I am comparing the new FalloutNV.esm to Weapon Mods Expanded's esp simply because well... it's quicker that way in FNVEdit. For console players, all WMX does is add weapon mods rather than changing stats, aside from a few exceptions. If anyone actually compares the two .esm's and if any of this info is wrong, let me know. I'll try to avoid any changes that seem like WMX's doing, for accuracy purposes. I really don't want to be doing this twice.
Bolded = Important stuff people want to know / may find interesting.
Guns - Weapons
- .357 Revolver - AP Cost increased from 20 to 26.
- .44 Revolver - AP Cost decreased from 28 to 25.
- 10mm SMG - Health increased from 250 to 500; Spread decreased from 4.4 to 2; AP Cost increased from 20 to 22.
- 12.7mm SMG - Health increased from 250 to 500; Mag Size increased from 15 to 21; Spread decreased from 4 to 2; Fire Rate increased from 8 to 9; AP Cost increased from 20 to 24
- 9mm SMG - Health increased from 450 to 550; Damage (both standard and critical) increased from 11 to 14; Spread decreased from 2.2 to 1.5
- All-American - AP Cost decreased from 20 to 13
- Anti-Material Rifle - Spread decreased from .3 to .15; AP Cost decreased from 65 to 55; Critical Damage raised from 80 to 110
- Assault Carbine - Health increased from 400 to 750; Damage (both standard and critical) increased from 12 to 13; Spread decreased from 1.5 to 1.2; Critical Hit Chance increased from 0.5x multiplier to 1x multiplier or in layman's terms, your crit chance is doubled.
- Big Boomer - Given 1x Crit Chance Multiplier (Didn't crit before); Spread decreased from 6 to 3.5
- Brush Gun - Spread increased from 0.03 to 0.06; AP Cost increased from 23 to 33; Now can only fire ~1.23 shots per second compared to ~1.85 pre-patch
- Caravan Shotgun - Spread decreased from 4 to 2.2; AP Cost decreased from 27 to 20
- CZ57 Avenger - Health increased from 1000 to 1600; Damage (both standard and critical) decreased from 14 to 13; Spread decreased from 1.1 to 0.55; Sight FOV decreased from 55 to 45
- Gobi Rifle - Base Damage increased from 40 to 48; AP Cost decreased from 33 to 24; You can now fire ~2.14 shots per second compared to ~1.77 shots per second; Crit Chance Multiplier increased from 1x to 2x; Crit Damage increased from 40 to 80
- Hunting Revolver - AP Cost decreased from 32 to 31; You can now fire 1.5 shots per second compared to ~1.22 pre-patch
- Hunting Rifle - Damage (Standard and Critical) increased from 45 to 52; Spread decreased from .03 to .01; Crit Chance increased from 1x to 2x
- Hunting Shotgun - Health increased from 125 to 200; AP Cost decreased from 32 to 28
- La Longue Carabine - Spread decreased from 0.2 to 0.05; AP Cost increased from 18 to 24; Fires ~2.15 shots per second compared to ~2.31 pre-patch
- Lever-Action Shotgun - AP Cost decreased from 30 to 25
- Light Machine Gun - Health increased from 400 to 800; Spread decreased from 3.2 to 1.5; AP Cost decreased from 30 to 18; Given 1x Crit Chance Multiplier (Didn't crit before)
- Lucky - Fires 2.75 shots per second compared to ~2.34 pre-patch
- Marksman Carbine - AP Cost decreased from 20 to 14
- Minigun - Health increased from 800 to 1200; Sight FOV decreased from 55 to 45
- Mysterious Magnum - AP Cost decreased from 25 to 22
- Ranger Sequoia - Sight FOV decreased from 55 to 45
- Ratslayer - AP Cost decreased from 45 to 33; Fires 1.3 shots per seconds compared to ~1.1
- Riot Shotgun - Health increased from 150 to 175; AP Cost decreased from 30 to 17; Spread decreased from 3.5 to 2.5
- Sawed-Off Shotgun - Given 1x Crit Chance Multiplier; Spread decreased from 7 to 4
- Service Rifle - Damage decreased from 20 to 18; AP Cost decreased from 22 to 15; Fires 4.2 shots per second compared to 2.3 pre-patch
- Silenced .22 Pistol - Limb Damage Multiplier increased from 0.8x to 1x; Crit damage increased from 9 to 18; Crit Chance increased from 1x to 3x
- Silenced .22 SMG - Health increased from 500 to 1000; AP Cost increased from 18 to 19; Limb Damage Multiplier increased from 0.8x to 1x; Crit damage increased from 6 to 20; Crit Chance increased from 1x to 3x
- Sniper Rifle - Damage (Both standard and critical) increased form 42 to 45; Crit Chance increased from 1x to 2x; AP Cost decreased from 38 to 27; Fires ~1.93 shots per second compared to ~1.61 shots pre-patch
- That Gun - Value decreased from 2000 to 1750; Health decreased from 250 to 225; Weight increased from 4 to 5; Damage increased from 22 to 30; Crit Damage increased from 18 to 30; Fires 3 shots per second compared to 3.75 pre-patch
- Trail Carbine - Damage (standard and critical) increased from 45 to 48; Spread increased from .035 to .06; AP Cost increased from 21 to 29; Fires ~1.54 shots per second compared to ~1.85 shots pre-patch
- Vance's 9mm SMG - Health increased from 600 to 750; Damage (standard and critical) increased from 13 to 17
Guns - Ammunition
- 10mm - Normal Value raised from 1 to 2; HP Value raised from 2 to 5; JHP Value raised from 1 to 3
- 12.7mm - Hollow Point - Value raised from 4 to 7
- 12 Gauge - Bean Bag - Value increased from 2 to 3
- 12 Gauge - Coin Shot - Given 1.3x DAM and -2 DT Bonus
- 12 and 20 Gauge - Normal - Given 1.2x DAM; 12 Gauge Value increased from 1 to 2
- 12 and 20 Gauge - Magnum - DAM increased from 1.15x to 1.3x; Given -2 DT bonus; 20 Gauge value decreased from 3 to 2
- 20 Gauge - Slug - Value decreased from 2 to 1
- .223 Round - -DT Bonus Removed; Given a Value of 1 (No longer a boxed item)
- .308 Round - Normal Value increased from 3 to 4; AP and HP Values increased from 5 to 9
- .308 Round - JSP - DAM decreased from 1.5x to 1.3x; Given CND decay increase of 1.5x
- .357 Magnum - Normal Value increased from 1 to 2; HP and JFP Values increased from 2 to 3
- .38 Special - Given a Value of 1 (No longer a boxed item)
- .44 Magnum - Normal Value increased from 2 to 3; HP Value increased from 3 to 7; SWC Value increased from 3 to 4
- .44 Special - Given a Value of 2 (No longer a boxed item)
- .45-70 Gov't - Normal Value increased from 3 to 4; HP Value increased from 5 to 8; SWC Value decreased from 7 to 5
- .50 MG - AP Value increased from 10 to 14; Incendiary Value increased from 15 to 18
- 5.56mm - Normal Value increased from 1 to 2; AP and HP values increased from 2 to 4
- 5mm - AP and HP Values increased from 2 to 3; Given: -10 DT for standard and surplus rounds; -25 DT for AP rounds
- 9mm - HP and +P Values increased from 2 to 3
Energy Weapons - Weapons
- Gatling Laser - Damage (both standard and critical) increased from 7 to 10; Spread decreased from 1.3 to 0.5
- Pew Pew - Mag Size decreased from 30 to 10; Ammo consumed per shot decreased from 15 to 5
- Tesla Cannon - Base damage increased from 40 to 80; Crit Damage increased from 30 to 40; Mag Size decreased from 40 to 20; Ammo Consumption decreased from 40 to 5; Sight FOV decreased from 55 to 40; Fires ~1.34 shots per second (This didn't matter pre-patch that much aside from delay to reload); You can now get disintegrate your enemies; Obtained Kill Impulse of 40; Obtained DoT of 20 DAM over 2 seconds
- Tesla-Beaton Prototype - Base damage increased from 55 to 90; Mag Size decreased from 45 to 24; Ammo Consumption decreased from 45 to 6; Sight FOV decreased from 55 to 40; Fires ~1.34 shots per second (Same thing as Tesla Cannon); Crit Damage decreased from 55 to 45; You can now get disintegrate your enemies; Obtained Kill Impulse of 50; Obtained DoT of 25 DAM over 2 seconds/
Energy Weapons - Ammunition
- EC Pack - MC and OC Values increased from 1 to 2
- Energy Cell - OC Value increased from 2 to 3
- MC Cell - MC Value decreased from 8 to 5
Explosives - Weapons
- Annabelle - Damage increased from 20 to 150 (This is direct hit damage); Spread decreased from .4 to .02; Sight FOV decreased from 55 to 40
- Fat Man - Damage Increased from 10 to 400 (This is direct hit damage); Spread decreased from 2 to .5; Sight FOV decreased from 55 to 40
- Grenade Launcher - Spread decreased from 1 to .7
- Grenade Machinegun - Health increased from 200 to 400; Given 5 Damage (Direct Hit)
- Mercy - Health increased from 200 to 500; Given 5 Damage (Direct Hit)
- Missile Launcher - Damage increased from 20 to 125 (Direct Hit); Spread decreased from .5 to .3; Sight FOV decreased from 55 to 40
- Thump-Thump - Spread increased from .5 to .8
Note: Direct Hit Damage for Ranged Explosive Weapons does not function correctly. Therefore, the only damage you will get is based on the damage of the corresponding projectile. This applies only outside of VATS.
Explosives - Ammunition
- 25 mm Grenade - Damage increased from 35 to 50; Value increased from 2 to 8
- 25 mm Grenade HE - Damage increased from 35 to 50
- 40 mm Grenade - Damage increased from 50 to 100; Value increased from 5 to 12
- 40 mm Grenade Incendiary - Damage increased from 35 to 75; Value increased from 8 to 18
- Dynamite - Damage Radius increased from 300 to 750 (OH MY, IT MAY BE USEFUL NOW!)
- Frag Grenade - Damage increased from 75 to 125
- Holy Frag Grenade - Damage increased from 500 to 800
- Mini Nuke - Damage increased from 325 to 600; Weight decreased from 5 to 3
- Missile - Damage Radius decreased from 1300 to 1000; Weight decreased from 3 to 1.5
- Missile HE - Damage Radius increased from 1500 to 1700; Value increased from 100 to 150; Weight decreased from 3 to 1.5
- Missile HV - Value increased from 100 to 150; Weight decreased from 3 to 1.5
- Plasma Grenade - Damage increased from 150 to 225
Melee / Unarmed Weapons
- Chainsaw - Damage decreased from 100 to 80
- Ripper - Damage increased from 30 to 50
- Chainsaw, Ripper, Thermic Lance - Ignore DT / DR
- Mantis Gauntlet, Cram Opener - Ignore DT / DR Removed
Weapon Modification Kits
- .44 Revolver - Values Before - 250; New Values: Heavy Frame - 1000; Scope - 1100
- 10mm Pistol - Values Before - 250; New Values: Extended Mags / Silencer - 750; Laser Sight - 650
- 10mm SMG - Values Before - 250; New Values: Extended Mags - 1000; Recoil Comp. - 1100
- 12.7mm - Values Before - 100; New Values: Pistol Silencer - 1750; SMG Silencer - 2750
- 9mm SMG - Values Before - 500; New Values: Drums - 800; Light Bolt - 850
- Assault Carbine - Extended Mags - Before - 300; After - 1300
- Brush Gun - Forged Receiver - Before - 700; After - 1750
- Cowboy Repeater - Custom Action / Long Tube: Before - 250; After - 850 and 750 | Maple Stock: Before - 100; After - 675
- Fat Man - Little Boy Kit - Before - 100; After - 2500
- Flamer - Expanded Tanks - Before - 250; After - 1300
- Gatling Laser - Values Before - 250; New Values: CF Frame - 2200; Focus Optics - 3000
- Grenade MG - High-Speed Kit - Before - 250; After - 3500
- Grenade Rifle - Long Barrel - Before - 250; After - 700
- Hunting Rifle - Values Before - 250; New Values: Custom Action - 1200; Extended Mag -1600; Scope - 1300
- Hunting Shotgun - Values Before - 250; New Values: Choke - 1500; Long Tube - 1750
- Laser RCW - Recycler - Before - 750; After - 1900
- Laser Rifle - Values Before - 250; New Values - Beam Splitter - 650; Focus Optics - 900; Scope - 850
- LMG - Expanded Drums - Before - 250; After - 3200
- Minigun - High-Speed Motor - Before - 250; After - 2750
- Missile Launcher - Guidance System - Before 250; After - 1500
- Plasma Caster - HS Electrode - Before - 250; After - 2500
- Plasma Rifle - Mag. Accelerator - Before - 250; After - 800
- Silenced .22 SMG - Drums - Before - 850; After - 1100
- Sniper Rifle - Carbon Fiber Parts: Before - 1000; After - 1500 | Silencer: Before - 250; After - 1800
- Service Rifle - Forged Receiver: Before - 250; After - 650 | Springs: Before - 100; After - 850
- Trail Carbine - Scope - Before - 250; After - 1500
Glossary:
- Sight FOV - The degrees in which your field of view be when you zoom in with a non-scoped weapon. The lower the #, the more your view will zoom in.
- Kill Impulse - The amount at which your target gets pushed back when you use that weapon on them.
Hopefully that's all. Again, if there's any mistakes, or missing information. let me know.