Fallout New Vegas

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  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. cruuush
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    I am noticing the M72 gauss rifle gets its sights misaligned if you add the drum mag.
  7. isospiderman
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    Will it ever be possible a version of the mod with the weapons without the animation overhauls? i use Hitmans packs and sadly with miliena they all conflict i love this mod much more than Miliena but would love to use both if possible
  8. prosteak
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    One of the best weapon mods for New Vegas, although why are the White Legs using FN FAL rifles instead of the standard Thompsons?
  9. Sethwt1
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    Seems the wattz 2000 animations make the microfusion cell spin around the scope when reloading
  10. TardosEx
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    The gatling gun sound effects aren't synchronized with the animations. It starts firing much earlier than the shooting SFX. I suggest slowing the rev up animation of the gun so that it's at the same speed as the rev up sound effect.

    Another suggestion i would make which isn't as important, is to give the vanilla weapons their long names found on their wikipedias. And give your weapons from this mod their brief name seen in-game in Fallout 2.
    It would make it look more like the vanilla weapons are newer added guns for New Vegas as a sequel to Fallout 2 than the ones from your pack which are chronologically older, not sure if you get what i mean with this last one.
  11. layzpotatochips
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    Where do I find or buy the non unique weapons? (this is my first time modding fnv so I'm new)
  12. Knuxie
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    Im doing a TTW playthrough and my god, this mod alone is the reason why im 70 hours in on my current save and havent even completed the FO3 story yet. I havent played the game this much since it very first launched on the 360. This mod is EVERYTHING I ever wanted. Bravo, Bravo. 
  13. deleted103428718
    deleted103428718
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    I'm trying to figure what mod is making the gatling laser shoot in a very short burst. Once i spot it i'll see if it's a compatibility issue or something from whether side.

    The gun doesn't sound right though. I'm wondering if that's from my end or not. But the rev up and firing animation don't sound synchronized. Not only that but the rev up SFX sounds too quiet compared to the firing? Idk it doesn't sound well, the firing SFX itself though sounds perfect.
  14. ryujijitei
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    Adore this mod, but I really wish the unique mods were populated better, I've spent in-game months searching high and low for the P90 sight.
  15. deleted103428718
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    I don't think this works anymore. I got all requirements, and installed "Classic Fallout Weapons Remastered V1.2" with Vortex, and with Mod Organizer as a second try. The weapons i start with seem unchanged, so that makes me think this doesn't work anymore.
    1. WebbProductionsEntertain
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      Did you wait over seven days in game? Also, I am really about done hearing this. It makes me upset that people are not able to have fun with this. Coming this summer this is going to fucking change
    2. deleted103428718
      deleted103428718
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      Hey sorry, i didn't mean to upset you, hope you're doing well.

      No, i didn't wait seven days. And to clarify, i'm the noob. Because i thought this mod would instantly replace the existing weapons of the game with the ones you're showing here. So as soon as i installed this mod, i started a new game to see if my starting weapons (the ones Doc Mitchell gives you) had the classics from this mod.
      I was told online that they're separate weapons, so it's just a matter of finding or waiting for them. Hell, even you stated that in the description.

      Could you update the replacement version with this one? If it's not too much to ask. I always disliked the Bethesda designs from Fallout 3.

      Thank you for replying.