Fallout New Vegas
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S6S

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Sweet6Shooter

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About this mod

This is an alternative Big Guns implementation mod, using JIP's restoration of the skill.
Every weapon's skill change is optional, and configurable in the ini.
This Big Guns mod will require extensive patching, but it's more configurable on the user's end.

Requirements
Permissions and credits
Changelogs
Overview:
As much as I respect MildlyFootwear\Miguick's Big Guns framework mods, I don't like they only put weapons into vanilla style 0/25/50/75/100 tiers, and how the sections that did so was buried in a script where I couldn't really find it to change it. As logistically and compatibly inconvenient as it'll be, I'm just going to do it with good ol' formlists and setting things to use the JIP restored Big Guns skill directly by script.
However, to alleviate the "I want that gun at a different skill level" complaint that I had for y'all, each weapon will allow you to set it's big guns skill level in the ini.
Additionally, each weapon will be selectable optionally, which is crucial, considering that I added the option for a much broader range of vanilla weapons than any other big guns mod.

Features:
Every weapon is selectable separately. You can set your preferred skill level by changing each ini option to anything above zero.
Open the customization spoiler below to see which weapons have options.
Automatic, esp-requirement free TTW 3.3 compatibility.

Customization:
Spoiler:  
Show

[Big Guns]
;each setting sets it's weapon to the value it's set to if greater than 0
;set to 0 to not affect a certain weapon
;GRA variants are automatically covered
;settings which I left at 0 are not recommended by my preferred balance
sMinigun=95
;95
sAMR=75
;75
sGatlingLaser=75
;75
sHeavyIncinerator=65
;65
sMissileLauncher=50
;50
s127Pistol=35
;35
s127SMG=50
;50
s44Magnum=0
;25
;covers Raul's magnum as well
sMysteriousMagnum=0
;30
sCaravanShotgun=10
;10
;intended for use with a mod that makes it fire both barrels at once, like my Scripted Weapon Tweaks/DC Arsenal
;cass' shotgun isn't covered, as she doesn't have the same Big Guns skill as Guns, so it would directly affect her damage
sGaussRifle=50
;50
sGaussRifleUnique=60
;60
sGrenadeMachinegun=80
;80
sGrenadeMachinegunUnique=85
;85
sHuntingRevolver=40
;40
sIncinerator=40
;40
sLMG=50
;50=
sMinigunUnique=100
;100
sMissileLauncherUnique=65
;65
sMultiPlasRifle=45
;45
sPlasmaCaster=75
;75
sPlasmaDefender=0
;40
;Arcade's defender is covered
;recommended for use with a mod which makes it fully automatic
sPlasmaRifleUnique=45
;45
sRangerSequoia=50
;50
sRiotShotgun=65
;65
sTeslaBeaton=95
;95
sSawedOffShotgun=20
;20
;intended for use with a mod that makes it fire both barrels at once, like my Scripted Weapon Tweaks/DC Arsenal
sSawedOffShotgunUnique=30
;30
sTeslaCannon=85
;85
sAutomaticRifle=25
;25
sSurvivalistRifle=0
;30
sCyberdogGun=55
;55
sFIDO=60
;60
sElijahTeslaCannon=100
;100
sArcWelder=20
;20
sSMMG=60
;Variable. Some kind of buff/rebalance/rechamber strongly recommended
;there's a 5.56 one in my scripted weapon tweaks, but I mostly recommend CFWR's 4.7mm rechamber
;60 for base balancing
;75 for 5.56
;100 for 4.7mm, and there's already an option to do so in CFWR
sRedGlare=85
;85
sGatlingLaserGRAUnique=90
;90
s127mmPistolGRAUnique=60
;60=
sBozar=60
;buff/rework/rebalance strongly recommended. There's a legacy .223 one in DC Arsenal, and a .308 option in my Scripted Weapon Tweaks
;60 recommnded for default balancing, 65 for .308 semi auto, 75 for .308 full auto
sPlasmaCasterGRAUnique=85
;85
sFlamer=25
;25
sFlamerGRAUnique=35
;35
s25mmAPW=35
;35


[Big Guns TTW Side]
;these settings will have no effect if the TTW patch isn't installed
sCombatShotgun=0
;25
sRailwayRifle=75
;75 if using base balancing, 30 if you're using DMT's TTW patch railway rifle nerf
sRockItLauncher=5
;5
sScoped44Magnum=0
;30
sUniqueDC44Magnum=0
;35
sMIRV=100
;100
sLincolnsRifle=0
;35
sCombatShotgunUnique=40
;40
sEugene=100
;100
sA321PlasmaRifle=0
;40
sDCSawedOffShotgunUnique=50
;50
sSydneyUltra10mmSMG=0
;40
sMissLauncher=90
;90
sVengeanceGatlingLaser=90
;90
sTeslaCannonPrototype=85
;85
sPrecisionGatlingLaser=85
;85
sRapidTorchFlamer=55
;55
sSlowBurnFlamer=45
;45
sCallahansMagnum=0
;45
sDoubleBarrelShotgun=35
;35
;intended for use with a mod that makes it fire both barrels at once, like my Scripted Weapon Tweaks/DC Arsenal
sDroneCannon=80
;80
sPaulsonsRevolver=0
;45
sDroneCannonUnique=100
;100



Requirements:
JIP LN, xNVSE, Johnny, the usual stuff
Johnny Guitar's load editor ids setting must always be turned on. (It's on by default; don't turn it off. There's no reason to.)

Installation:

Regular installation.
You'll have to reset your ini options each update. I don't expect there to be many updates, just patches for other stuff.
Go into your JIP config ini and set the Big Guns stat to 1 to see it in game!

Install the ySI patch found in the files on this page to re-enable regular item sorting instead of having them all be ? and sorted together.

For a patch that groups big guns together and gives them custom icons, check out the patch here.

Compatibility:
Yeah, you probably gotta get a patch for whatever other weapon mod you like. However, CFWR, and most of my weapon mod plugins already provide the option to change them to Big Guns.
No, this is not compatible with Mig/MF's Big Guns mods. It's a replacement

Bugs:
The mod is extraordinarily simple, I don't expect there to be any.

Questions:
This could be a scriptrunner!
I know, I'm going to look into it at some point.
The in game skill descriptions don't match anymore, could something be done about this?
Use Write Your Own Skill Descriptions for that. I don't plan to make a preset for it or anything, since all the weapon skill changes here are optional.

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.