down, and its only in the centre of the screen when i shot, then it gous down again. 

    Any idea of what mod could be in conflict? Or what did i wrong in the installation? Rest seems right. 

    TY
  11. TotallyLegitt
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    Does anyone know the ID for 14mm AP?
  12. Redagent2030
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    any chance there will be a patch for EVE? thanks!
  13. laredson
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    I can't find modifications for this mod's weapons, they're nowhere in the map or enemies, neither can craft/buy the mods
  14. SKYNYRD333
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    Ive looked through damn near every comment and i seem to be the only one with this problem. I'm getting the red exclamation marks on all but like 2 of these weapons. Obviously I'm doing something wrong but before anyone says it yes I've did archive invalidation. I really want this to work they look fuckin tight.
    1. GCinimod
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      Yeah it's clearly just broken now. Shame really. I'm having the same issue.
    2. WebbProductionsEntertain
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      What do you mean red question mark? 
    3. SKYNYRD333
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      WebbProductionsEntertain 
      slawjaw | Flickr 
      These are the weapons with the red exclamation point\missing texture.
      Spoiler:  
      Show
      Ak-112
      bull of steel
      Colt 6520
      Crowbar
      Dks-501 sniper rifle
      Desert eagle
      Eagle of the west
      Flambe 450
      Glock 86 plasma pistol
      H&K Caws
      H&k l30 gatling laser
      H&k mp9 10mm smg
      Mauser m/96 9mm
      Mojave rattler
      Molotov cocktail
      P90
      P94 plasma caster
      Pipe rifle
      Red ryder bb gun
      Riot baton
      Rockwell big bazooka
      Rockwell minigun
      Shiv
      Super sledgehammer
      Throwing gold nugget
      Throwing rock
      Throwing uranium ore
      Tribal spear
      Vault dwellers 6520 pistol
      Vindicator minigun
      Winchester city killer
      Wrench
      Yk-32 pulse pistol
    4. SKYNYRD333
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      Any help would be greatly appreciated. 
  15. BiggSwiggo
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    I updated from 1.7 to 1.9.2 and I noticed new problems with the inspect animation of the desert eagle. Specifically, the ammo check one. For some reason, the animation glitches if the extended mag is equipped, when the magazine is thrown out of the gun and the player is supposed to catch it, instead what happens is the mag is caught below where it's supposed to be and the hand just grips mostly air. Here's a video to show what I mean. I didn't have this problem with previous version so I don't really know what might be causing it, I have Salt Lake Improvements but I never had this problem when I used older versions.
    Also, I don't know if this is a problem but I remember the bullet being visible (it was just a big silver bullet) in the chamber in older versions, was this also a new change?

    Edit: I just fixed it, it was all a meshes problem that Anirvana's patch had already covered. I just copied all of the .nif files (including the ones that seem to be missing from the current version of CFWR, I think?) to meshes/weapons/MMP/DEagle and everything went back to how it used to be in 1.7.