Fallout New Vegas

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Millenia - Hitman47101 - Me

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AltoidAtronach

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About this mod

A twofer mod that adds 9 of Millenia's expertly crafted weapons to the game, with the intent of smooth integration into the core balance of the game, such that all weapons have a unique role. Additionally features an optional NVSE script that implements various edits to vanilla weapons. kNVSE recommended. Patched for ISControl.

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Changelogs
As of March 2022, I'd actually suggest that you go download the Supplementary Weapons Pack by Quicksilver500 instead of this; he does a much better job at implementing what I sought out to do with this mod. Much higher production value, too. If you want Millenia's weapons, then use Another Millenia.
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Introduction:

As excellent as the modding talents of New Vegas mod authors are, there's a common problem among many of their weapon packs: too many of the weapons overshadow either each other or pre-existing vanilla weapons; perhaps the most egregious example being the AKs and AR15s Weapons Pack, which adds maybe 4 dozen copies of the same darn weapon to the game. Even the more recent repacks from Qolore7 and audixas are not immune to this issue.

The Cast:

This new weapon pack, dubbed Weapons of This Millenia, aims to implement a select handful of Millenia's weapons with the intent of smooth integration into the core balance of the game, such that all weapons have a unique role. It features 9 of Millenia's finely modeled weapons, specifically the:

AK-74, as the Assault Rifle
The Assault Rifle is a mid-high tier full-auto 5.56mm assault rifle, with a skill requirement of 60.
  • This weapon is designed to be the player's primary assault weapon until skill level 75.

Combat Shotgun, as itself
The Combat Shotgun is a mid-high tier semi-auto 20 Gauge shotgun, with a skill requirement of 75.
  • This weapon serves as the capstone 20 Gauge shotgun, which the base game sorely lacked.

HK G3SG1, as the General Purpose Machine Gun
The GPMG is a high tier full-auto .308 assault rifle, with a skill requirement of 90.
  • This weapon stands as a slightly less-effective Automatic Rifle, but is attainable outside the Sierra Madre and is usable at a lower skill level.

GSH-18, as the Assault Pistol
The Assault Pistol is a low-mid tier semi-auto 5mm pistol, with a skill requirement of 25.
  • This weapon was implemented as a lower skill 5mm weapon, and is a rather potent (yet fragile) sidearm, even up to skill level 75.

KS-23, as the 25mm Grenade Carbine
The 25mm Grenade Carbine is a mid tier pump-action grenade launcher, with a skill requirement of 50.
  • This weapon serves as the only level 50 explosives projectile weapon.

Colt M16A2, as the Tactical Rifle
The Tactical Rifle is a mid tier burst-fire 5.56mm assault rifle, with a skill requirement of 40.
  • This weapon serves as an upgraded Service Rifle of sorts, to bridge the gap between level 25 and 60.

Because the burst-fire rifle folder from Hitman47101's mod is strangely incomplete, I had to repackage it for my mod. Yes, there are open permissions on that mod. Don't worry.


Mare's Leg, as the Cowboy Carbine
The Cowboy Carbine is a mid tier lever-action .44-40 carbine, with a skill requirement of 50.
  • [Weapon purpose under Additional Notes]

OTs-33 Pernach, as the Tactical Pistol
The Tactical Pistol is a mid tier burst-fire 9mm machine pistol, with a skill requirement of 50. Requires Hit's Anims.
  • This weapon primarily exists to implement the burst-fire pistol animations that Hitman created.

S&W M10 .38 Special, as the Cowboy Revolver
The Cowboy Revolver is a low-mid tier .44-40 Revolver, with a skill requirement of 25.
  • [Weapon purpose under Additional Notes]

Additional Notes:

In case the script injection doesn't work, I also hid one of each weapon across the world, listed here (I don't know how to use spoiler text):
  • The 25mm Grenade Carbine is on a shelf in the Nellis AFB Generators.
  • The Assault Pistol is in one of the dilapidated Hidden Valley Bunkers, next to a 5mm Ammo Box.
  • The Assault Rifle is leaning against Motor-Runner's couch. Yes, he has one. Go look.
  • The Cowboy Carbine is in the Storage Room House in Nelson.
  • The Cowboy Revolver is next to the Ransom Note in the Bison Steve, second floor.
  • The Combat Shotgun is in the Vault 34 Armory.
  • The General Purpose Machine Gun is in the pile of NCR soldier corpses under Camp Guardian. 
  • The Tactical Pistol is in the Chinese Stealth Suit case in the Hoover Dam Offices.
  • The Tactical Rifle is in the upstairs portion of the Camp McCarran Supply Shack.

All weapons are pre-patched for ISControl, and the Assault Rifle mesh is even patched for Chinese Assault Rifle animations.

Speaking of which, this mod includes a .json file for compatibility with Hitman's animations. I sure don't know when to quit, do I?

The lever-action rifle and revolver both use a new caliber: .44-40, which has 3 craftable variants, HP, SWC, and .38-40 (like .38 or .44 Special).

This was done in an effort cover the early-mid game absence of revolver-caliber weapons, as New Vegas typically has a revolver followed by a lever-action rifle using the same caliber 25 skill points later. However, this leaves a void at levels 25 and 50, where there are only a .357 Rifle (Cowboy Repeater) and .44 Revolver (.44 Magnum Revolver) respectively. The new revolver is placed at skill 25, and its corresponding rifle at skill 50.

To patch the caliber for Real Recoil, paste the following into your Real Recoil .ini:

[Altoid's Weapon Pack.esp]
23B0 = 2.79;.44-40
23B1 = 2.79;.44-40, HP
23B2 = 3.14;.44-40, SWC
2691 = 1.96;.38-40


Currently, the new caliber can only be found on corpses of enemies using the new weapons. I didn't know which scripts to inject into. ¯\_(ツ)_/¯


Weapon Rebalances:

The weapons rebalances are kept in a single NVSE file. Besides the Chinese Stealth Suit box edit in the .esp, no vanilla records are edited. A full list of the optional changes can be found here:

.44 Magnum Revolver + Raul's .44 Revolver + Mysterious Magnum:
-Increased Damage to 48
-Increased Damage to 52 (MM)

Cowboy Repeater + La Longue Carabine:
-Increased Damage to 36
-Increased Health to 500
-Increased Damage to 41 (LLC)

Trail Carbine:
-Increased Damage to 52

Brush Gun:
-Increased Health to 500

Damage buffs help bridge the damage gap between the revolvers and lever action rifles, and health buffs keep the Cowboy Repeater and Brush Gun in line with the Trail Carbine. Intended to be used alongside the new caliber w/ JSUE (for .357 Magnum Revolver buff).

.45 Auto Pistol:
-Increased Guns skill requirement to 50

Oh look, a nerf! This reduces the 50 skill gap between the pistol and SMG of .45 Auto, when the gap is typically only 25 (10mm, 9mm, 12.7mm). The .45 Auto Pistol was always so much better than the 10mm Pistol, anyway.

Single Shotgun:
-Increased Damage to 55
-Decreased Spread to 0.85

Caravan Shotgun + Cass' Caravan Shotgun + Sturdy Caravan Shotgun:
-Increased Damage to 50
-Decreased Spread to .95
-Increased Damage to 55 (SCS)
-Decreased Spread to .90 (SCS)

Lever Action Shotgun:
-Increased Damage to 60
-Decreased Spread to .90

Sawed-Off Shotgun + Big Boomer:
-Decreased Damage to 65 (SOS)
-Decreased Ammo Use to 1 (SOS)
-Reduced # of projectiles to 7 (SOS)
-Decreased Spread to 2.0 (SOS)
-Increased Damage to 150 (BB)
-Decreased Spread to 1.7 (BB)

Hunting Shotgun + Dinner Bell:
-Decreased Spread to 0.8
-Decreased Spread to 0.6 (DB)

Riot Shotgun:
-Decreased Spread to 0.85

These shotgun changes all aim to make shotguns all-around more enjoyable, especially at longer ranges. These probably make slugs OP, but nobody uses those anyway.

Battle Rifle + This Machine:
-Decreased Spread to 0.15
-Increased Health to 450
-Decreased Spread to 0.10 (TM)

Helps the Battle Rifle actually give the Trail Carbine a run for its money at medium-long ranges.

Hunting Revolver + Hunting Revolver (GRA) + Ranger Sequoia
-Decreased Spread to 0.25
-Decreased Spread to 0.20 (RS)

Now the scope on the Hunting Revolver is actually justified!

Laser RCW:
-Increased Fire Rate to 11

The Laser RCW was always very underwhelming to me for whatever reason. I don't know if this would help, but now it should shoot just as fast as the .45 Auto SMG that it is clearly trying to replicate.

Marksman Carbine + All-American:
-Changed Caliber to .308
-Increased Damage to 44 (MC)
-Increased Damage to 46 (AA)

Level 100 Guns are supposed to be powerful, right? So why is the Marksman Carbine so pitiful? These changes help the Marksman Carbine stand as a proper end-game battle rifle it was designed to be. Feels especially nice with the AWO-AR15 mod.

Light Machine Gun:
-Decreased STR requirement to 7
-Decreased Guns skill requirement to 75

In a similar line of thinking, the LMG is a nice weapon, but not Level 100 material. Instead of trying to buff it, I opted to lower its requirements. This makes more logical sense, as it should not take an absolute mastery of firearms to be able to fire an LMG, nor should it require the strength necessary to wield a Tesla Cannon. As for the Bozar...

Bozar (GRA):
-Increased Damage to 30
-Decreased STR requirement to 7
-Decreased Spread to 0.5

Yes, I took some notes from Panzermann. Sue me.


If you do not care for these changes, you can simply hide/delete the file altogether, or delete the lines that implement changes you don't want.


Known Issues:

-The burst-fire pistol animations are bugged, such that the player is immobile during certain firing conditions. This is a bug on Hitman47101's end. I do hope he comes back to fix it. Gamebryo modders can be so temperamental, I swear.
-Other animations may be bugged. It varies from person to person.