Fallout New Vegas
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Charmareian

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Charmareian

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About this mod

Rebalances several early-game weapons. Fixes issues plaguing many other New Vegas weapons as well.

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Changelogs
I love Fallout New Vegas's early-game weapons. After 10 years of playing New Vegas, I want more options than the Ranger Sequoia and the Riot Shotgun. The Brush Gun with Hollow Point rounds makes the Trail Carbine look like a joke. Blah blah blah, you get the point. I buffed all the early game weapons and fixed my personal gripes with all the others. Looking at you, Dinnerbell.

I highly recommend installing JSawyer Ultimate Edition and letting this mod overwrite it. All weapon changes from JSawyer are included.

[These changes can also give enemies more of a fighting chance if you opt to use late-game weapons. This can be considered a lite difficulty
mod that edits weapons instead of headshot damage, etc.]



===== Weapon Changes =====

.357 Revolver:
Damage: 26 > 30
Attack Speed: 0.7 > 1
Critical Chance: 1 > 1.5
Weight: 2 > 2.5
Skill Requirement: 0 > 25

.44 Magnum Revolver:
Damage: 36 > 45
Min Spread: 0.7 > 0.25

9mm Pistol:
Min Spread: 0.7 > 0.3

9mm Submachine Gun:
Damage: 14 > 16
Fire Rate: 11 > 7.5
Min Spread: 1.5 > 1
Weight: 4 > 6

10mm Pistol:
Min Spread: 0.8 > 0.6

10mm Submachine Gun:
Weight: 5 > 7

Abilene Kid LE BB gun:
Damage: 4 > 9
Health: 100 > 150
Min Spread: 0.5 > 0.05

AER14 Prototype:
Ammo Use: 2 > 1
Clip Size: 24 > 12

All-American:
Damage: 26 > 28

Anti-Material Rifle:
STR Requirement: 8 > 10

Battle Rifle:
Min Spread: 0.55 > 0.0275

BB Gun:
Damage: 4 > 9
Attack Speed: 1 > 0.7
Health: 50 > 100
Min Spread: 0.5 > 0.05
Critical Chance: 1 > 1.5

Big Boomer:
Damage: 120 > 200
Min Spread: 3.5 > 2.5
STR Requirement: 4 > 6

Caravan Shotgun:
Damage: 45 > 55
Weight: 3 > 6
STR Requirement: 3 > 5

Cowboy Repeater:
Damage: 32 > 37

Dinner Bell:
Damage: 75 > 90
STR Requirement: 5 > 7

Gauss Rifle:
Ammo Use: 5 > 4
Skill Requirement: 75 > 100
STR Requirement: 5 > 8

Gobi Campaign Rifle:
Clip Size: 6 > 9
Fire Rate: 2.1 > 1.75

[Hunting Rifle]

Hunting Rifle:
Damage: 52 > 65
Fire Rate: 1.08 > 0.9
Health: 300 > 100

Hunting Rifle Custom Bolt:
-Renamed to Clean Bolt
Old: +33% Fire Rate
New: +50% Weapon Condition

Hunting Rifle Extended Mags:
Increased Clip Size: 5 > 3

Hunting Shotgun:
Damage: 70 > 80
STR Requirement: 5 > 7

La Longue Carabine:
Damage: 35 > 40

Laser RCW:
Weight: 4 > 8

Lever Action Shotgun:
Damage: 48 > 60
Spread: 1.9 > 1.5
Weight: 3 > 5
STR Requirement: 4 > 5

Lucky:
Damage: 30 > 35
Skill Requirement: 0 > 25
-It now uses the cut .357 reload, which is faster.

Mantis Gauntlet:
Weight: 10 > 5

[Marksman Carbine]
Ammo Capacity: 20 > 24
-Added Marksman Carbine Extended Mags. +6 Ammo Capacity.

Mysterious Magnum:
Damage: 42 > 50
Min Spread: 0.5 > 0.2

Police Pistol:
Critical Chance: 1 > 2

Ratslayer:
Ammo: 5.56mm > .22LR
Ammo Capacity: 8 > 15
STR Requirement: 3 > 2

Recharger Pistol:
Damage: 18 > 22

Recharger Rifle:
Damage: 12 > 16
Ammo Capacity: 7 > 9
Health: 200 > 300
STR Requirement: 5 > 3

Riot Shotgun:
STR Requirement: 7 > 8

Sawed-Off Shotgun:
Damage: 100 > 90
Ammo Use: 2 > 1
Attack Speed: 1 > 1.5
Min Spread: 4 > 3
STR Requirement: 4 > 6

[Service Rifle]

Service Rifle:
Fire Rate: 0.7 > 0.8
Accuracy: 0.55 > 0.055
Weight: 8.5 > 6.5
Skill Requirement: 25 > 50
STR Requirement: 2 > 3

Service Rifle Upgraded Springs:
-Renamed to Upgraded Internals
Old: +30% Fire Rate
New: +3 Damage

Silenced .22 Pistol:
Weight: 3 > 2

Silenced .22 Submachine Gun:
Min Spread: 2 > 1.5
Weight: 8 > 5

Single Shotgun:
Damage: 50 > 70
Weight: 7 > 5
Skill Requirement: 0 > 25

Sniper Rifle:
Damage: 45 > 55
Clip Size: 5 > 8
Fire Rate: 1.9 > 1.5

Sturdy Caravan Shotgun:
Damage: 50 > 60
Weight: 3 > 6
Skill Requirement: 0 > 25
STR Requirement: 3 > 5

This Machine:
Min Spread: 0.5 > 0.025

Trail Carbine:
Damage: 48 > 55

Vance's 9mm Submachine Gun:
Damage: 17 > 19
Fire Rate: 13 > 8.85
Min Spread: 1.5 > 1
Weight: 4 > 6

[Varmint Rifle]

Varmint Rifle:
Ammo: 5.56mm > .22LR
Ammo Capacity: 5 > 10
Critical Chance: 1 > 3
STR Requirement: 3 > 2

Varmint Rifle Extended Mags:
Old: +3
New: +5

Weathered 10mm Pistol:
Min Spread: 0.8 > 0.4

YCS/186:
STR Requirement: 5 > 8
Skill Requirement: 75 > 100

[DLC Weapons]:

Bozar:
Damage: 19 > 25
Fire Rate: 15 > 12
Health: 800 > 400

Christine's CoS Silencer Rifle:
Clip Size: 5 > 8

Embrace of the Mantis King!:
Weight: 12 > 6

Paciencia:
Damage: 55 > 70
Critical Damage: 110 > 105
Fire Rate: 1.44 > 1.2
Health: 350 > 175

Sleepytyme:
Weight: 5 > 7

Survivalist's Rifle:
Weight: 8.5 > 6.5

The Smitty Special:
Damage: 35 > 45
Fire Rate: 7 > 6

X-2 Antenna
Damage: 65 > 95
Critical Damage: 23 > 33
Health: 125 > 175

Reasons:

.357 Revolver: It now has the Police Pistol's vanilla damage.

.44 Magnum: You can get a Hunting Revolver in Freeside long before finding a .44 Magnum. The Hunting Revolver is now a 30% damage upgrade instead of
60%. The damage increase matches the .357 revolver's. Its accuracy was also increased to match the vanilla Mysterious Magnum's. This makes the scope modification more useful. The Mysterious Magnum got an accuracy increase to make up for this.

Caravan Shotgun/Sturdy Caravan Shotgun/Lever-Action Shotgun/Single Shotgun:
-Increased their damage as much as possible while trying to avoid out-damaging 12 gauge shotguns.

-The Single Shotgun is now the most powerful 20 gauge shotgun. Combining it with Slug Magnum ammo can make it viable later in the game.

-The Lever-Action Shotgun had it's spread reduced to compensate for JSawyer's Caravan Shotgun spread changes. It's a higher tier shotgun with the best range in it's class, so it should have the spread to match it.

Cowboy Repeater/La Longue Carabine: Same damage buff as the .357 Revolvers.

Dinner Bell: The vanilla Dinner Bell is very underwhelming. It gets 5 more damage than the standard Hunting Shotgun, but it doesn't have either of it's standard modifications installed.

Gauss Rifle/YCS/186: They're based off of a 100 pound anti-tank rifle, so they now have the Strength and Weapon Skill Requirements to match it. If you want to use the YCS/186 early in the game, you'll have to earn it. The weight is just based off of the Fallout 4 Gauss Rifle.

Hunting Shotgun: It compares poorly against basic rifles and has a slow reload. It can't break many pieces of armor unless you religiously use slug ammo.

Recharger Weapons: The recharger weapons are pretty useless, you'll be lucky to kill a Mole Rat with one. They now match the damage of an unmodded Laser Rifle and Laser Pistol(JSawyer). The Recharger Pistol having 22 damage puts it a lot closer to the MF Hyperbreeder Alpha's damage of 25. The smaller jump in damage is a lot more consistent with other unique weapons. Even with all these buffs they shouldn't be considered good weapons, but they should at least be usable.

Sawed-Off Shotgun/Big Boomer: In my opinion, it's one of the worse weapons in the game. Miss and you're dead. The Sawed-Off Shotgun was given Big Boomers damage and Big Boomer was buffed as well. Its spread was reduced to a more reasonable level.

Service Rifle: One of the hardest weapons to balance because it could give the NCR an advantage in scripted fights. I changed the Upgraded Springs weapon mod to Upgraded Internals. Instead of giving you a 30% fire rate increase, it now gets +3 damage. I have also given the Service Rifle a fire rate increase, but not has much as the original upgrade would have given you(15% instead of 30%).

Sniper Rifle: Christine's CoS Sniper Rifle does 21 more damage than it's standard version. I personally wouldn't consider it an overpowered weapon either. The Sniper Rifle might have a faster fire rate than the Hunting Rifle, but with it's recoil, this barely makes it much more useful at longer ranges. I increased its clip size because it's one of the fastest shooting sniper rifles in the game, yet it has one of the most pathetic clip sizes(With no way up upgrading it. It has a slow reload too). The model for the clip is even bigger than the Hunting Rifle with extended mags, so holding 8 308. rounds should make enough sense.

Trail Carbine: It receives the same buff as the .44 magnum. The Brush Gun now does 36% more damage instead of 56%. This makes the Trail Carbine more appealing with its scope modification.

Varmint Rifle: It was originally intended to use .22 LR and sport a large ammo capacity. Frankly, even without the planned curved magazine, its clip size is huge. If the Service Rifle can hold 20 ammo, the Varmint Rifle can easily hold 15 with its extended mags. A 10 ammo capacity seems to be the standard for .22 Long Rifles anyways.

Bozar: Nobody uses this thing, it's terrible. Using Fallout 2 as a reference, I improved its damage to make it more ammo efficient and capable of piercing more armor. It breaks faster to compensate for its slower fire rate and Fallout 2 description.

The Smitty Special: The Plasma Caster, but worse. In vanilla it shoots twice as fast, has twice the clip size, but does half the damage? Why? I just made it more ammo efficient.

X-2 Antenna: It's worse than the Proton Axe for some reason. I made it's new DPS between the Proton Axe and the Protonic Inversal Axe. Overall it should be better than the Protonic Inversal Axe, as it always should have been.

[Melee Weapons]

Sledgehammer:
Damage: 24 > 50
Attack Speed: 1.9 > 1.6
Health: 150 > 75
Value: 130 > 500

Reasons:
Sledgehammer: I liked how the Sledgehammer could stand up to the Super Sledge in
Fallout 3. The differences between the two in New Vegas are drastic,
making the Sledgehammer pretty useless in comparison.

[Plasma Weapons]:

-All Plasma weapons besides the Multiplas Rifle use one ammo.

-Plasma projectiles had their velocity increased.
Old: 7500
New: 13333
-This just makes Plasma weapons have 2/3 the projectile speed of the Plasma Caster instead of 1/3. This makes the Plasma Rifle with it's weapon mod have a faster projectile speed than the Plasma Caster(as it should).

Plasma Pistol:
Critical Chance: 1.5% > 2%

Plasma Rifle:
STR Requirement: 3 > 4

-The cut non-unique Multiplas Rifle as been restored.

Multiplas Rifle:
Name: Multiplas Rifle > Dual-Barrel Plasma Rifle
-The weapon model has been changed to its cut non-unique version.
Damage: 105 > 85
Ammo Capacity: 30 > 24
Ammo Use: 3 > 2
Critical Damage: 34 > 42
Critical Chance: 1 > 1.5
Spread: 1.5 > 0.9
STR Requirement: 4 > 6

Multiplas Rifle(Unique Dual-Barrel Plasma Rifle):
Damage: 105
Ammo Use: 2
Ammo Capacity: 20
Projectile Count: 2
Critical Damage: 52
Critical Chance: 2
Spread: 0.75
STR Requirement: 4 > 6

Plasma Spaz:
Old: Reduces AP costs by 20%
New: Increases fire rate by 25%
(Lv 22 and 90 Energy Weapons required)

Reasons:

[[[Most Plasma weapons now use 1 ammo instead of 2. The reason is because of how inferior Plasma weapons are to their Laser equivalents. To a fully decked out courier, even a Laser Pistol is more appealing than a Plasma Defender. Here's an example:

Plasma Defender: 38 Damage x 2.5 Fire Rate = 95 DPS
Laser Pistol: 16 Damage x 3.8 = 60.8 DPS
Late-Game Laser Pistol(+Focus Optics, Laser Commander, and Camaradar E-DE): 25.9 Damage x 3.8 = 98 DPS (and a 10% Critical Hit Chance increase).

The Plasma Spaz buff was another effort to make Plasma Weapons more appealing to use.]]]

The Plasma Pistol was given the same critical hit chance as the Plasma Rifle(The Laser Rifle and Laser Pistol share the same critical hit chance).

The Multiplas Rifle is supposed to be the equal of the Tri-Beam Laser Rifle, but it doesn't even come close. An unmodded Tri-Beam without Laser Commander still outclasses it. I tried to give the Multiplas a niche making it much more capable of breaking armor and ammo efficient. The spread was hilariously bad, almost 8 times less accurate than a Plasma Rifle. You do not want to be in super close quarters with that mule fire rate.

Plasma Spaz: Laser weapons get an insane upgrade with Laser Commander. Why do Plasma weapons not get a perk like this? I think
Plasma Spaz fits well with a fire rate increase anyways.

[Explosive Weapons]:

-New recipes for Frag, Pulse and Plasma Grenades/Mines.

Frag Grenade:
Explosives: 40
1 Conductor

Pulse Grenade:
Science: 40
1 Conductor
3 Microfusion Cells

Plasma Grenade:
Science: 50
1 Conductor
9 Microfusion Cells

(Mines require 10 more in their respective skill and 1 Sensor Module).

-Their barter values have also been adjusted to compensate for these recipes and because of cheaper explosive alternatives making them less appealing until now.

Frag Grenade: 150 > 50
Frag Mine: 75
Incendiary Grenade: 200 > 75
Pulse: Grenade: 40
Pulse Mine: 40 > 60
Plasma Grenade: 300 > 100
Plasma Mine: 300 > 150

-25mm and 40mm Grenades had their prices adjusted to not make standard grenades useless.
-25mm Grenade, High Explosive have been replaced by Incendiary Grenades.

25mm Grenade: 8 > 20
25mm Grenade, Incendiary: 20 > 30
25mm Grenade, Plasma: 8 > 40
25mm Grenade, Pulse: 8 > 16
25mm Grenade, Timed: 8 > 20
40mm Grenade: 12 > 30
40mm Grenade, Incendiary: 18 > 45
40mm Grenade, Plasma: 12 > 60
40mm Grenade, Pulse: 12 > 25

C-4:
Value: 1000 > 400

[Throwing Weapons]

-Range and Velocity have been doubled.
-Throwing Speed is increased by 50%(Throwing Knives 25%)

Throwing Knives:
Damage: 15 > 20
Critical Damage: 15 > 30
Weight: 0.5 > 0.25
-The Weapon Effect mentions them doing bonus Critical Damage, but this wasn't true.

Throwing Hatchet:
Damage: 20 > 40
Critical Damage: 20 > 40
Limb Damage Bonus: 1.5 > 2
Weight: 2 > 0.5

Throwing Spear:
Damage: 50 > 60
Critical Damage: 50 > 60

Throwing Knife Spear:
Name: Throwing Knife Spear > Throwing Cosmic Knife Spear
Damage: 42 > 75
Critical Damage: 42 > 75
Limb Damage Bonus: 2 > 3

Tomahawk:
Name: Tomahawk > Throwing Tomahawk
Damage: 40 > 50
Critical Damage: 40 > 50
Limb Damage Bonus: 1.5 > 2

Proton Throwing Axe:
Name: Proton Throwing Axe > Throwing Proton Axe
Damage: 40 > 50
Critical Damage: 29 > 50

Protonic Inversal Throwing Axe:
Name: Protonic Inversal Throwing Axe > Throwing Protonic Inversal Axe
Critical Damage: 29 > 60



===== Ammo Additions =====

-Added 20 Gauge Dragon's Breath ammo.
Dragon's Breath ammo:
Damage: 8 > 12 for 5 seconds

[.22LR Overhaul]:
-Added a recipe for basic .22LR ammo.
-Added a recipe for .22LR JHP ammo(Hand Loader required).
-Added .22LR cases.
-Added support for all 3 vanilla .22LR ammo and the newly added .22LR JHP to drop .22LR cases.
-Breaking down .22LR ammo now nets 1 Primer Small Pistol and 1 .22LR case(Required for the new recipes).

Reason:
22LR always felt like an afterthought. It doesn't have it's own case and you couldn't even craft .22LR ammo at a Reloading Bench. You can now craft .22LR ammo. Also, the vanilla game lets you purchase .22LR HP rounds, so I added the usual JHP variant as a craftable recipe.

[Coin Shot ammo changes]:
-Added 20 gauge Coin Shot ammo.
-Coin Shot ammo recipes now require 6 Legion Denarius instead of 8.

Damage: 1.3 > 1.5
Projectiles: 8 > 6
Value: 40 > 30

Reasoning: Coin Shot ammo is the hardest ammo in the game to craft. I buffed the damage so it isn't equal to Magnum ammo. I wanted to reduce the recipe requirements to 4 coins, but shooting 4 coins is lame. 6 is still a reasonable number and it's a new unique projectile count. Less projectiles means the damage is less split and it can break through more armor.



[Ammo Balance Changes]:

Armor Piercing Ammo:
Damage: x0.95 > x1.15

12 Gauge Flechette Ammo:
Damage: 0.9 > 1.15
DT Reduction: 6 > 8

5mm AP ammo:
DT Reduction: 25 > 15

5mm ammo:
DT Reduction: 10 > 5

.45 Auto:
Weight: 0.065 > 0.045

Homemade:
Condition Penalty: x3 > x2

Max Charge:
Condition Penalty: x2.5 > x2

Surplus:
Condition Penalty: x3 > x2

SWC:
Condition Penalty: x3 > x2

Reason: Their penalties significantly outweighed their positives. Maybe you'll actually want to try Homemade or Surplus ammo now.

12 and 20 gauge Junk Ammo:
Damage: 0.95 > 1.15

Reason: All Junk Ammo have a 5% damage reduction. Basic 12 and 20 gauge ammo have a 1.20 damage multiplier.

.38 and .44 Special Ammo:
-Both ammo types can now drop cases. They now have a 50% chance of doing so, the highest chance in the game.

Condition Penalty: 0.75 > 0.5

Reason: This ammo type is completely useless, short of using it as a joke. It now has something actually special about it. 

Ammo Recipe Changes:
-Added two new recipes that require the Junk Rounds perk.

Metal-to-Cannery:
1 Scrap Metal > 2 Tin Cans

Cannery-to-Metal:
2 Tin Cans > 1 Scrap Metal

Reason: It just makes Junk Ammo way less annoying to craft.

BB:
1 Scrap Metal > 20 BBs



===== Other =====

[FormID Changes]:
Laser Commander:
+Recharger Rifle
+Recharger Pistol
+MF Hyperbreeder Alpha
+Sprtel-Wood 9700

Reasons:
The recharger weapons use a standard laser and are some of the worst weapons in the game.

The Sprtel-Wood 9700 is worse than a modded Gatling Laser without it.

[Perk Changes]:
New Perk: Against All Varmints
Effect: +30% damage when using BB Guns, Varmint Rifles, Single Shotguns, Caravan Shotguns, or 10mm Pistols and SMGs.
Requirements:
Level 8
Guns: 45
Survival: 45

[Recipe Additions]:

Mantis Gauntlet:
Unarmed: 50
1 Wonderglue
2 Leather Belts
3 Gecko Hides
1 Mantis Foreleg



===== Optional Files =====

Weapon Nerfs
:

12.7mm Submachine Gun:
Damage: 36 > 30

Assault Carbine:
Fire Rate: 12 > 10

CZ57 Avenger:
Fire Rate: 30 > 20

Elijah's Advanced LAER:
Damage: 65 > 50

Gatling Laser:
Fire Rate: 30 > 20

Holorifle:
Damage: 80 > 60
Weapon Skill Requirement: 50 > 75
Strength Requirement: 4 > 5

Holorifle AoE:
Damage: 15 for 3 seconds > 10 for 3 seconds

Holorifle Focus Optics
Damage: 25 > 15

LAER:
Damage: 65 > 50

Light Machine Gun:
Fire Rate: 12 > 10

Minigun:
Fire Rate: 20 > 13.333

Plasma Caster:
Ammo Use: 1 > 2
Clip Size: 10 > 20

Riot Shotgun:
Damage: 67 > 60

Smitty Special:
Ammo Use: 1 > 2
Clip Size: 20 > 40

Sprtel-Wood 9700:
Fire Rate: 20 > 13.333

[Perk Changes]
And Stay Back:
Chance: 10% > 5%

Reasons:

LAER: The Laser Rifle is a very powerful weapon with the right build. The LAER is just that, but with 2-3 times the damage(And bonus damage against robots). The LAER now gets it's vanilla base damage of 65 with the prismatic lens weapon mod attached.

Riot Shotgun: Do I really need to explain the Riot Shotgun?

For people who like these weapons, but hate how trivial it makes the game.



FNVWR - Extras

[Gecko Shot ammo]:
Damage: x1.3
Projectiles: 3
Weapon Spread: x3
Damage Treshold: -2

Notes: I added Gecko Shot ammo as an early game counterpart to Slug Ammo, doing the exact opposite.

[Slug Magnum ammo]:
Stats:
Damage: x1.15
Weapon Spread: x0.35
Weapon Condition: x1.15
Damage Threshold: -2

Notes: GRA added various upgrades to buckshot ammo, but Slug ammo was left in the dust. I chose a 15% damage increase over the regular 30% that Magnum ammo usually gets. I did this for balance and to give a reason to use the other buckshot ammo(Hand Loader required).

[Under Charge ammo]:
Stats:
Damage: x0.85
Weapon Condition: x0.5
Damage Threshold: -5

Notes: There are Over Charge and Max Charge Cells, but why not Under Charge? Because it's stupid, but I added it anyways. These are an Energy Weapon alternative to Special ammo, with my changes to said ammo included(Including a higher chance of receiving drained cells, even higher than Optimized Cells). They also weight less than Optimized Cells(25% less).



===== Patches =====

Panzermann's Changes:
(Requires JSawyer Ultimate Edition)

-Fixes for Service Rifle and Trail Carbine.
-Service Rifle: Fixes missing weapon mod.
-Trail Carbine: Fixes missing weapon mod.
-Merged FormID lists.
-Merged Panzermann's .22LR additions with my own.
-Fixed the new scope not being compatible with Hunting Revolvers.

[Reverted some changes]:

-Marksman Carbine Extended Mags increases your clip size by 4 instead of 10 so it's equal to All American.
-Trail Carbine Custom Action was changed back to a Forged Receiver like it was in the game files.
-I removed weapon jamming on fire. Most enemies in the game carry weapons in poor condition, so they're constantly jamming and not attacking you.

Recommended Load Order: Panzermann's Changes.esp -> Fallout New Vegas Weapons
Rebalanced.esp -> Panzermann's Changes Patch.esp

Compatibility:
B42 Dropmag
(Let this mod overwrite it).

Requirements:
-All DLC

Credits:
CarlZee - Fixing the cut non-unique Multiplas Rifle's mesh, allowing its barrel to glow.
Miguick - Recharger Weapons script fix.