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Old Dogg Gdhvd ChunksAhoy Bunslinger

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About this mod

Adds many weapons to the FormLists of the Grunt and Cowboy perks, expanding their functionality in a thematically-appropriate way

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Building on the Grunt and Cowboy Perk fix - No Weapon Left Behind - ESPless Scriptrunner mod by Gdhvd, this mod is meant to be the ultimate, most complete version of the Grunt and Cowboy Perk fix series of mods, extending the effects of those two Perks to all the weapons that Obsidian didn't include in Cowboy and Grunt due to technical limitations, and expanding the effects of Cowboy and Grunt to all weapons where it makes sense logically, thematically, and in terms of lore.
One version is for base Fallout: New Vegas (and all the DLC), and the other is for Tale of Two Wastelands, adding in all the weapons that the TTW creators overlooked, as TTW already makes quite large changes to the functionality of these two Perks.

Credit goes to Ghvhd, ChunksAhoy, and Bunslinger for all the work on their Grunt&Cowboy mods which inspired me to make this one. Seeing those mods on the Nexus was how I learned of the incredibly sloppy implementation of these Perks by Obsidian.



Generally, weapons were added to the two Perks due to 3 reasons:

- The "bug fix"/"we didn't include these due to technical limitations" variety; typically unique/variant versions of weapons that Obsidian didn't add to the Cowboy and Grunt FormLists due to those weapons being added to the game by DLCs, such as the (GRA) weapons, the Great Bear and Red Victory Grenade Rifles, the Medicine Stick, Tomahawks, and so on.

- Thematic consistency. Cowboys are often depicted in media wielding double-barrel and pump-action shotguns, bolt-action (hunting) rifles, as well as axes, shovels, and other outdoor tools. Same with soldiers and satchel charges, sniper rifles, flamethrowers, as well as automatic and pump-action shotguns.
If the vanilla Grunt Perk includes the .45 auto Thompson submachine gun and M1911 pistol, both of which are WWII weapons, then it only makes sense that it includes the M1 Garand (Battle Rifle/This Machine) and Remington 870 (Hunting) shotgun, which closely resembles the Model 1897 shotgun used by American soldiers during WWII.

- Lore. A lot of weapons were used by military forces in Fallout before the Great War, including quite a few that the player can see and use in Operation Anchorage in Fallout 3. The Operation Anchorage weapons include the 10mm Pistol and Submachine Gun, Sniper Rifle, Gauss Rifle, Missile Launcher, Flamer, Super Sledge, and Minigun. I didn't include any Laser or Plasma-based Energy Weapons, or the Fat Man, as those were all highly experimental prototypes that soldiers wouldn't have gotten much experience with before the Great War. Power Fists, Super Sledges, and Rippers were all used by the US military for various purposes, kind of like shovels. Those weren't always used for direct combat, but neither are knives the majority of the time.
But aren't Gauss Rifles experimental prototype tech?
Gauss weapons seem to be more well-established weapons in Fallout's world before the Great War compared to Laser and Plasma weapons. Them being given to American snipers and paratroopers in Operation Anchorage points to the American military placing a great deal of trust in the technology compared to other Energy Weapons. Plus, Gauss Rifles are considered Energy Weapons mostly for contrived gameplay balancing reasons. In reality, they fire physical projectiles at incredible speeds, and are only loaded with Microfusion Cells due to the large amounts of energy they require to power the firing mechanism. Similar to how Flamers were moved to the Energy Weapon category in New Vegas following the removal of the Big Guns Skill.

- A couple of wild card picks that are in there because they're "close enough" and are kind of funny, such as the Railway Rifle for Cowboy, due to the importance of steam locomotives to cowboys and frontiersman in history and in media, the (Zetan) Shock Baton for Cowboy because it's functionally a high-tech cattle prod, and the Chinese Officer's Sword and its unique variants for Grunt since it's a modern (pre-war) Chinese military weapon and the other Chinese military weapons are added to Grunt by default in TTW.
Some unique variants of weapons, such as the Saturnite Fist and Industrial Fist, are a bit strange as well, but it's mandatory to include all variants of a weapon in a Perk in order to stay consistent with vanilla design.



See below for exact specifics on which weapons were added to each Perk, with a section for each Perk dedicated to the weapons specific to TTW.

* = the weapon was already affected by the Perk in the vanilla game/base TTW. These are here for the sake of comparison.
Italics denote unique/alternate variants of weapons.


Weapons affected by the Cowboy perk:

"You do 25% more damage when using any revolver, lever-action firearm, hunting or varmint rifle, double-barrel, single-shot, or hunting shotgun, railway rifle, flare gun, dynamite, firebomb, time bomb, knife, club, hatchet, axe, shovel, cattle prod, or shock baton."

Guns (Handguns):
.357 Magnum Revolver *
Lucky *
.44 Magnum Revolver *
Mysterious Magnum *
Hunting Revolver *
Ranger Sequoia *
That Gun *
5.56mm Pistol (GRA)
Hunting Revolver (GRA)
Police Pistol

Guns (Rifles and Repeaters):
BB Gun *
Abilene Kid LE BB Gun *
Brush Gun *
Cowboy Repeater *
La Longue Carabine *
Trail Carbine *
Hunting Rifle
Paciencia
Medicine Stick
Varmint Rifle
Ratslayer

Guns (Shotguns):
Lever-Action Shotgun *
Caravan Shotgun
Sturdy Caravan Shotgun
Hunting Shotgun
Dinner Bell
Sawed-Off Shotgun
Big Boomer
Single Shotgun

Energy Weapons:
Flare Gun

Explosives:
Dynamite *
Long-Fuse Dynamite *
Time Bomb *
Fire Bomb
Time Bomb, High Yield (Mad Bomber) (GRA)

Melee Weapons:
Combat Knife *
Chance's Knife *
Knife *
Hatchet *
Bowie Knife
Blood-Nap
Cattle Prod
Cosmic Knife
Cosmic Knife Clean
Cosmic Knife Super-Heated

Fire Axe
Knock-Knock
Shovel
War Club

Throwing Weapons:
Throwing Knife *
Throwing Hatchet *
Tomahawk


The TTW Version also includes the following:

Guns (Handguns):
.32 Pistol *
Law Dog *
Wild Bill's Sidearm *
Scoped .44 Magnum *
Blackhawk *
Paulson's Revolver *
Raul's .44 Magnum Revolver *
Callahan's Magnum

Guns (Rifles and Repeaters):
Black Bart's Bane *
Lever-Action Rifle *
Backwater Rifle *
Lincoln's Repeater *
Ol' Painless
Railway Rifle

Guns (Shotguns):
The Kneecapper
Double-Barrel Shotgun
Pa's Fishing Aid

Explosives:
Molotov Cocktail

Melee Weapons:
Occam's Razor *
Stabhappy *
Trench Knife *
Ritual Knife *
Toy Knife *
Ant's Sting
Axe
The Dismemberer
Shock Baton
Electro-Suppressor
Shovel
Fertilizer Shovel



Weapons affected by the Grunt perk:

"Just good, honest infantry work! You do 25% more damage with 9mm, 10mm, and .45 Auto pistols and SMGs, assault and sniper rifles, anti-materiel and Gauss rifles, assault and marksman carbines, light machine guns and miniguns, automatic and pump-action shotguns, frag and incendiary grenades and mines, satchel and demolition charges, C4, explosive launchers, flamers, combat knives, officer swords, shovels, Super Sledges, Rippers, dog tag fists, and Power Fists."

Guns (Handguns):
9mm Pistol *
Maria *
.45 Auto Pistol *
A Light Shining in Darkness *
10mm Pistol
Weathered 10mm Pistol

Guns (Submachine Guns):
9mm Submachine Gun *
Vance's 9mm Submachine Gun *
.45 Auto Submachine Gun *
10mm Submachine Gun
Sleepytyme

Guns (Rifles and Machine Guns):
Assault Carbine *
Marksman Carbine *
All-American *
Light Machine Gun *
Service Rifle *
Survivalist's Rifle *
Anti-Materiel Rifle
Anti-Materiel Rifle (GRA)
Assault Carbine (GRA)
Automatic Rifle
Battle Rifle (GRA)
This Machine
Bozar

Sniper Rifle
Christine's CoS Silencer Rifle
Gobi Campaign Scout Rifle


Guns (Shotguns):
Hunting Shotgun
Dinner Bell
Riot Shotgun

Guns (Heavy):
Minigun
CZ57 Avenger
Shoulder Mounted Machine Gun

Energy Weapons:
Flamer
Cleansing Flame
Gauss Rifle
YCS/186

Explosives (Thrown):
Frag Grenade *
Holy Frag Grenade
C-4 Plastic Explosive
Demolition Charge
Frag Mine
Incendiary Grenade
Satchel Charge

Explosives (Launchers):
Grenade Launcher *
Grenade Rifle *
Thump-Thump *
25mm Grenade APW
Great Bear Grenade Rifle
Mercenary's Grenade Rifle
Red Victory Grenade Rifle
Grenade Machinegun
Mercy
Missile Launcher
Annabelle
Red Glare

Melee Weapons:
Combat Knife *
Chance's Knife *
Bowie Knife
Blood-Nap
Joshua's Pistol Whippin' .45

Ripper
Ripper (GRA)
Shovel
Super Sledge
Oh, Baby!

Unarmed Weapons:
Ballistic Fist
Two-Step Goodbye
Dog Tag Fist
Recompense of the Fallen
Power Fist
Greased Lightning
Industrial Hand
Power Fist (GRA)
Salt-Upon-Wounds' Power Fist
Saturnite Fist
Saturnite Fist Super-Heated


The TTW Version also includes the following:

Guns (Handguns):
Chinese Pistol *
Chinese Dragoon Pistol *
Zhu-Rong v418 Chinese Pistol *
Silenced 10mm Pistol
Colonel Autumn's 10mm Pistol

Guns (Submachine Guns):
Alloy Steel 10mm Submachine Gun *
Sydney's 10mm "Ultra" SMG *

Guns (Rifles and Machine Guns):
Assault Rifle *
Alloy Steel Assault Rifle *
Infiltrator *
Perforator *
Wanda *
Chinese Assault Rifle *
Chinese Dragoon Assault Rifle *
Xuanlong Assault Rifle *
Reservist's Rifle
Victory Rifle


Guns (Shotguns):
Combat Shotgun *
Alloy Steel Combat Shotgun *
The Terrible Shotgun *

Guns (Heavy):
Eugene

Energy Weapons:
Burnmaster
Rapid-Torch Flamer
Slo-Burn Flamer


Melee Weapons:
Occam's Razor *
Trench Knife *
Chinese Officer's Sword
Clover's Cleaver
Jingwei's Shocksword

Vampire's Edge
Fawkes' Super Sledge
Fertilizer Shovel

Jack
Stabhappy

Unarmed Weapons:
Fisto!
The Shocker