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- Fallout New Vegas
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- NVWO Weapons Smith
NVWO Weapons Smith
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Versionv2.75
- Download:
- Manual
File information
Last updated
Original upload
Created by
Pistol PaybackUploaded by
PistolPaybackVirus scan
Tags for this mod
About this mod
This is a framework to expands on the vanilla weapon modding system. Weapons are no longer limited to only 3 mods. Attachments can be standalone nifs. No more creating 9 different models for every combination of weapon attachments.
- Requirements
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Nexus requirements
Mod name Notes AnhNVSE JIP LN NVSE Plugin JohnnyGuitar NVSE New Vegas Script Extender (NVSE xNVSE) ShowOff xNVSE Plugin SUP NVSE Vanilla Plugins Plus Off-site requirements
Mod name Notes Vanilla Plugins Plus While the nexus version is still in review Mods requiring this file
Mod name Notes Akimbo presets for NVWO framework Because of the akimbo shotguns set up you need this for the meshes if you're using them AKM - Assault Rifle Hard requirement. Astra Makina Taktika Hard requirement Colt M4A1 - WS M1911 - REDUX Hard Requirement PP in the WAP Requires the latest build of Weapon Smith. WS - AK47 WS - Desert Eagle WS - L96A1 WS - PKM Hard Requirement WS Double Barrel Shotgun - Permissions and credits
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Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being sold You are allowed to use the assets in this file in mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation points You are not allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
-anonx1987 for essential testing, and feature ideas. https://www.nexusmods.com/newvegas/users/102664373
-Bale for the splash page render. https://www.nexusmods.com/newvegas/users/90554463
-Demorome for listening to me rant. https://www.nexusmods.com/newvegas/users/16196454
-Jazzisparis for making JIP .Donation Points system
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- Changelogs
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Version v2.75
- Updated to utilizes some newer VP+ functions like CallLoop for the weapons bench.
- Recompiled some older scripts.
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Version v2.50
- Reduced binary size of kit
- Improved runtime performance, and significantly reduce memory usage.
- Merged fixes to JIP into pNVSE directly
- Updated syntax https://geckwiki.com/index.php?title=Devkit
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Version v2.32
- Fixed active attachment displaying incorrectly in the menu.
- Removed the ability to detach bench only mods while not at the bench.
- Updated Kit Functions
- RemoveOption now supports removing entire slots as well as individual reference.
- Added Kit Functions:
- ADSNode: x y z xRot yRot zRot
- HipNode: x y z xRot yRot zRot
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Version v2.31
- Fixed laser sight being toggled off after attaching a weapon mod, along with some other toggling related issues.
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Version v2.30
- Partially restored Laser Sight framework.
- Fixed an issue where unused perks were set to unhidden
- Fixed black screen on load if the player saved while holding a weapon that had its ammo type changed via a weapon mod.
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Version v2.23
- Fixed a bug introduced in v2.22 that caused vanilla mod items to not being removed from the players inventory after attaching.
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Version v2.22
- Fixed vanilla attachments not getting properly added back to the players inventory when removing a mod.
- Fixed none templates being added to the players inventory when attaching a mod to a vanilla weapon.
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Version v2.21
- Fixed misc items not getting created via kit files.
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Version v2.1
- Fixed auto patcher
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Version v2
- Uses new unified kit scripting language for simpler syntax and more optimized boot times.
- Weapon Instancing is now handled by pNVSE making it much more memory efficient.
- low level rewrite in C++ increases overall performance, compatibility with other mods that modify how weapons work.
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Version v1.9
- Several menu quality of life improvements:
- -Menu style changes. No more red UI elements.
- -Attachments you can't build will be greyed out.
- -All attachments you can currently build will be push to the top.
- -Dynamic DOF while at the bench.
- Fixed Hotswap key being reverted to M when reloading.
- Some improvements to how laser sights are rendered.
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Version v1.8-Hotfix-2
- Fixed weapons not appearing at the bench.
- Changed camera system to use older xNVSE functions. For whatever reason CallWhile doesn't work on some peoples systems. ???
- Clone modifiers now take weapon weight into account.
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Version v1.8-Hotfix
- Added animation blend offset
- Fixed inventory weapons being garbage collected.
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Version v1.8
- Added garbage collection system.
- Patched duplication glitch when repairing weapons, and reloading your game.
- Fixed issue where vanilla weapon mods would not check requirements before attaching via WS menus.
- Fixed v0 to v1.5 system updater running on versions over v1.5
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Version v1.7
- Added roll over scrolling for sub lists.
- Added support for recursive $RemoveOptions.
- Fixed nested looping issue where $CloneModifiers would occasionally overwrite each other.
- Added the option to adjust the bench camera position for specific weapons through a BenchPosition.ini file inside your weapons directory.
- BenchPosition.ini Functions: WeaponPos: x | y | z
- BenchPosition.ini Functions: CamCenterPos: x | y | z
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Version v1.6
- Akimbo perks now properly hide when Akimbos Framework isn't installed.
- Fixed bug where NPCs weapons weren't being removed properly after cloning. Causing them to have two of the same weapons.
- Fixed an issue where conditioning wasn't being transferred correctly to the clone.
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Version v1.5
- Function: $Laser that allows you to project a laser from a node. ..............https://geckwiki.com/index.php?title=$Laser
- Function: $BenchOnly ........................................................................................https://geckwiki.com/index.php?title=$BenchOnly
- Function : $Hidden .............................................................................................https://geckwiki.com/index.php?title=$Hidden:
- Animation.ini Function: HotSwapLoop1st......................................................https://geckwiki.com/index.php?title=HotSwapLoop1st
- AnimFunction: HotSwapLoop3rd
- AnimFunction: InspectCND1st..........................................................................https://geckwiki.com/index.php?title=InspectCND1st
- AnimFunction: InspectCND3rd
- AnimFunction: InspectAmmo1st
- AnimFunction: InspectAmmo3rd
- Changed the tracking system to track attachments by their editorID instead of FormID. This should fix the issue of Weapon Attachments disappearing from your weapon after installing a new weapon smith weapon to your game.
- Fixed Forms Lists not being updated for weapon instances that are re-created on load.
- Vanilla weapons can now be modified at using the Hotswap menu (M key) and at the weapons bench.
- Optmized clone create functions. So now Attachments should load in quicker when spawning on NPCs. This should fix any stuttering that might of been happening when enemies load in with heavily modified weapons.
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Version v1.01
- Added the option to play an looping animation while in the hotswap menu.
- Added an option to read inspect animations.
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Version v 1
- Fixed a crash that would happen on restart if an NPC died with a clone form.
- Removed the use of extra data for weapon mods. Now all Weapon Smith weapons are clones.
- Fixed a lot of cross save bleeding, where weapon models weren't being removed properly from actors after loading.
- Vanilla modding system, and WS modding system have been separated. The WS is only used on weapons with WS mods. This means there's no need to create patches for weapons that use the older system.
- A bunch of minor fixes for $OnAttachScript:, and $OnRemoveScript:
- Support for B42 Optics
- Support for Weapon Smith Akimbos
- Independent Left and Right akimbo modding.
- More efficient searching for kNVSE animations.
- Added $LeveledLists:
- New Geck Wiki Page: https://geckwiki.com/index.php?title=Category:Functions_(Weapon_Smith)
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Version v0.95
- Config ini's are no longer limited to being called Attachment.ini. This allows for multiple mods to add weapon attachments to the same weapon without overwriting each other.
- Added blacklist functionality to blacklist config files that are incompatible.
- Vanilla Weapons Slots now follow a 1, 2, 3 naming system for consistency with generated configs created with the devkit.
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Version 0.96
- Improved stability.
- Better attachment tracking on reload.
- Added txt files to enabler folders to keep Vortex from deleting them.
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Version 0.9
- Added Controller Support
- You can now pan the camera around your weapon using W,A,S,D -Incompatible with Stewies Tweaks bBetterFlycam. Disable this tweak if you have it.
- Added $Hidden: 1 -Allows you to hide attachments from the menu unless the player has them in their inventory.
- Fixed $MoveNode: overlapping with attachments of the same EditorID on different weapons.
- Removed $StaticNode, all nodes are static now. This helps fix issues where some mag attachments were not animating.
- Added more support for shared attachments.
- Added minor support for dual wielding weapons with clone modifiers.
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Version 0.7
- Uncapped Weapon Slot limit. No longer limited to 16 slots.
- Fixed issues when attaching mods while dual wielding.
- Fixed the cross save bleeding
- UI Updates when a slot has no usable attachments options.
- NPCs that use clone modifiers are less crashy.
- Fixed move tool Keybinds tab not showing up if Move Tool was the only thing you had installed.
- Fixed Weapons Menu showing up at work bench without Weapons Smith Installed.
- Fixed game soft lock if you enter the devkit while at the weapons bench.
- Fixed Remove Option not working in the weapons mod menu.
- Remove Option now updates slots on the UI while modding.
- Fixed $RemoveOption: overlapping issues.
- Fixed weapon mod values being cleared when opening and closing the weapons mod menu.
- Fix a bunch of issues with weapons sharing attachments.
- Fixed $ModifiersSlotMods: overlapping issues.
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Version 0.01
- Removed vanilla weapon config files from the main download, for modders who want to implement them their own way.
- Removed print spam in Weapon Smith.
- Fixed issue where you could open the weapon smith while dev mode was on.
- Fixed Control Type not having a default value.
- Restored missing UI file that was causing the check boxes in the menu to not display fully.
- Fixed issue where controls wouldn't display at the bottom of your screen.
- Added contextual popup message for when you activate the weapons bench without a valid weapon.
- If the player trys to mod a weapon that's not equipped in the pipboy, it will now auto equip that weapon instead of failing.
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It's recommended to have Depth of Field Fix - NVSE as the weapon menu uses depth of field.
Looking for people with various skill sets (Animation, Modeling, C++, XML, Lvl Design and Writing). If you want to help further develop NVWO, whether it be testing, new features, or if you just have some questions. You can reach out to me on discord
For Modders:
Now with a Wiki Page
All Other NVWO Mods:
Devkit: https://www.nexusmods.com/newvegas/mods/82604
Akimbo Framework: https://www.nexusmods.com/newvegas/mods/81953
Weapon Smith: https://www.nexusmods.com/newvegas/mods/81433
Move Tool: https://www.nexusmods.com/newvegas/mods/79845