WARNING: Uninstalling this mod partway through a game may cause the program to crash. This MAY have been fixed by the recent v1.2.0.352 patch, but be careful all the same.
ADDITIONAL WARNING: Do not use the ''Master Update'' function in FNVEdit with this mod. This will prevent this mod from working (for reasons unknown).
The base mod update fixes some issues with textures on a few of the restored weapons, and upgrades the Dragoon Assault Rifle a bit.
This is a mod (one of a growing number) which restores a large number of weapons which did not make it from Fallout 3 (and its DLC) to Fallout: New Vegas. The resources for all of these weapons were included in the game files of Fallout: New Vegas, but (for the most part) were not used. I'm not a big fan of anything with unrealized potential, so I was rather interested in getting these weapons back into the game.
All weapons have been fully integrated into New Vegas, including the appropriate Form Lists and Leveled Item Lists. What this means is that NPCs who do not have fixed, non-random inventories may carry one of these newly restored weapons. It also means that many of these weapons work with New Vegas perks such as Cowboy or The Professional. Some weapons are also classified as Holdout Weapons, meaning they can be brought into casinos unnoticed.
This mod does NOT stop with just the standard collection of Fallout 3 weapons: it also brings back weapons from Fallout 3 DLC packs, as well as CRAFTED weapons such as the Railway Rifle or Nuka-Grenades. For the latter, the schematics for these weapons have been brought back as well.
This mod is a continuation of another mod started by Wreckless1. Due to real life concerns he was forced to drop out of actively developing his version of the mod, and was classy enough to give anybody who was willing permission to use what he'd done as a starting point. A lot of thanks go to him. His original project can be found here: http://www.newvegasnexus.com/downloads/file.php?id=35937
Additional thanks go to Lord Darius13, who has provided the edited weapon meshes which provide proper iron sights as well as the modified texture for the Lever-Action Rifle. In particular, he actually listened when a certain someone posted something mentioning how awesome the Lever-Action Rifle was, and how much of a shame it was that the texture wasn't in New Vegas' resources. His models come from this mod: http://www.newvegasnexus.com/downloads/file.php?id=36571
And another bit of thanks goes to antistar (of WMX fame), who provided me with updated meshes to use for cross-compatibility with his Weapon Mods Expanded mod. He also let me use two additional iron sight-corrected meshes as part of this mod. If you would like to check out Weapon Mods Expanded (and I highly suggest you do) you can find it here: http://www.newvegasnexus.com/downloads/file.php?id=39651
All of these weapons (and ammo and schematics) use the SAME FORMID as their Fallout 3 versions. Yes, that's right, the EXACT SAME FormID, WITHOUT A MOD PREFIX. That means to give yourself a Chinese Assault Rifle you type ''player.additem 80b 1''.
For weapons which originally came from Fallout 3 DLC, the FormIDs are the same but use the same prefix (since the DLC versions used a prefix). For example, if you want to give yourself an Alien Atomizer (and this mod loads second in your load order) you would type ''player.additem 0100083f 1'' into the console. Anchorage-specific versions use the ''Wasteland'' FormID, if there was one, and the ''Sim'' FormID otherwise.
Why did I go out of my way to do this? Two reasons: so you can look items up on the Fallout Wiki using Steam's in-game web browser, and because I could. Not sure which was the larger motivation.
This varies from weapon to weapon, but in general its one of three things: missing resources, balancing for the new DT system, or common-sense changes. For full explanations you can check the ''WEAPON CHANGES FROM FALLOUT 3'' section, located below.
I tried to put everything necessary for this mod into a single BSA file, but New Vegas doesn't like to override existing meshes which are part of a BSA file. This is a problem for using the new, iron sight-corrected models for Fallout 3 weapons. Because of this, the updated meshes are stored separately.
Most of you are probably using FOMM, so this won't be much of an issue if you decide to uninstall the mod. Those of you who aren't shouldn't worry too much: these meshes were updated in order to fix problems with the originals, and leaving them installed can only make things BETTER, not worse.
I won't be adding mod capability to these weapons as part of the BASE mod. However, I HAVE provided a compatibility patch for use with the Weapon Mods Expanded mod, which enables modification of these weapons.
Probably not. I explain this in better detail down in the ''WEAPONS THAT *ARE NOT* IN THIS MOD'' section, but the short version is that the Fallout 3 unique weapons were mostly just identical-in-appearance weapons with tweaked stats which were very specific to certain areas or plot points. I don't want to clutter the Mojave Wasteland with samey ''uniques'' that were kludged into the game.
Still, I do have a certain fondness for some of the uniques from Fallout 3, and for a few I've tried to make my uniques close to them in functionality (e.g. the Dragoon Assault Rifle has a damage boost like the Xuanlong Assault Rifle from Fallout 3). The other thing I've done is made it possible to modify certain weapons to be similar (stat-wise) to their unique counterparts, provided you have Weapon Mods Expanded installed.
Because of the transition from a Damage Reduction-based system to a Damage Threshold-based system, average weapon damaged increased in New Vegas. You can see this comparing the few weapons which were in both games, e.g. the Minigun, Gauss Rifle, etc.
A few weapons do not have increased damage: the Dart Gun, Lincoln's Repeater/Replica Repeater, the Microwave Emitter, and Nuka-Grenades. The Dart Gun isn't really about damage so much as the special effects it causes, and the rest of the weapons DO NOT need to do any more damage considering how powerful they are already.
To get this out of the way quickly, there is no .32 caliber ammunition in Fallout: New Vegas, and I'm not inclined to add some just for a single, lousy gun, and particularly a low-quality one at that. .357 seemed an appropriate adaptation.
Now because of the above, it's not really fitting to call the gun the .32 Pistol. Based on the new caliber it could be called the .357 Pistol, except that it isn't a pistol, it's a revolver... and there's already a .357 Magnum Revolver in the game. Instead I looked to what the gun was: a cheap, low-power weapon used primarily by criminals (in this case, various gangs and thugs). That is, almost to a T, the description of a Saturday Night Special.
New Vegas has not one but TWO automatic melee weapons with a weight of 20 and a damage rating of 100. I could have made the Auto Axe the third, but then what would be the point of having it? Instead I figured I'd make it not-exactly-better-not-exactly-worse by giving it lower damage, but making it ignore DT.
The tell-tale firing sound of the Chinese Assault Rifle didn't make it from Fallout 3 to Fallout New Vegas, much to my dismay. I'm sure that, like me, for a lot of you that sound was music to your ears, calming and soothing in a way you can't quite define. Okay, maybe you can define it, specifically ''all those things I hate will die now.'' Either way, the resources aren't there, so there's nothing to be done other than use a different firing noise. In this case the weapon now uses the same firing noise as the Assault Carbine.
Two reasons. First, the Chinese Pistol (and the unique variant, Dragoon Pistol) is based on the real-world Mauser C96 pistol (the model for the Chinese Pistol is even named "Mauser"). Mausers came in a variety of calibers, including knock-off variants made by various countries, like China. Of those calibers, 9mm is one of them, and 10mm (or anything close to it) is not.
Second, the Chinese Pistol was the "crappy" pistol using low-power ammunition in Fallout 3, and I felt that should be the same in New Vegas. Since 10mm isn't exactly low-power ammo anymore, I felt it would fit better using 9mm.
To be fair, in Fallout 3 shotgun shells didn't have a gauge specified, but most people seemed to assume it was 12 gauge (that being the case in past Fallout games). The problem is that there's already a Combat Shotgun-esque weapon: the Riot Shotgun. Since that weapon is 12 gauge, it makes sense for the Combat Shotgun to be 20.
The shape for Dart ammunition is something that didn't make it into New Vegas from Fallout 3. Initially I used the projectile shape, which IS in the game, but as it turns out that doesn't have any physical boundaries specified, meaning if you drop the ammo you can't pick it up. The ammunition now uses the smaller shape used for weapon mods, which should at least be easily recognized among the various other clutter.
In Fallout 3 the Deathclaw Gauntlet is crafted from four ingredients which have a combined weight of 5, and yet the weapon itself has a weight of 10. This is something that always drove me NUTS, mostly because it was so damn illogical. Since I'm in a position that I can change that, I went ahead and did it.
I specically mention the increased damage for this weapon because this is one of the few weapons I didn't have to re-add to the game: it was already present in Fallout: New Vegas, just not used or placed anywhere. Its damage was completely unchanged from Fallout 3 and thus needed to be rebalanced, especially since the already-present Mantis Gauntlet was more powerful with the same armor-piercing effect. What would be the point of hunting Deathclaws for their hands if you can just make something better from body parts found on garden-variety (pun intended) Giant Mantises?
Textures for the Lever-Action Rifle were not included in New Vegas, which meant the weapon had to be re-created using a third-party texture, graciously provided by Lord Darius13. (The shape, if you don't already know, is just that of Lincoln's Repeater.) I might not have bothered, but the Lever-Action Rifle (and the Backwater Rifle) was one of the high points of the Point Lookout DLC for me. I felt it was something worth bringing to this mod, new texture or no.
The way I figure it, there is only one REAL Lincoln's Repeater. That version was last seen in the Capital Wasteland as recently as four years before the events of New Vegas; it would make little sense to assume that weapon had somehow made its way across an entire continent in that time. However, it's not out of the question for REPLICAS of Lincoln's famous Henry Rifle to have been made and sold to various collectors before the war, for example to the paranoid brother of a well-known self-made business magnate.
The Mesmetron's firing noise is missing, which is used by the Microwave Emitter. It was difficult to find a noise, any noise, which had the necessary delay to work with the weapon, and even what I found isn't QUITE right, but it's better than nothing.
The second change is mostly cosmetic: rather than a critical hit kill turning the body into an ash pile, the Microwave Emitter will now cause it to explode in a violent burst of heat and flame, similar to what happens when you try to microwave a hot dog without poking holes in it first. I did this because 1) it's a bit more fitting with the theme of the weapon, and 2) too many damn weapons turn things into ash piles. And yes, you can still loot the body after it has exploded.
First off, there is no Nuka-Cola Quantum in normal Fallout: New Vegas, so that meant changing the recipe to use something else. Nuka-Cola Victory is used in quite a few recipes, but Quartz, not so much, so the recipe now calls for a bottle of Nuka-Cola Quartz. On top of that, I never liked the concept that you can somehow make two or three Nuka-Grenades using only one Tin Can, especially when each one is clearly made out of a whole can. The recipe you acquire allows you to make two Nuka-Grenades with each set of ingredients, so now the ingredients call for two Tin Cans instead of one.
Also, Nuka-Grenades would seem to fit the description of items which are covered by both the Pyromaniac and Demolitions Expert perk, and yet in Fallout 3 they weren't. I understand why they weren't (owing to the huge damage they do), but I don't exactly approve of it. Therefore, Nuka-Grenades are now affected by both perks.
Unfortunately the firing sound for the Railway Rifle was one of the resources that didn't make it from Fallout 3 to New Vegas. In this case I had to improvise and find something that fit; ultimately the best thing I found was the firing sound for the Rock-It Launcher, which DID make it into New Vegas. If you were a frequent user of either weapon in Fallout 3 it may make you twitch a little, but it actually fits fairly well. Better than anything else I could find.
The ammunition shape issue is exactly the same for the Dart Gun as it is for the Railway Rifle: the ammunition shape wasn't included in New Vegas and the projectile shape has no physical boundaries. Also like the Dart Gun, I have used the generic Small Weapon Mod Box shape to replace it.
The Rock-It Launcher was possible in Fallout 3 due to a number of engine ''hooks'' that let the game know when to do certain, special things, e.g. when to show the screen that let you load items into the RiL, what the projectile coming out of the RiL will look like, etc. These hooks are now inaccessible, if not removed from the engine entirely. I've made numerous attempts to kludge a working Rock-It Launcher into the game, with little success. With the help of NVSE it MIGHT be possible, but it will probably take as much effort to do that single weapon as it did to put together this whole mod.
The Mesmetron wasn't a weapon so much as a quest-related item, and a lot of its usefulness came from the part where you enslaved people and got money for it (or at least got rid of them permanently). I could implement the weapon partially, but it would be a shade of its former glory without it being integrated into a similar unmarked quest. I expect to do that, sometime, but not as part of this mod. If and when I complete such a thing I will link to it for those of you who would be interested in it. In the meantime, you'll have to make do with the Microwave Emitter from Point Lookout, which appears the same but doesn't stun people so much as make their heads explode.
Most people assume Jingwei's Shocksword is simply a retextured Chinese Officer's Sword, but that's not true. In order to have the shimmering electric effect the sword actually uses a separate model with an additional layer for displaying that effect. This model was not included in New Vegas, so I was unable to add it to the mod. However, the cleaned-up base texture WAS included, hence why the mod includes the Dragoon Sword.
I have deliberately avoided adding in the specific Fallout 3 unique weapons for a lot of reasons. The biggest is that they would overshadow the other weapons, but beyond that there's also the matter of placing a dozen-ish unique weapons in the game, most of which had backstories, quests, or at least elaborate hiding places to go with them originally in Fallout 3. On top of that, New Vegas' unique weapons all have a different appearance, rather than just being the same gun with different stats.
The exception to this is the Operation: Anchorage weapons variants, which I have scattered throughout the game as unique weapons. That is because these weapons DO have unique textures to go with them, and it felt like a waste not to use them.
Between Fallout 3 and New Vegas the system used for playing sounds while reloading changed. Previously this was done with a single sound effect, timed to match the associated animation, but now most reload sound effects are actually done in three parts. This is because of the various Perks and Traits (Rapid Reload, Trigger Discipline, Fast Shot, etc.) which affect reload speed; other conditions seem to affect reload time as well. Depending on any of these factors you may notice the animations played by Fallout 3 weapons do not perfectly match up with the sounds played.
I plan to address this in the future, if possible, but I do not have any real expertice when it comes to modifying animations. I'm sure I can slog through it, eventually, but if anybody would like this to get done quicker who has the necessary skill, BY ALL MEANS feel free to lend a hand.
I'm not sure why this happens, but it ALWAYS happens the very first time you fire/activate/engage the Auto Axe. The weapon will disappear and be completely invisible in first-person, though it will still do damage and still be seen in third-person view. Fortunately, the solution is simple: drop the weapon, then pick it back up. Something about this seems to reset things, and the weapon will not disappear again (at least as far as I've tested).
For some reason the reload animation used for the Alien Disintegrator no longer has a sound specified; the same animation from Mothership Zeta did have one, so I have no idea why Bethesda took it out. On top of that, the actual reload sound file is missing as well. Essentially I have no reload sound to play and no method by which to play it. Fortunately, firing sounds work as normal.
Though I've cobbled together this mod and done most of the behind-the-scenes stuff, there are a few people whose resources or other work made this mod possible:
Wreckless1 - For starting work on the Fallout 3 Weapons Pack, which would eventually become the basis for this mod.
LORD DARIUS13 - For modifying Fallout 3 weapons to have correct iron sight information, and releasing those updated meshes as a Modders' Resource.
Antistar - For creating new meshes for cross-compatibility with his WMX (Weapon Mods Expanded) mod, as well as providing some additional iron sight-corrected models (.32 Pistol, Alien Atomizer, Chinese Pistol) and allowing me to include them in this mod.