Fallout New Vegas

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TheJarredHog

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TheJarredHog

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About this mod

An assortment of nifbashed weapons, Pack-a-Punches, Akimbos, and Ports I thought I would add to the game.

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From nifbashes to ports. Good weapons, to good-ish weapons. Weapons that make sense in the game, to weapons that make sense in other games. I've got akimbos, hybrids, and everything in-between.

I do hope you enjoy.

Note: Most of these weapons can only be obtain via the Workbench or the Sierra Madre vendors. The only exception is the Fallout 4 Combat Rifle, which should be found on vendors and I don't know if that works yet. Some weapons can be built, but most are in their own unique tabs Bench buys and Pack-a-Punch.

As far as the weapons from Borderlands 1 go... I decided to make up a new company named Kobradon to save space. Uniques and Pack-a-Punches will be their original companies. Pack-a-Punches from Borderlands weapons will be their legendary versions and uniques will require the weapon and some other item(s). Attachments must be purchased at the benches.
Ported from https://www.nexusmods.com/fallout4/mods/21794.

I tried to Pap at least one weapon from every DLC in TTW.

The Pack-a-Punch isn't in the world, it's a tab in the workbenches.

A few weapons can only be bought from the Sierra Madre station. These come with ammo and can be refilled. I tried to abide by CoD Zombies rules.

I plan to update this mod (and possibly add more dependencies) from time to time so let me know if anything needs fixing. I plan on porting some Fallout 4 modded weapons where I'm able. And, as of copypasta-ing this description, I've recently discovered Sketchfab.com.


NEW STUFF!

*Barrett M107A1- I needed a good semi-auto .50cal in my game and figured I oughta share... for 2400 caps or chips of course. When PaP'ed it gains a larger mag and the shots explode on contact.

*Equalizer- A PaP'ed Kobradon Law. Behaves like a recharger rifle/pistol. I've decided that's what Tediore's legendary gimmick is gonna be.

*Defender- Same as above, but a shotgun.

*Hornet- Two round burst corrosive pistol. Acquired by PaP'ing a Kobradon HRD9. Lemme know if it needs better sights.

Two new basic shotguns

*Kobradon SG11 "Carnage"- This weapon's only halfway done and looks like a normal SG16, But it fires 20Ga rockets. Costs 2000 Caps or Chips, but I wouldn't buy it yet.

*Kobradon ZPR 26 "Brute"- The auto shotgun version of the Carnage. Still takes 20Ga. Costs 2400. No attachments yet.

*Blast Hammer- A "Brute" shotgun PaP'ed. Fires like a normal Auto shotgun but faster, deals more damage, takes 12ga, and the shots are explosive so be careful.
 
Pistols:

*Break-Open Revolver- a slightly heavier version of the .32 pistol chambered for 10mm, bought of the workbenches for 150 caps or chips.

*The Mechanical Iron- designed by an engineer from Texas, this six-shooter fires in full auto. based on this video https://www.youtube.com/watch?v=4UJZ5INYenc (I know the model is bad. I have... ideas...)

*Plasma revolver- A hunting revolver that uses small energy cells instead of .45-70. Each battery has 10 shots for 50-60 total. Can be "hotrigged" to dump the entire battery for more damage. Can attach 6 cylinder Hunting revolver night scope, and plasma rifle accelerator for more damage.

*Nagant 1895- a pre-communism Russian pistol, this seven shooter is unique in that it can actually be suppressed. Can attach 10mm silencer and .357 barrel for increased zoom. Uses .32 ammo. Can be bought for 200. Model courtesy of REB85 https://www.nexusmods.com/fallout4/users/53880041

*Cobra Officer's Revolver- A port of 7Ramhat's mod https://www.nexusmods.com/fallout4/mods/28308. Costs 2000 and uses a modified .32 projectile.

*Kobradon P3 "Swatter"- Sniper pistol bought for 350. Has longer scope, improved grip, and gyroscope for better VATS. Can be PaP'ed, OR find a Pre-War Bonnet for another unique weapon.  The Swatter, when PaP'ed becomes the Violator, a burst fire shotpistol complete with double accessory. You can also find a Pre-War Bonnet and craft the Lady Finger, a low-end sniper pistol with better critical chance and damage.

*Kobradon MP12- Magnum pistol with high damage and low rate of fire. Has a Scope, Long Barrel, and Improved Slide for faster fire rate. The Firehawk is a PaP of the MP12. Warning: explosive, and fiery! Or, you can take that MP12 and one recharger pistol and rifle and craft the Dove, a mid 9mm pistol that doesn't consume ammo.

*Kobradon HRD9- Medium grade pistol, 12.7mm, can have an improved slide, extended mag, and a laser sight. Take a HRD9 and a minigun and make Krom's Sidearm, a burst fire shock pistol.

*Kobradon R4 "Law"- 357 six shooter, can have a faster action, a heavy barrel, and a milled cylinder. Get a .357 Cowboy revolver and take the two to a workbench to get Patton. Not much to say here, it's just a good solid revolver.

*Kobradon TMP38 - Classic Borderlands Machine pistol chambered in 9mm. Can have extended mags, a comfort grip, and a two-shot attachment. The Clipper requires a TMP and 9 fingers (yes I know) to craft. When PaP'ed it becomes the Thanatos wit a 200 round mag.

*Kobradon R5 "Viper"- a heavier 12.7mm two-shot revolver with a short scope. Can have a 3-shot cylinder, a long barrel, and a longer scope. 

*Kobradon R7 "Masher"- the famous masher shotpistol, chambered in 20Ga. Can have a 6-shot cylinder, a long barrel, and a reflex sight.

*Makarov PM- Classic cold war era Soviet police and military (which I guess are really the same thing) pistol. Has it's own unique supressor. When PaP'ed, it turns full-auto, gains increased damage and mag size. Can be made Akimbo.


Rifles and Shotguns:

*The Garand Slam- An M1 turned into a pump-action shotgun. With the right tools, it can be a good sniper too! Can attach Choke, Laser Sight, and hunting scope. Requires a Battle rifle (GRA) and a hunting shotgun's long tube.  Based on this video https://www.youtube.com/watch?v=at0TcEj-Mao (Just realized there's a link for the model!)

*Tyrannosaur rifle- loosely based on the 577 tyrannosaur, this weapon is a hybrid of Trail carbine and Anti-Mat rifle. Can be bought of the workbenches for 3000. Can use Trail scope. (I'll have to redo the model and/or rename it at some point.)

*Olympia- Zombies classic. 12 Ga over-under shotgun. Seen better days. Can be Pack-a-Punched. Costs 500 caps or chips. PaP has boosted damage, has the flame enchantment.

*Fortress rifle- weak but fast lever gun, better than nothing in the Madre, bought for 500SM chips (250 reload) based on the KAR98k from Nacht der Untoten.
 Deals greatly increased damage, boosts mag size to 8, and changes caliber to .50 BMG. (refills cost 4500 chips)

*Fortress rifle scoped- harder hitting but slower scoped lever gun, bought for 1500SM chips (750 reload). Both rifles can be PaP'ed. Both can only be bought from the SM vendor. Deals greatly increased damage, boosts mag size to 8, and changes caliber to .50 BMG. (refills cost 4500 chips)

*Laser Garand- ever wondered what would happen if you put an E-cell in a rifle? Now you can! Warning consumes 10 ammo per shot, high damage, sight included. If you have Stewie Tweaks, you can toggle the second sighting node to use the Iron sights if you really want them. Building requires a Battle Rifle (GRA), a laser pistol, and 4 scrap electronics. Standalone now available https://www.nexusmods.com/newvegas/mods/84579

*.32-20 Top Loader- an "improvement" on the .32 to make it a semi-auto option later in game, if you can get it on target. Can attach Laser Sight, .32 ExMags, and a 10mm silencer. Building requires a .32 Hunting Rifle, a 10mm Pistol, and 3 Scrap Metal

*Cocktail Rifle- A wasteland Martini-Henry. Deals alot of damage but only has one shot. Can have a scope and be PaP'ed. Can be bought for 1000. (I think Tammer made a better one) Greatly increased damage, always crits, and has Two-Step Goodbye effect.

*M14- Just like in Zombies. 8 rounds, good sights (I hope), cheap price. Can be bought for 500. Can have a laser sight, a scope and a suppressor. Has two possible Pack-a-Punches, either it gains a  20 round mag, full-auto, and Mpire Grenade Launcher with flamer effect (non-PaP version now available). Alternatively, it gets a scope, fires faster, has 10 round mag, and does more damage. Based on a TF2 workshop weapon. https://www.youtube.com/watch?v=OMe9FhbejIE

*Kobradon ASG24 "Sweeper"- Auto shotgun in 20Ga. Can have a long barrel, a gyroscope for better VATS performance, and a short scope assembly. When PaP'ed it becomes the Pestilent Plague and has an even more potent corrosive effect than the blister.

*Kobradon SG16 - Classic Borderlands pump-action revolver shotgun. Can have a shorter barrel for decreased weight, a milled cylinder for increased durability, and a comfort grip for better fire rate. The Blister is made with an SG16 and six Cazadore glands. Uses an experimental corrosive effect that operates similarly to the LAER, and can gooify enemies. (Need Feedback!) Also take it with a Missile Launcher to get the Boom Stick. A shotgun that fires six round bursts (Rocket ammo can be made at the reloading bench, but can take normal 12Ga.)

*Kobradon SG18 "Matador"- Large 8-shot scattergun, Targeting array for better damage, comfort grips for better RoF, and a long barrel.

*Kobradon SG21 "Coach Gun"- a lighter pump shotgun with two 20Ga chambers. can have a long barrel for increased damage, steadying mods, and a long scope. Sledge's shotgun requires a Coach gun and both types of sledgehammer.

*Kobradon DMR12- The Stomper category of Semi-auto rifles. Can have a Sniper scope, Extended mags, and Auxiliary compressor for increased damage.

 *Kobradon CR17- Three round burst rifle! Let me know if it breaks again. Extended mags, Long range scope, and a stock. Take a CR17 and a pair of Binoculars  (so just one)  and make the Sentinel, A burst fire DMR. When PaP'ed it becomes the Guardian and works like a recharger rifle. You'll need at least three 5.56 rounds in you inventory (not just you mag) for it to burst fire properly.


Automatic weapons:

*HK-21- a fallout 3 assault rifle with a Garand rear sight chambered in .308 bought for 2750 (1380 refill). Can be PaP'ed. Can attach Assault drums. Only available through SM vendor. Greatly increased mag size and boosted damage.

*Trencher SMG-A wasteland MP41. With drum mags, it's a pretty decent LMG. Can also have a red dot sight, suppressor, and be PaP'ed. Can be bought for 1200. Increased Damage and double capacity.

*Hellraiser- Another wasteland recreation of an ancient weapon. A large, suppressed SMG chambered in .44 Magnum. For when Sleepytyme isn't enough. Can be bought for 3500.

*Kobradon MG20- Can be bought for 2750 caps or chips. Can have Expanded Drums, a Reflex sight, and a long barrel. The Meat Grinder is made with an MG20 and enough mutilated body parts to make a person (gross I know. Might have to change that in the standalone.) Large capacity, high damage, and the effective range of a shotgun with its huge spread.

*Kobradon AR20- ported from https://www.nexusmods.com/fallout4/mods/21794. Can be bought for 950. Has double shot, a stock, and a scope (Has Borderlands Reticle!)

*Combat Rifle- Nifbash by OpheliaNeoma https://www.nexusmods.com/newvegas/users/1934770, Slightly less cursed than the original one. It should be purchasable at 188 and Gunrunners, but if my script doesn't work, it can be 'bought' from the workbench for 1500 caps or Madre chips. Also Grunt compatible. The weapon is imported from Boston and West Virginia, so don't expect to find it on raiders or in pre-war stashes. Standalone here: https://www.nexusmods.com/newvegas/mods/83642


Akimbos: Note: Most akimbos of base game weapons have recipes that allow you to revert them back into single weapons. Unique akimbos don't... yet.

*Dual Colt M1911- My first modded weapon that I ever posted. An American classic. Fully attachment compatible(you only need one of each.) Bring a single pistol and 5000 caps or chips and get Mustang & Sally. Slightly smaller mags, but fires Thump-Thump grenades. (No attachments)

*Follows-the-Light- An akimbo of Follows-Chalk's pistol and A-Light-Shining-in-Darkness. Adds a new recipe for Follow's-Chalks pistol if you don't have it already. Can be reverted back to their base weapons. No attachments

*Dual N99 10mm Pistols-  My second modded weapon. Fully attachment compatible. Great for early TTW.  A single pistol can be PaP'ed to Get Cleo & Patra. Similar concept to Mustang & Sally but fires Red Glare rockets (still uses 10mm) and can have Extended mags and Laser sights. Might make a challenge for killing Caesar with them at some point IDK

*Dual Silenced 10mm Pistols- Same as before but can't be PaP'ed, and can have a Fast Trigger instead of a suppressor.

*Dual .32 Pistols- Still not great. You get more fire down range but the reload is rather slow.

*Dual Abductors- A pair of 1887 shotguns modified with alien technology, using alien cells for ammo and dealing fatigue damage. (Not sure how well it works, feedback please.) Requires 2 Alien disintegrators, and 2 Lever shotguns. You'll need the Xenotech expert perk to craft.

*Dual Ruger MKll- Two silenced .22 pistols not much good for assassinations but a good in-between for the single pistol and the smg.*Dual rechargers- It's like one recharger pistol but double in every way.

*Dual SIG 12.7 pistols- closest you're gonna get to dual wielding Deagles... unless you got the CFWR add-on for this mod https://www.nexusmods.com/newvegas/mods/80176

*Electron revolvers- Designed as a pair, these revolvers use an EC pack instead of a traditional cylinder and are a budget pulse gun. Requires 2 non-(GRA) Hunting Revolvers, 5 Scrap electronics, 2 Laser pistols, and 2 Fission batteries.


Melee: Sorry this took so long.

*The Plasma Axe- A hybrid melee upgrade to the proton axe. (See below.) If your on controller, hold down A to switch to a throwing Plasma Axe with infinite ammo. Press and hold again to switch back. Makes Krieg Buzz axe noises from BL2, with is what this weapon was originally supposed to be but technical difficulties. Recipe can be found in the weapons tab in the workbench and requires 1 Proton Axe, 5 Proton Throwing Axes, 30 Max charge MFCs, 3 Scrap Electronics, and 1 Weapon binding ritual.

Hybrids: Weapons that can alternate between firing modes. Most can be toggled by holding the A button on an Xbox controller. I can't help you if your on Keyboard and mouse. See https://www.nexusmods.com/newvegas/mods/77060 for details.

*M16- Fires in full auto and has an M203. See below for the Pack-a-Punch.

*M14- See above in Rifles and Shotguns.



Pack-a-Punches of vanilla weapons: The base Zombie weapons, and at least one from every DLC in TTW.

Tale of Two Wastelands
Dead Money
       Honest Hearts
      Old World Blues

     Lonesome Road
  Operation Anchorage
    The Pitt
Broken Steel
       Point Lookout
      Mothership Zeta



*9mm pistol gets two! Primary becomes full-auto, alternate becomes Rainy Death style Starter PaP.

*Minigun- increased damage, new janky sound, faster fire rate and comes with three unique ExMag mods that, when attached, give it a total mag size of 1000 rounds. (Currently broken)

*NV Sawed Off shotgun- boosted damage, lower weight and skill requirement, holdout weapon.

*Grenade Launcher- double mag size, slightly lower weight and fires rockets when using ammo that doesn't change the projectile.

*Browning Auto Rifle- increased mag size, higher fire rate, lowered skill requirement and weight.

*Police pistol- higher crit chance and damage, boosted damage, lower weight, range values of the Anti-Mat rifle.

*.45 Auto SMG- increased mag size, damage, and ROF. Slightly reduced weight.

*LAER- Causes an explosion of electricity on hit. WARNING: Changes ammo the EC Packs and consumes 6 per shot.

*Elijahs LAER- the only "unique" I'm willing to PaP. Gives the sniper version of the LAER PaP.

*Red Glare- Boosted damage and mag size, fires 6 shots at a time.

*Anchorage Gauss Prototype (the one from Operation Anchorage)- I guess this is unique too... boosted damage, 5 round mag, explosive projectile, and has Cryolater enchantment.

*Infiltrator- increased fire rate, mag size, and damage. Has the Fallout 3 Dart gun enchantment.

*Tesla Prototype (the one from Broken Steel)- I tried to turn it into a Death Star laser. (Undergoing re-work. Try not to blow yourself up.)

*Double-Barrel Shotgun- increased damage, range values out the Anti-Mat rifle, and can equip a scope instead of a maple stock.

*Lever Action Rifle- Boosted damage, different sights, full auto.

*Alien Atomizer- boosted damage, double mag size, fires two shots per trigger pull.

*Alien Disintegrator- Boosted damage, behaves like a shotgun firing five rounds per shot.

*Drone Cannon- behaves like a gatling laser, mag size is 240, fires three hitscan projectiles at a time at a very high rate (no explosions)

*44 Mag no scope- boosted damage, fires missiles.

*Assault Carbine- boosted damage, mag size, and fire rate.

*Laser Rifle- Should fire in 3-round burst, and explode on impact(s). Based on the BO3 Institute zombies weapon. (I need to re-work the projectile.)

*Laser RCW - more damage, bigger mag, better crits.

And finally the big one. The Skullcrusher with working Grenade launcher. Requires the Service rifle (non-PaP version now available).


Lemme know if I missed anything.