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This page was last updated on 15 August 2023, 8:49PM
- Changelogs
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Version 1.9
- Brand new weapons are included!!
- New weapons: Rocks, Gold Nugget, Uranium Ore, Molotov Cocktail, Tribal Spear, Red Ryder BB Gun, Solar Scorcher, and the Rockwell BigBazooka.
- New weapon mods for the P90
- Weapons that have had their models changed: Scatter Sawed Off Shotgun, Pancor Jackhammer
- Resized weapons: Crowbar to make it slightly bigger, Wrench to make it smaller and not comically huge like it was before
- Mojave Rattler has a unique texture thanks to Arccharcher
- Many other weapons have gotten visual improvements, see the screenshots
- Rocks will do knockdown on headshots that penetrate DT.
- Molotov recipe uses absinthe or vodka.
- RR BB Gun has generalized wasteland integration, it does twice the damage, so it's slightly closer to a half-decent weapon than the base one.
- Config ini is properly configured for standard release.
- Made deagle use .44 bullet projectile
- Made 14mm silencer use 127mm silencer sounds
- Gave the g11 it's repair list back
- Altered ammo chest integration
- Turned off the WMX script that shouldn't have still been running
- Gave 4.7 to LR commissary
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Version 1.8
- Turned off magnetic bb pistol option by default
- Added base game mod options for the caws and 14mm pistol
- Reduced power fist damage, changed it's impact data to the proton axe's, reduced it's reach, increased it's animation and attack speed - it now has a similar dps to the regular power fist, only divided among more, faster hits
- Increased minimum npc fire timing for the city killer
- Fixed the dks using the carbon fiber receiver textures by default
- Increased gauss weapon damages, reduced gauss rifle crit damage but increased it's crit mult
- Increased caws health
- Reduced damage of SMMG when using the 4.7mm rechamber
- Fixed energy weapons often being in the explodesgastrapsontouch formlist instead of onhit
- Fixed flambe not being in that list
- Reduced ammo costs by an average of 1
- Fixed descriptions on ppk12 mods and their values
- Added gauss rifle base game mods option
- Reduced laser minigun fire rate, tripled it's attack anim speed, to make it more responsive, buffed it's weapon mod stat improvements
- Halved flambe fire rate, changed it's repair list to the flamers
- Debuffed gauss damage boosting mods
- Changed the caws' scope model to a rounder one to fit with it's spread more aesthetically
- Changed dismbember flags to nothing on the needler pistol variants
- Fixed compatibility with Anirvana's animation set being broken
- Reduced weight of 2mm
- Tweaked 10mm revolver's weight, health, clip size, and animation speed to make it more distinct from the standard 10mm
- Nerfed the mauser's unhinged weapon damage increase mod
- Tweaked 10mm smg's spread reduction mod
- Reduced ak112 damage and increased weight and AP cost
- Increased rangemaster's weight and reduced damage, buffed crit values
- Tweaked tommy gun's damage, increased fire rate
- Increased dks' weight, reduced health
- Reduced wattz weapon damages a bit, reduced their healths a bit
- Increased wattz rifle's spread
- Boosted plasma glock limb damage mult and crit mult
- Doubled p94 spread
- Increased value and weight of gatling laser
- Reduced clip capacity increase for p92 mod
- Removed EMP effect from pulse weapons and reworked them
- Made flambe not explode or dismember
- Reversed gauss rifle and pistol spreads, changed pistol damage increase mod amount
- Increased gauss rifle damage and health and AP cost
- Doubled p90 fire rate, reduced damage, increased weight
- Reduced xl70 damage and crit damage
- Reduced m60 spread, fire rate, and max health mod, increased it's crit damage
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Version 1.7
- Fixed broken big guns option for the m60
- Reduced frequency of sledgehammer mods
- Fixed city killer having the wrong reload animation when modded
- Updated flamer models
- Increased frequency of energy weapons on fiends
- Increased amount of new ammo types found on npcs and in loot with weapons
- Changed G11 animation situation from a toggle to an automated check for the files
- Added a safeguard to prevent the G11 sounds from attempting to be used if the sounds aren't present
- Turned off magnetic bb pistol option by default
- Added base game mod options for the caws and 14mm pistol
- Reduced power fist damage, changed it's impact data to the proton axe's, reduced it's reach, increased it's animation and attack speed - it now has a similar dps to the regular power fist, only divided among more, faster hits
- Increased minimum npc fire timing for the city killer
- Fixed the dks using the carbon fiber receiver textures by default
- Increased gauss weapon damages, reduced gauss rifle crit damage but increased it's crit mult
- Increased caws health
- Reduced damage of SMMG when using the 4.7mm rechamber
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Version 1.4
- Rebalanced integration levels and locations
- Caravan shotgun has been removed from the CAWS repair list, as that was a very, very cheap repair option for the much high quality weapon
- All spread values have been set to 0, as "min spread" is the only value that does anything. Spread is an old value from f3 that isn't used in NV.
- Reduced the classic 10mm smg spread a little further, increased it's strength requirement to match the regular one, modified it's value slightly,
- Rebalanced desert eagle to deal a little less damage than the regular .44, but with a higher fire rate and better spread/range
- Added .32 option for the tommy gun for TTW users
- Skill change config options have been removed, as their changes were made the default
- Flambe has been rebalanced to fire much more quickly than the regular flamer, at cost of heavier weight and lower health
- Changed rangemaster to use service rifle repair list, since they're actually the same caliber and receiver type
- Rebalanced rangemaster around service rifle, as it is it's closest contemporary: Weight reduced, damage reduced, range increased, value increased, slight limb damage bonus, skill increased to 35
- The Glock 86 has been rebalanced to have a lower clip size, weight and damage, but substantially better spread, and a lower skill requirement. It is also found very early in the game
- CAWS damage has been buffed, spread increased, hit chance reduced, limb damage bonus added, str req. increased to 6, crit damage nerfed
- 14mm pistol clip size reduced to 6, weight and range increased, damage and weight increased substantially, health and value increased, spread reduced, substantial limb damage bonus added, npc fire rate reduced, mag upgrade reduced to 3, spread reduction mod reduced to -.35, str req. increased to 8, skill req. increased to 100, crit damage increased, sound level increased
- AK112 spread increased to higher than the assault carbine, vats hit chance reduced, limb damage bonus added, skell req. increased to 75
- Alien blaster base damage increased, value increased, health reduced to twice the regular alien blaster, clip size reduced to 5, vats hit chance increased, crit damage increased
- Classic power fist accuracy increased, limb damage increased, strength req. reduced to 4, skill reduced to 40
- Classic 10mm spread reduced, hit chance increased, range increased, npc fire rate reduced, skill req. increased to 30, crit damage increased, but crit mult reduced to .8
- Classic sniper rifle has been radically rebalanced as a 5.56 sniper, like in the classics
- Reworked eagle of the west stats in contrast to the new 14mm stats
- FAL repair list switched to the automatic rifle's, value reduced, health reduced, damage increased slightly, strength req. increased to 7, skill req. increased to 75
- Classic gatling laser spread and fire rate increased substantially, hit chance and range reduced, minor limb damage bonus added
- Classic sledgehammer repair list added, damage and weight increased, reach increased a little, hit chance reduced a little, ap cost increased, crit chance increased and str req. increased to 8
- Classic gauss rifle value increased, health decreased, weight increased, spread increased, vats hit chance decreased, range decreased, limb damage reduced, npc fire rate reduced, strength req. increased to 6, skill req incresed to 85, crit mult cut in half, damage reduced, ammo consumption reduced to 1 per shot
- Magnetic BB pistol damage reduced, spread increased, vats hit chance increased, range increased, ap cost reduced, limb damage reduced further, npc fire rate increased, skill req. increased, crit damage reduced
- Magnetic dart pistol crit chance increased, damage reduced, fire rate increased, range reduced, spread increased, sight FOV reduced, damage reduced, health reduced
- Mauser value, health, and damage reduced, weight increased, spread reduced substantially, sight FOV reduced, range increased, limb damage mult reduced, npc fire rate increased, skill req. increasesd to 15
- Needler pistol value increased, health reduced, damage reduced, spread increased, range increased, sight FOV reduced, hit chance reduced, ap cost increased, limb damage increased substantially, npc fire rate increased, skill req. increased to 15, crit damage reduced, chance increased
- P90 value increased, damage reduced, spread reduced, hit chance increased, range increased, crit damage reduced, but chance increased
- P92 plasma caster value increased, health increased, weight increased to 12 and clip size reduced to 10 to match the classics, damage normalized with regular plasma rifle, but with lower spread, higher hit chance, higher range and limb damage, slower npc fire rate, higher strength/skill req., crit damage increased substantially, but crit mult cut in half
- P94 caster radically rebalanced, with a higher value and damage, with doubled ammo consumption per shot, low spread, slower fire rate, slower npc fire rate, and very high crit damage, but a crit mult reduction
- Lever action and hunting shotguns were removed from the jackhammer's repair list
- Jackhammer value reduced, health reduced, weight increased substantially, damage increased for parody with the riot shotgun, matched spread with the riot shotgun, a strength req. of 10, and a skill req. of 100, and a crit chance bonus
- Pipe rifle has been given a new repair list, containing the single shotgun and the lead pipe, to make the weapon more useful in the early game
- Pipe rifle value, health, and damage reduced, spread increased, sighted fov has been reduced, hit chance increased, ap cost and limb damage reduced, crit chance reduced
- Gauss pistol value, damage, spread, sighted fov, and limb damage reduced
- Rockwell minigun health reduced, weight and spread increased, hit chance and range reduced, fire rate increased, crit damage reduced, but crit mult increased
- Classic sawed off limb damage doubled, strength req. upped to 5, crit damage doubled, with half crit chance
- Shiv repair list switched to regular knife's
- Shiv damage, weight, value, health reduced, cut limb damage in half, str req. reduced to 1, skill req. reduced to 0, crit chance increased to 5x, vats attack damage and cost reworked
- Classic super sledge value, weight, and damage reduced, hit chance increased, limb damage reduced, strength req. reduced to 7, skill req. reduced to 70, crit damage reduced, but has a very high crit mult, and a knockdown effect on critical has been added
- Tommy gun's repair list switched to .45 SMG's, and it's sounds have been changed to it's as well
- Tommy gun's value and health reduced, weight and spread increased, strength req. increased to 6, crit damage and chance reduced
- Vindicator minigun weight and damage increased, limb damage reduced, crit mult increased
- Classic laser pistol damage and ammo use doubled, value, spread and health increased, fire rate reduced, crit damage increased, but crit mult reduced
- Classic laser rifle value and clip size reduced, ammo use and damage doubled, spread reduced heavily, hit chance and range increased, sight fov reduced, limb damage and crit damage increased, crit chance reduced
- CAWS added to classic combat shotgun repair list
- Classic combat shotgun damage normalized with riot shotgun, hti chance increased, limb damage reduced, strength req. set to 8, skill req. changed to 85
- XL70 weight reduced, hit chance increased, limb damage and crit damage increased
- Pulse weapon crit kill effects have been removed, and their limb damage has been reduced heavily
- Classic pulse pistol value increased heavily health reduced, weight and clip size increased, ammo consumption tripled, spread and range reduced, resistance changed to EMP, strength req. increased to 3, skill req. increased to 50, crit damage and limb damage increased substantially
- Classic pulse rifle damage and ammo consumption increased, resistance changed to EMP, strength req. increased to 6, skill req. increased to 80, crit damage increased, but crit chance reduced by half
- Trauma harnesses and lobotomites not being able to use their ammo has been fixed
- Tweaked classic sledge and super sledge crit chances a bit
- Reviewed melee crit values, and added crit Knockdown to a few of them
- Improved balance of Tommy gun .32 option
- Added magnetic dart pistol ini option that was missing
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Version 1.3
- CFWR 1.3 Changelog
- Fixed 4.7mm breakdown recipe, it was backwards
- Added 4.7mm Phosphorous rounds
- 4.7mm Phos doesn't return flamer fuel
- Adjusted down 4.7mm loot amounts, they were rather high
- Actually increased 4.7mm vendor amounts to a max of 100
- Added Mojave Rattler, a 4.7mm variant of the 12.7mm SMG
- It has a much higher capacity, comes with the extended magazine model by default, can only be modified with the GRA silencer and laser sight, it's damage is lower than the base variant, but the weight, health and value are all increased
- It handles slightly better, it's a little more accurate, and it has a moderately high fire rate
- NOTE: There is a vanilla bug on automatic weapons with a very high fire rate. It causes a sound desync with automatic weapons at a high fire rate. Stewie's plugin has a few tweaks that help with this, but use https://www.nexusmods.com/newvegas/mods/63107 with those tweaks (listed on that linked page) together for the best experience.
- Changed red APC recipe to be visible with 9 Int or 85 Science or 100 Energy Weapons instead of just Int
- Added don't use IS flags to the G11 to prevent clipping when unscoping quickly after firing
- Set needler pistol to only dismember, not explode
- Added Magnetic BB Pistol, as an alt needler pistol. It's a distinct weapon, so you can use both.
- Adjusted all caliber changes to be off by default, set DT penetration by default on 2mm weapons
- Changed SMMG 4.7mm rechamber Special ammo lists to use phosphorous rounds instead of just more ammo
- Fixed alien blaster not actually disabling itself if turned off
- Reduced the ammo with the pipe rifle a little bit
- Added Magnetic BB Pistol, an alt version of the needler pistol. It can be enabled and used with or without the basic needler option
- Added dummy sound entries for Anirvana's G11 mod
- Added settings necessary to remove Anirvana's need for an esp for the anim set
- Made shiv and pipe rifle recipes
- Changed all the needler pistol variants to be silent
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Version 1.2
- Added 14mm rounds with optional wasteland integration
- 14mm AP is the default round, with it's DT penetration set to the AP 5mm's
- 14mm Junk round included
- Changed Sig Sauer handgun to 14mm
- Added options to rechamber two unique base game sniper rifles in 14mm
- Added 4.7mm Caseless ammo with optional wasteland integration
- Added 2mm EC with optional wasteland integration
- New gauss weapons changed to 2mm
- Added a choice between DT or DR penetration for 2mm weapons
- Made all weapons optional, including worldspace placements
- Set dressing around worldspace placements will not be disabled
- Added Eagle of the West in Camp Guardian Cave
- Increased health of pulse rifle placement
- Reduced condition of dead enclave soldiers helmet substantially
- Moved all ListAddForm lines outside of the optional blocks to retain full functionality of any weapons already found in an existing save
- Added the classic combat shotgun's repair list to the riot shotgun via script
- Removed the pulse pistol and rifle's addition to the plasma weapon repair lists and explodes gas traps lists
- Changed tommy gun repair list addition to .45 SMG's
- Removed p94 and ppk12 from laser commander list
- Moved laser pistol to regular holdout list
- Extended LListSetFlags commands to cover more lists
- Added the classic sledgehammer to the super sledge repair list
- Made an option to change the Rockwell minigun to .308 and it's leveled list integration to match
- Turned 4.7mm crafting req up, breakdown req *down*
- 4.7mm has no case, so it should be substantially easier to breakdown
- Fixed 14mm JSP crafting and breakdown
- Fixed needlers spawning with tons of ammo
- Fixed needlers sometimes spawning with no ammo
- Reduced the default NPC guaranteed needler nail ammo by about 25%
- Added a lot more description to what the ini options do, and tweaked the order of some of them a little
- Added "German Laser Rifle" option for wattz laser rifle to match pistol name option
- Added 10mm Tommy Gun option
- Added no Hand Load tag option for 14mm ammo
- Added 4.7mm rechamber option for SMMG
- Added a wasteland integration for it to match the new caliber, rendering patches for other DLC weapon integration mods needless
- Added a comma to JSP 14mm name to match base game convention
- Extended wasteland integration choice to alien blaster
- Moved crashed alien ship to a different spot in it's current location for compatiblity with More Mojave
- Fixed the unique Deagle's positioning
- Removed test script on the alien blaster that was kicking errors
- Added nail options, segmented into junk loot lists and vendor and loot ammo list
- Added a second pass option for the ammos, fixed 2mm not looking for the right ini value
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- Author's activity
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August 2023
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15 Aug 2023, 9:06PM | Action by: WebbProductionsEntertain
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'Author changed their file credits.'
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15 Aug 2023, 8:49PM | Action by: WebbProductionsEntertain
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15 Aug 2023, 8:49PM | Action by: WebbProductionsEntertain
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'Classic Fallout Weapons Remastered V1.2 [version 1.9.2]'
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15 Aug 2023, 7:48PM | Action by: WebbProductionsEntertain
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'file hidden from public viewing'
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15 Aug 2023, 7:48PM | Action by: WebbProductionsEntertain
Attribute change
'Mod version changed to 1.9.2.'
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15 Aug 2023, 7:21PM | Action by: WebbProductionsEntertain
Permission change
'Author changed their file credits.'
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15 Aug 2023, 7:20PM | Action by: WebbProductionsEntertain
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'Mod version changed to 1.9.5.'
July 2023
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19 Jul 2023, 5:03PM | Action by: WebbProductionsEntertain
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'Description changed.'
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16 Jul 2023, 1:54AM | Action by: WebbProductionsEntertain
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15 Jul 2023, 4:42PM | Action by: WebbProductionsEntertain
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15 Jul 2023, 3:53PM | Action by: WebbProductionsEntertain
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15 Jul 2023, 3:22PM | Action by: WebbProductionsEntertain
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File \'CFWR Optional Pulse Models\' description changed.'
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15 Jul 2023, 3:20PM | Action by: WebbProductionsEntertain
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'Classic Fallout Weapons Remastered V1.2 [version 1.9]'
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15 Jul 2023, 2:54PM | Action by: WebbProductionsEntertain
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15 Jul 2023, 2:53PM | Action by: WebbProductionsEntertain
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15 Jul 2023, 2:53PM | Action by: WebbProductionsEntertain
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15 Jul 2023, 2:53PM | Action by: WebbProductionsEntertain
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