[REL] Weapon Mods Expanded

Post » Sat Feb 19, 2011 5:00 am

Weapon Mods Expanded


Download: http://www.newvegasnexus.com/downloads/file.php?id=39651


- http://i21.photobucket.com/albums/b300/jlollback/falloutnv/wmx_promo_44magnum02.jpg (many more available at the download link)


Readme quote:

Fallout New Vegas:

==================
Weapon Mods Expanded

Version: 1.0.4
Date: 15-02-2011
Author: Antistar (Joseph Lollback)
E-mail: josephlollback@hotmail.com
==================


1. Description
2. Requirements
3. Installation/Uninstallation
4. Playing the mod
5. Frequently Asked Questions (FAQ)
6. Save games
7. Conflicts/Known Issues
8. Credits
9. Modder's Resource Info
10. Contact Information
11. Legal Stuff/Disclaimer
12. Version History

===============
1. DESCRIPTION
===============

My Weapon Mod Kits (WMK) mod for Fallout 3 was the inspiration for Obsidian's implementation of the weapon modding system in Fallout New Vegas; something which I am quite proud of and flattered by. I like Obsidian's take on it; enough that I wanted to add to it... 'expand' upon it, you might say.

Weapon Mods Expanded (WMX) for Fallout New Vegas expands upon the base game's weapon modding system in the following ways:

- ALL weapons get the maximum of three applicable weapon mods; this includes unique weapons.
- Unique weapons can be modified with the same weapon mods as their common counterparts.
- Some existing weapon mods (from the base game) are newly applied to weapons besides their defaults...
- But many more are weapon mods newly added by WMX.
- Some weapon mods can be applied to multiple different weapons.
- Some unique weapons without a common counterpart (for example That Gun and This Machine) receive one.
- New and altered art assets to visually depict most of the new weapon mods.
- Chance to find weapon mods in loot.
- More weapon mods available from merchants (to compensate for more types being available).
- Price overhaul of weapon mods to more consistently reflect their relative quality.
- WMX also contains numerous fixes for visual bugs in weapon meshes and textures.


Here is a list of all weapons and weapon mods, and how they apply to one another:


***Changed Weapon Mods***

9mm Pistol Scope -> Small Handgun Scope
10mm Pistol Laser Sight -> Laser Sight
Grenade Rifle Long Barrel -> 40mm Launcher Long Barrel
Hunting Shotgun Choke -> 12 Gauge Shotgun Choke
Laser RCW Recycler -> Laser Recycler
Laser Rifle Beam Splitter -> AEP/AER Laser Beam Splitter
Laser Rifle Focus Optics -> AEP/AER Laser Focus Optics
Laser Rifle Scope -> AEP/AER Laser Scope
Plasma Rifle Mag. Accelerator -> Plasma Weapon Mag. Accelerator
Trail Carbine Scope -> Lever Carbine Scope


***Key***

* = Vanilla weapon mod
+ = New weapon mod (or existing one newly applied)


***Handguns***

.223 Pistol / That Gun
+ Laser Sight - Decreases spread, adds laser sight effect.
+ .223 Pistol Long Barrel - Increases damage (+15%).
+ Small Handgun Scope - Adds short-range scope.

.357 Magnum Revolver / Lucky
* .357 Revolver Long Barrel - Increases damage (+10%).
* .357 Revolver HD Cylinder - Increases condition (+50%).
+ .357 Revolver Custom Action - Increases rate of fire.

.44 Magnum Revolver / Mysterious Magnum
* .44 Revolver Heavy Frame - Increases condition (+50%).
* .44 Revolver Scope - Adds a close to mid range scope.
+ .44 Revolver Long Barrel - Increases damage (+10%).

9mm Pistol / Maria
* 9mm Pistol Extended Mags - Increases ammunition capacity (+7).
* Small Handgun Scope - Adds short-range scope.
+ 9mm Silencer - Silences the weapon.

10mm Pistol
* 10mm Pistol Extended Mags - Increases ammunition capacity (+4).
* Laser Sight - Decreases spread, adds laser sight effect.
* 10mm Pistol Silencer - Silences weapon.

12.7mm Pistol
* 12.7mm Pistol Silencer - Silences the weapon.
+ 12.7mm Pistol Extended Mags - Increases ammunition capacity (+3).
+ Laser Sight - Decreases spread, adds laser sight effect.

Hunting Revolver / Ranger Sequoia
+ Hunting Revolver HD Cylinder - Increases condition (+50%).
+ Hunting Revolver Long Barrel - Increases damage (+10%).
+ Hunting Revolver Scope - Adds a close to mid range scope.

Silenced .22 Pistol
+ Sil. .22 Pistol Ext. Mags - Increases ammunition capacity (+8).
+ Laser Sight - Decreases spread, adds laser sight effect.
+ Sil. .22 Pistol Long Barrel - Increases damage (+20%).


***SMGs***

9mm SMG / Vance's 9mm SMG
* 9mm SMG Drums - Increases ammunition capacity (+30).
* 9mm SMG Light Bolt - Increases rate of fire.
+ 9mm Silencer - Silences the weapon.

10mm SMG
* 10mm SMG Extended Mags - Increases ammunition capacity (+10).
* 10mm SMG Recoil Comp. - Decreases spread.
+ 10mm SMG Light Bolt - Increases rate of fire.

12.7mm SMG
* 12.7mm SMG Silencer - Silences the weapon.
+ Laser Sight - Decreases spread, adds laser sight effect.
+ 12.7mm SMG Light Bolt - Increases rate of fire.

Silenced .22 SMG
* Sil. .22 SMG Exp. Drums - Increases ammunition capacity (+60).
+ Laser Sight - Decreases spread, adds laser sight effect.
+ Sil. .22 SMG Long Barrel - Increases damage (+20%).


***Shotguns***

Caravan Shotgun
+ 20 Gauge Shotgun Choke - Decreases spread.
+ Caravan Shotgun Improved Parts - Increases condition (+50%).
+ 20 Gauge Sawn-off Stock - Decreases weight (C.S. -1, S.S. -3).

Hunting shotgun / Dinner Bell
* 12 Gauge Shotgun Choke - Decreases spread.
* Hunting Shotgun Long Tube - Increases ammunition capacity (+3).
+ Hunting Shotgun Composite Stock - Decreases weight (-3.5).

Lever-Action Shotgun
+ 20 Gauge Shotgun Choke - Decreases spread.
+ Lever-Action Shotgun Improved Parts - Increases condition (+50%).
+ Lever-Action Shotgun Long Tube - Increases ammunition capacity (+2).

Riot Shotgun
+ 12 Gauge Shotgun Choke - Decreases spread.
+ Riot Shotgun Drums - Increases ammunition capacity (+10).
+ Riot Shotgun Improved Parts - Increases condition (+50%).

Sawed-off Shotgun / Big Boomer
+ 12 Gauge Shotgun Choke - Decreases spread.
+ Sawed-off Shotgun Improved Parts - Increases condition (+50%).
+ Sawed-off Shotgun Maple Stock - Decreases weight (-1.5).

Single Shotgun
+ 20 Gauge Shotgun Choke - Decreases spread.
+ Single Shotgun Improved Parts - Increases condition (+50%).
+ 20 Gauge Sawn-off Stock - Decreases weight (C.S. -1, S.S. -3).


***Rifles***

Anti-materiel Rifle
+ Anti-Mat. Rifle Custom Action - Increases rate of fire.
+ Anti-Mat. Rifle Composite Stock - Decreases weight (-5).
+ Anti-Mat. Rifle Improved Muzzle Brake - Increases damage (+10%).

Assault Carbine
* Assault Carbine Extended Magazines - Increases ammunition capacity (+6).
+ Assault Carbine Light Bolt - Increases rate of fire.
+ Carbine Suppressor - Silences the weapon.

Battle Rifle / This Machine
+ Battle Rifle Composite Stock - Decreases weight (-5).
+ Battle Rifle Long Barrel - Decreases spread.
+ Battle Rifle Scope - Adds long-range scope.

BB Gun / Abilene Kid LE BB Gun
+ BB Gun Custom Mechanism - Increases rate of fire.
+ BB Gun Improved Parts - Increases condition (+50%).
+ BB Gun Increased Pressure - Increases damage (+25%).

Brush Gun
* Brush Gun Forged Receiver - Increases condition (+50%).
+ Brush Gun Long Tube - Increases ammunition capacity (+2).
+ Lever Carbine Scope - Adds mid-range scope.

Cowboy Repeater / La Longue Carabine
* Cby. Rep. Custom Action - Increases rate of fire.
* Cby. Rep. Long Tube - Increases ammunition capacity (+4).
* Cby. Rep. Maple Stock - Decreases weight (-1.5).

Hunting Rifle
* Hunting Rifle Custom Action - Increases rate of fire.
* Hunting Rifle Extended Mag - Increases ammunition capacity (+5).
* Hunting Rifle Scope - Adds long-range scope.

Light Machine Gun
* Light MG Expanded Drums - Increases ammunition capacity (+110).
+ Light MG Improved Rifling - Increases damage (+15%).
+ Light MG Recoil Comp. - Decreases spread.

Marksman Carbine / All-American
+ 5.56mm Carbine Extended Mags - Increases ammunition capacity (+6).
+ Marksman Carbine Improved Rifling - Increases damage (+12.5%).
+ Carbine Suppressor - Silences the weapon.

Service Rifle
* Svc. Rifle Forged Receiver - Increases condition (+50%).
* Svc. Rifle Upgraded Springs - Increases rate of fire.
+ 5.56mm Carbine Extended Mags - Increases ammunition capacity (+6).

Sniper Rifle / Gobi Campaign Scout Rifle
* Sniper Rifle Carbon Fiber Parts - Decreases weight (-5).
* Sniper Rifle Suppressor - Reduces weapon noise.
+ Sniper Rifle Extended Mags - Increases ammunition capacity (+5).

Trail Carbine
* Lever Carbine Scope - Adds mid-range scope.
+ Trail Carbine Custom Action - Increases rate of fire.
+ Trail Carbine Laminate Stock - Decreases weight (-2).

Varmint Rifle / Ratslayer
* Varmint Rifle Extended Mags - Increases ammunition capacity (+3).
* Varmint Rifle Night Scope - Adds long-range night scope.
* Varmint Rifle Silencer - Silences the weapon.


***Energy Weapons - Pistols***

Alien Blaster
+ Alien Blaster Experimental Mag. Accel. - Increases speed of alien projectile.
+ Extended Alien Power Cells - Increases ammunition capacity (+5).
+ AEP/AER Laser Scope - Adds scope.

Plasma Defender
+ Plasma Defender External Heatsink - Increases condition (+50%).
+ Plasma Defender Inline Mag. Accel. - Increases speed of plasma projectile.
+ Plasma Defender Scope - Adds short-range scope.

Plasma Pistol
+ Plasma Pistol Added Injector Cylinders - Increases rate of fire.
+ Plasma Pistol Thickened Chamber Casing - Increases condition (+50%).
+ Plasma Weapon Mag. Accelerator - Increases speed of plasma projectile.

Laser Pistol / Pew Pew
+ AEP/AER Laser Beam Splitter - Creates two beams that together do increased damage (+30%).
+ AEP/AER Laser Focus Optics - Increases damage (+15%).
+ AEP/AER Laser Scope - Adds scope.

Pulse Gun
+ Pulse Gun Extra Battery Socket - Doubles ammunition capacity.
+ Pulse Gun Extra Bulbs - Increases condition (+50%).
+ Pulse Gun Recycler Core - Replenishes ammunition (1/4 shots).

Recharger Pistol
* Laser Recycler - Laser RCW: replenishes ammo (1/4 shots). Rechargers: increases ammo regen. rate.
+ Recharger Experimental Core - Increases ammunition capacity (+5).
+ Recharger Supercharger Coil - Increases damage (+15%).


***Energy Weapons - Rifles***

Gauss Rifle / YCS/186
+ Gauss Rifle Composite Stock - Decreases weight (-2).
+ Gauss Rifle Exp. Cell Assembly - Doubles ammunition capacity.
+ Gauss Rifle Improved Mag. Shielding - Increases condition (+50%).

Laser RCW
* Laser Recycler - Laser RCW: replenishes ammo (1/4 shots). Rechargers: increases ammo regen. rate.
+ Laser RCW Composite Stock - Decreases weight (-1).
+ Laser RCW Scope - Adds medium-range scope.

Laser Rifle / AER14 Prototype
* AEP/AER Laser Beam Splitter - Creates two beams that together do increased damage (+30%).
* AEP/AER Laser Focus Optics - Increases damage (+15%).
* AEP/AER Laser Scope - Adds scope.

Multiplas Rifle
+ Plasma Rifle Dual-Cell Harness - Doubles ammunition capacity.
+ Multiplas Upg. Discharge Init. Capacitors - Increases rate of fire.
+ Multiplas Magnetic Stabiliser - Decreases Spread.

Plasma Rifle / Q-35 Matter Modulator
* Plasma Weapon Mag. Accelerator - Increases speed of plasma projectile.
+ Plasma Rifle Dual-Cell Harness - Doubles ammunition capacity.
+ Plasma Rifle Synchronised Aperture Stabilisers - Increases rate of fire.

Recharger Rifle
+ Laser Recycler - Laser RCW: replenishes ammo (1/4 shots). Rechargers: increases ammo regen. rate.
+ Recharger Experimental Core - Increases ammunition capacity (+5).
+ Recharger Supercharger Coil - Increases damage (+15%).

Tri-beam Laser Rifle
+ Tri-beam Laser Rifle Dual-Cell Harness - Doubles ammunition capacity.
+ Tri-beam Laser Rifle Polished Emitter - Decreases Spread.
+ Tri-beam Laser Rifle Sawn-off Stock - Decreases weight (-3).


***Heavy Weapons***

Flamer
* Flamer Expanded Tanks - Increases ammunition capacity (+60).
+ Flamer High Pressure Fuel System - Increases rate of fire.
+ Reinforced Fuel Hoses - Increases condition (+50%).

Gatling Laser
* Gat. Laser CF Frame: Decreases weight (50%).
* Gat. Laser Focus Optics - Increases damage (+40%).
+ Embedded Laser Sight - Decreases spread, adds laser sight effect.

Incinerator / Heavy Incinerator
+ Incinerator Extra Tanks - Doubles ammunition capacity.
+ Incinerator Stripped Down - Decreases weight (-4).
+ Reinforced Fuel Hoses - Increases condition (+50%).

Minigun / CZ57 Avenger
* Minigun Damped Subframe - Reduces spread.
* Minigun High-Speed Motor - Increases rate of fire.
+ Minigun Chromed Barrels - Increases condition (+50%).

Plasma Caster
* Plasma Caster HS Electrode - Increases rate of fire.
+ Plasma Caster Improved Parts - Increases condition (+50%).
+ Embedded Laser Sight - Decreases spread, adds laser sight effect.

Tesla Cannon / Tesla-Beaton Prototype
+ Tesla Cannon Improved Shielding - Increases condition (+50%).
+ Tesla Cannon Internal Battery - Doubles ammunition capacity.
+ Tesla Cannon Scope - Adds medium-range scope.


***Explosive Weapons***

Fat Man
* Fat Man Little Boy Kit - Decreases weight (50%).
+ Fat Man Increased Pressure - Increases range (+25%).
+ Fat Man Internal Wiring - Increases condition (+50%).

Grenade Launcher
+ 40mm Launcher Chromed Barrel - Increases condition (+50%).
+ 40mm Launcher Long Barrel - Increases range (+100%).
+ Grenade Launcher Maple Stock - Decreases weight (-4).

Grenade Rifle / Thump-Thump
* 40mm Launcher Long Barrel - Increases range (+100%).
+ 40mm Launcher Chromed Barrel - Increases condition (+50%).
+ Grenade Rifle Maple Stock - Decreases weight (-2).

Grenade Machinegun / Mercy
* Grenade MG High-Speed Kit - Increases rate of fire.
+ Grenade MG Internal Stabiliser - Reduces spread.
+ Grenade MG Tempered Barrel - Increases condition (+50%).

Missile Launcher / Annabelle
* Miss. Launcher Guidance Sys. - Decreases spread.
+ Miss. Launcher Aux. Tube - Doubles ammunition capacity.
+ Miss. Launcher Composite Frame - Decreases weight (-5).

===============
2. Requirements
===============

- Fallout New Vegas

========================
3. INSTALLATION/UNINSTALLATION
========================

Installation:

- If currently using another mod that alters or adds to weapon modification in Fallout New Vegas, UNINSTALL IT FIRST following the uninstallation instructions that (hopefully) came with the mod, and create a clean save (load your save game with the mod/s in question uninstalled, save your game again, and quit).

- Using 7-Zip (http://www.7-zip.org), extract the contents (everything - ALL files and folders) of the WeaponModsixpanded.7z archive file to your Steam\steamapps\common\fallout new vegas\Data\ directory. If asked if you want to overwrite files and folders, click 'Yes to all' (or equivalent for your operating system).

- In the Data Files section of the Fallout New Vegas Launcher - or using a mod manager tool like Fallout Mod Manager - place a tick in the box next to WeaponModsixpanded.esp.

- It is recommended to load WeaponModsixpanded.esp near the bottom of your load order - or at least after any other mods that edit vanilla weapons.

- ArchiveInvalidation *may* be necessary if you have not performed it already. Try this tool: http://www.newvegasnexus.com/downloads/file.php?id=35935



Upgrading from an earlier version of WMX:

- Simply overwrite the already-installed WMX files with the files from the new version, following the instructions above. You do NOT need to uninstall WMX first.

- Ensure that your load order is still configured correctly; updated plugins can cause your load order to change.

- Load your game and continue playing.



Automatic Merged Patch Creation:

- This is strongly recommended as standard practice when using mods for FNV (especially a lot of mods at the same time), as it may improve compatibility between mods you may be using (including - but not limited to - WMX).

- Download FNVEdit (http://www.newvegasnexus.com/downloads/file.php?id=34703) to create the 'merged patch'. This should be done after you have installed and activated all the mods you wish to play the game with (and have configured your load order using a mod manager tool). This is how to do it:

- Run FNVEdit, and a list of all the plugins in your Steam\steamapps\common\fallout new vegas\Data\ directory will come up, listed as per your load order. By default, the plugins you have activated in the New Vegas Launcher or in a mod manager tool will have ticks next to them. This is what you want, so just click 'OK'.

- Once FNVEdit has finished loading, right-click somewhere in the panel on the left that lists your activated plugins, and select 'Create Merged Patch' from the context menu.

- Enter a name for the patch into the window that pops up (any name you like), and click on 'OK'.

- Once FNVEdit has finished generating the patch (it creates a new .esp file with the name you entered), which should only take a few seconds, close FNVEdit. Click 'OK' on the window that pops up to save the Merged Patch that was generated.

- Finally, make sure the Merged Patch esp is loading after all your other plugins (which it should already be, by default), and activate it using the New Vegas Launcher or a mod manager tool.

- If you ever uninstall plugins, update existing plugins, or install new ones, deactivate and delete the Merged Patch, and then follow these instructions again to create a new one.



Uninstallation:

IMPORTANT: Uninstalling WMX requires that you first remove any weapons modified with WMX weapon mods (or with weapon mods that are not applicable to that weapon in the default game) from your inventory, and from anywhere you can access them in-game. Failure to do so will result in crashes to desktop. Follow these instructions:

- In-game, you will find an item in the Aid section of your Pip-Boy called [WMX Uninstall Menu]. Click on this item and carefully follow the instructions that appear on-screen.

- After uninstallation is complete, it is a good idea to create a clean save (by loading the save game and then saving it again) before doing anything else.

=====================
4. PLAYING THE MOD
=====================

No special knowledge is really needed to play the game with WMX installed; the new content is integrated seamlessly into the game. In case it's helpful though, here's a list of points of information regarding the mod:


- The new weapon mods are sold by the same merchants who sell weapon mods in the base game.

- The first time the game is loaded with WMX installed, two notes will automatically be added to your Pip-Boy that list all the weapons and which weapon mods can be applied to them. One list is sorted by weapons (it's the list found in the Description section of this readme), so you can look up a weapon and see which weapon mods apply to it. The other list is sorted by weapon mod, so you can look up a weapon mod and see which weapons it can be used on.

- .223 Pistols are non-unique, less powerful versions of the unique weapon 'That Gun'. They are sometimes carried by people that might otherwise be armed with Service Rifles, and can be found in some stores. (Note that WMX makes That Gun slightly more powerful than in the base game.)

- Battle Rifles are non-unique, less powerful versions of the unique weapon 'This Machine'. They are sometimes carried by people that might otherwise be armed with Hunting Rifles, and can be found in some stores.

- In the base game, unique weapons can't be modified, and many of them are in fact 'pre-modified' with the same weapon mods that can be applied to their common counterparts. Where relevant, WMX removes these 'integrated' weapon mods so that these unique weapons can be modified by the user with the same weapon mods as their common counterparts. This results in some unique weapons being slightly less powerful than in the base game when they're unmodified, but *more* powerful than in the base game when they *are* modified.

- Hunting Revolvers are no longer scoped by default - but they (and the Ranger Sequoia) can be modified with a Hunting Revolver Scope.

- Riot Shotguns no longer have drum magazines by default - they have a box magazine instead, which holds ten rounds rather than twelve rounds. However, they can be modified with the 'Riot Shotgun Drums' weapon mod, which upgrades their ammo capacity to twenty.

- Fallout New Vegas currently contains a bug that causes weapon repair kits to actually *degrade* weapons with an 'Improved Max Condition' weapon mod applied, rather than repair them. To get around this, WMX allows you to select weapon repair kits from the normal repair menu when repairing ranged weapons. This has the mild drawback of not repairing the weapon by the same amount as when using the weapon repair kit normally (depending on your Repair skill, a maximum of 20% in the repair menu as opposed to a maximum of 30% when using the weapon repair kit normally) - but it's a choice between that and not being able to use the kit at all on certain modified weapons. Note that you can still use weapon repair kits normally if you wish; WMX does not change that. Alternatively, you can try this fix for weapon repair kits: http://newvegasnexus.com/downloads/file.php?id=40224. It - and any other mod that alters the weapon repair kit script - is compatible with WMX.

- Besides the various visual bugs in weapon meshes and textures that WMX fixes, it also fixes a couple of issues with Torres and Gloria Van Graff. Without going into technical detail, they would not sell items appropriate to the player's level if the player had previously visited them at a lower level. In addition, Torres was not correctly set to sell Miscellaneous items (which include weapon mods), even though she had been given Miscellaneous items to sell.

===============
5. FREQUENTLY ASKED QUESTIONS (FAQ)
===============

Q) I've discovered a bug and I can't wait to tell you/the world about it!
A) *Please* read the entirety of this readme through carefully first. The vast majority of the time, the bugs that are reported to me are known issues already described in the readme (usually caused by some element of the base game that cannot be changed - or just bugs in the base game itself), or are caused by conflicts with other mods (that can often be solved with proper load order management or the use of compatibility patches), or in some cases are actually intended features of the mod.

Q) Can I criticise you for implementing something in WMX in an 'unrealistic' way?
A) Well I can't stop you, but I might save you from wasting your time by telling you now that I won't care. This mod does not attempt to be perfectly 'realistic' - it is intended to expand gameplay in Fallout New Vegas; no more or less.

Q) I've got a weapon mod for this weapon but it's not giving me the option to apply it. What's going on?
A) It's most likely a conflict with another mod that also edits vanilla weapons. Try loading WMX near (or at) the bottom of your load order, as noted in the installation instructions above.

Q) I'm having problems with FNVEdit/ArchiveInvalidationInvalidated/etc. Can you help?
A) Probably not. If it's not something that's already covered in this readme, you would be better off contacting the authors of those programs (I am not affiliated with them).

Q) Is WMX compatible with [insert name of mod here]?
A) It's unlikely I'll be able to give you a direct answer to this question. I simply don't have the time or the inclination to investigate compatibility between WMX and the hundreds or thousands of other mods out there that may - or may not - conflict with it in various ways and to varying degrees. There are however a few notes in this FAQ - and in the Conflicts/Known Issues section below - that should help you work out compatibility.

Q) What about texture replacers for the vanilla weapons? Are they compatible with WMX?
A) They will always work (technically speaking), but may result in weapons that have their textures changed by WMX weapon mods looking different to their unmodified variant (in that the texture replacer only affects the unmodified variant). A compatibility patch will usually be required in such cases.

Q) Will you make WMX compatible with [insert name of mod here]?
A) In almost all cases, I only make compatibility patches for mods that I want to use myself. This means that requesting a compatibility patch for something will usually be pointless, since I'll either already have done it if it's something I want myself, or I won't have time to do it. Not having time is the main thing: trying to make a mod compatible with all other mods is a sisyphean task... if the number of boulders Sisyphus had to push uphill increased exponentially each time, that is. (With every compatibility patch I made, someone would inevitably ask me to make it compatible with one or more *other* mods/compatibility patches.)

Q) Will you teach me how to make a compatibility patch myself, then?
A) I'm afraid this is another thing I simply don't have time for. I highly recommend looking at the FNVEdit Training Manual (http://www.newvegasnexus.com/downloads/file.php?id=38413), however; it should tell you exactly what you need to know, and do a better job of it than I could, I'm sure. FNVEdit may look intimidating at first, but creating compatibility patches with it is (in most cases) much easier than using the GECK, once you learn the basics.

Q) Will you implement the modification of melee and unarmed weapons?
A) This is currently planned for a future version of WMX, yes.

Q) Will you add the ability to remove weapon mods from weapons?
A) At the time of writing it is not possible to do this. If a way is developed or discovered, then I will add it to WMX, yes.

Q) What do I do with the file I downloaded? It's an unknown file type/I don't know what to do with 7z files.
A) You need a program like 7-zip (http://www.7-zip.org) or WinRAR (http://www.rarlab.com) to open the file you downloaded. After you have that, follow the installation instructions above.

Q) Why am I seeing 3D exclamation points, flashing/swapping textures and/or missing texture notifications instead of items from the WMX mod?
A) This happens when the game can't find the meshes and/or textures it's looking for; in this case that means that WMX wasn't installed correctly. Along with the WeaponModsixpanded.esp file, you also need to place the [meshes] and [textures] directories from the WeaponModsixpanded.7z archive file into your Steam\steamapps\common\fallout new vegas\Data\ directory. Click on 'Yes To All' if a window pops up asking you if you want to replace files and folders (you won't lose anything). Also (in the case of texture issues - not missing mesh issues) make sure you've followed the ArchiveInvalidation part of the Installation Instructions above - on the outside chance that this is the cause.

Q) Will you tell me how to cheat to get the weapon mods so I don't have to go looking for them?
A) There are console commands to give your character any items you want; and with a bit of research I'm sure you'll work it out. I'm not going to actively help people to cheat at my mod though: it goes against the intended design of the mod.

Q) Why is the game crashing to desktop when I interact with this weapon, after uninstalling WMX?
A) This happens if WMX was not uninstalled correctly. Be sure to follow the uninstallation instructions above closely.

===============
6. SAVE GAMES
===============

- Activating or de-activating this mod should not have any negative effects on your existing save game/s (provided the instructions in this readme are followed) - but as always, it is good practice to keep backups.
- Follow the Uninstallation instructions above if you wish to deactivate this mod. Trust me. This is important.

============================
7. CONFLICTS / KNOWN ISSUES
============================

- WMX is not compatible with other mods that alter modification (with weapon mods) of vanilla weapons in Fallout New Vegas. Such mods will need to be uninstalled before installing WMX.

- Mods that directly edit vanilla weapons will conflict with WMX. Compatibility patches are usually required in these cases. (Though in a pinch you might get away with just loading WMX after the conflicting mod, as noted in the installation instructions above.)

- Following the 'Automatic Merged Patch Creation' part of the installation instructions (see above) will minimise conflicts between WMX and other mods (depending on the specific mod, as always).

- WMX includes fixed animation files that replace some vanilla weapon animations. These look identical to the vanilla animations, but fix several issues and include additional functionality used by WMX and its add-ons. If you are using animation replacers, they may be overwritten (partially or completely) when WMX is installed. Simply install/reinstall them after installing/updating WMX if you would prefer to use those animations. Joefoxx's animations (http://www.newvegasnexus.com/downloads/file.php?id=38527) should be useable with WMX without compromising the fixes/functionality in the animations included with WMX; Joefoxx is the one who made them, in fact.


- At the time of writing there are several bugs in Fallout New Vegas itself that have an impact on WMX. These cannot be fixed by me: they will require a patch from Obsidian to fix:

- Weapon mods that decrease the weight of the weapon do not seem to work. The displayed weight of the weapon changes correctly, but the actual weight remains the same.

- Weapon repair kits do not correctly repair weapons that have an 'Increase Max. Condition' weapon mod applied; they actually *degrade* the weapon instead. They can be repaired successfully using the normal repair menu, however. To this end, WMX makes it possible to repair ranged weapons (and *only* ranged weapons, since WMX does not currently touch melee and unarmed weapons) with weapon repair kits through the repair menu. See the Playing The Mod section above for more information.

- Applying an 'Increase Max. Condition' weapon mod to a weapon that is currently fully repaired can actually appear to degrade its condition. Any condition level besides 100% appears to be fine.

- It seems that modified weapons given to companions appear as unmodified weapons while they are carrying them.

- The 'Split Beam' mod effect does not actually increase overall damage as intended; it just divides the damage done between two beams (though apparently it does double the chance of scoring a critical hit when using the weapon outside VATS).

================================
8. CREDITS
================================

- Any aspect of WMX not specifically mentioned here in the credits can usually be assumed to be the work of Antistar (Joseph Lollback - that would be me). In addition, many of the things mentioned here had additional work done to them by me. If you need to know nitty-gritty specifics for whatever reason, just ask me.

- Many meshes and textures included in this mod are 'remixed' gamesas/Obsidian assets. They should be self-evident to anyone familiar with FNV, but if you're unsure about the origins of something and wish to know, again don't hesitate to ask.

- Fixed/tweaked vanilla weapon animations are by Joefoxx.
- Many, many icons by The 3rd Type (and many by me too).
- Svc. Rifle Forged Receiver and Upgraded Springs icons by bronod.
- Awesomefied Multiplas, Plasma Rifles and Plasma Pistol by MadCat.
- Recharger Coil, Laser Pistol Shifter and Splitter variant meshes by TheTalkieToaster.
- 'Improved Caravan Shotgun', 'Improved Lever-Action Shotgun' and 'Improved Single Shotgun' textures by Arenovalis (some changes/additions).
- Plasma Defender scope mesh and textures by DaiShi (some changes).
- 'Anti-Materiel Rifle Improved Muzzle Brake' mesh and textures by AlexScorpion (some changes, UVW map remade).
- Heat shield mesh (but not texture) used for 'Riot Shotgun Improved Parts' by RedRogueXIII (some changes, UVW map remade).
- Iron-sight mesh for Laser Pistol, Pew Pew, Laser Rifle and AER14 Prototype from mesh by by RedRogueXIII (significant changes).
- Battle Rifle scope by Crash Down (some changes, UVW map remade).
- A metal texture from http://wojtar-stock.deviantart.com was used as a base in the Heat shield texture for the Riot Shotgun Improved Parts.
- 'Eraser' font by David Rakowski.
- 'Impact Label' font by Tension Type.
- 'Stencil Gothic' font by Brain Eaters.
- Some royalty-free vector art from www.vectorstock.com
- Some clipart courtesy of FCIT (http://etc.usf.edu/clipart/).
- Some clipart from www.arthursclipart.org
- Some clipart from www.clker.com

- Last but not least, thanks go to everyone who contributed assets, suggestions or their time as a tester during the development of WMX.

==========================
9. MODDER'S RESOURCE INFO
==========================

- Please ask my permission before releasing mods that alter, are based on, or use assets from WMX.

- Please do not re-upload WMX anywhere without first asking my permission.

==========================
10. CONTACT INFORMATION
==========================

My e-mail address is josephlollback@hotmail.com

=========================
11. LEGAL STUFF/ DISCLAIMER
=========================

By downloading and using this modification, you agree that the author of the modification cannot be held responsible for any damage to software or hardware directly or indirectly caused by the aforementioned modification. Use at your own risk, basically.

=================
12. VERSION HISTORY
=================

Version 1.0.4 (15-02-11)
- Added iron-sights to Laser Pistol, Laser Rifle and AER14 Prototype meshes.
- Made various fixes to Laser Pistol, Pew Pew, Laser Rifle and AER14 Prototype meshes (mostly fixing vanilla issues left over from FO3).
- Laser Pistol, Pew Pew, Laser Rifle and AER14 Prototype now use iron-sights correctly.
- Added Joefoxx's bullpup reload animations (not used in WMX main; resource for add-ons).

Version 1.0.3 (11-02-11)
- WMX now includes fixed/tweaked vanilla weapon animations by Joefoxx.
- That Gun is now visually distinct from the .223 Pistol.
- All weapon mod item names now have the prefix 'MOD:'.
- Weapon mod item descriptions now describe Increased Damage as a percentage increase, rather than a specific integer; improves compatibility and also interacts better with things like ammo types that affect a weapon's damage. Note that this change does not affect the damage increase gained from these weapon mods in any way.
- The above point did prompt a review of the Increased Damage mod effect values used by certain weapons, however. The following weapons had this value tweaked (increased slightly, in almost all cases): .44 Magnum, Mysterious Magnum, Anti-Materiel Rifle, Hunting Revolver, Ranger Sequoia, Light Machine Gun, Marksman Carbine, All-American and Recharger Rifle.
- In-game notes listing weapons and weapon mods updated to reflect the above changes to weapon mod item descriptions. Some minor tidying, also.
- 'Fat Man Increased Pressure' weapon mod now increases range by 25% (down from 50%).
- Changed scope mod design for Brush Gun to accommodate shells being ejected from the top of the weapon if it has the Brush Gun Forged Receiver weapon mod applied; now uses scope from La Longue Carabine.
- Battle Rifle Long Barrel variant now uses correct third-person model.
- Vance's 9mm Submachine Gun (unmodified variant) now uses correct world model.
- Minor mesh fix for Hunting Revolvers (better smoothing on cylinder).
- Corrected glow-dot placement on iron-sights in .44 Magnum (Heavy Frame) mesh.
- Improved Recharger Pistol iron-sight 'zeroing'.
- Tweaked .223 Pistol/That Gun laser sight beam effect alignment.
- Reverted attack animation used by Recharcher Pistol to default (no longer needed to be changed, thanks to Joefoxx's animations).
- Recharger Rifle now has its own repair formlist, rather than using the Laser Rifle one (Recharger Rifles can no longer be repaired with Laser Rifles, in other words).
- Battle Rifle added to the 'WeaponRiflesLIST' formlist (meaning it now counts towards the challenge 'The Big Squeezy', like This Machine does).
- .223 Pistol added to the 'PerkCowboyWeapons' formlist (meaning it is now affected by the 'Cowboy' perk, as That Gun is).
- .223 Pistol (plus 10mm Pistol, 10mm SMG and That Gun) added to the 'TheProfessionalWeaponsList' formlist (meaning that these weapons are now affected by the perk 'The Professional' - as they should be, according to the perk description).
- .223 Pistol and Battle Rifle added to the 'NVAllWeapons' formlist (involved in being frisked for weapons).

Version 1.0.2 (31-01-11)
- Added Weapon Repair Kit to repair formlists of all ranged weapons as a workaround for the (vanilla) 'degrade' bug encountered when trying to use a Weapon Repair Kit on a weapon that has been modified with an 'Increase Max. Condition' weapon mod. See the Playing The Mod section for more information.
- Ranged weapons that lacked a repair formlist have been given one.
- Grenade Launcher has been given its own repair formlist (rather than using the Minigun repair formlist as in vanilla FNV).
- Ratslayer (unmodified variant) now uses correct world model.
- Non-'Improved Parts' variants of the Caravan Shotgun no longer semi-forced to use the vanilla Caravan Shotgun textures.

Version 1.0.1 (22-01-11)
- Fixed tangent space for a range of weapon meshes.
- Fixed alpha-sorting issue on AER14 Prototype stock.
- Reduced chance of finding weapon mods in loot.
- Laser RCW, Plasma Defender and Recharger Pistol now affected by Energy Resistance (same as all other Energy weapons).
- Changed ejected shell casing mesh used by several weapons (in line with what's in the Community Bugfix Compilation).

Version 1.0 (16-01-11)
- Initial public release.



- http://www.gamesas.com/index.php?/topic/1142839-wip-weapon-mods-expanded/
- http://www.gamesas.com/index.php?/topic/1150151-wip-weapon-mods-expanded/
User avatar
Wayne Cole
 
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Post » Sat Feb 19, 2011 2:08 am

And the lord said it was good.
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Kayla Bee
 
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Post » Sat Feb 19, 2011 3:56 am

:celebration: he downloads and installs without even a thought.

Congrats on a long awaited release.
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Olga Xx
 
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Post » Sat Feb 19, 2011 9:51 am

Congratz :)
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Glu Glu
 
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Post » Sat Feb 19, 2011 11:03 am

Downloading now ^_^
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Sebrina Johnstone
 
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Post » Sat Feb 19, 2011 7:01 am

Any changes since the final beta, Antistar?
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Ryan Lutz
 
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Post » Sat Feb 19, 2011 5:33 am

Yeah, I don't want to download this if there are no difference from the beta.
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herrade
 
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Post » Sat Feb 19, 2011 6:08 am

Woot! :celebration:
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Mizz.Jayy
 
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Post » Fri Feb 18, 2011 11:55 pm

Congratulations, I've been waiting for this for a long time. But by any chance would you make this compatible with Arenovalis' textures? Thanks. (:
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naana
 
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Post » Sat Feb 19, 2011 3:02 am

Thanks everyone. :)



Any changes since the final beta, Antistar?


Only what I said in response to Wooph http://www.gamesas.com/index.php?/topic/1150151-wip-weapon-mods-expanded/page__view__findpost__p__16988126.



Congratulations, I've been waiting for this for a long time. But by any chance would you make this compatible with Arenovalis' textures? Thanks. (:


It's already mostly compatible, but I'm about to do 'Arenovalis' versions of the few textures that need it right now. Rather than sleeping (it's 4am here), because it's too hot and there's too many bloody mosquitoes buzzing around. I can't sleep.
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Jessie Rae Brouillette
 
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Post » Sat Feb 19, 2011 6:39 am

Hmm, silencer and scope disappeared from my Ratslayer after installing, yet the mods in my 10mm Pistol and Hunting Rifle remained intact?
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LijLuva
 
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Post » Sat Feb 19, 2011 10:13 am

Hmm, silencer and scope disappeared from my Ratslayer after installing, yet the mods in my 10mm Pistol and Hunting Rifle remained intact?


This is intentional; see the Playing The Mod section of the readme for more info.
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Laura Simmonds
 
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Post » Sat Feb 19, 2011 4:55 am

Yet another RTFM for me :blush:

On a separate note, i killed the 8 or so Fiends in the sewers, and found 4 weapon mods on them. Was that just luck, or are they really that common loot?
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sw1ss
 
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Post » Sat Feb 19, 2011 6:52 am

Hey, I'm looking forward to trying your mod but I have a question about it before I use it. All the in-game shotguns have a bug with their critical hit damage. I can't remember if it's the way the damage is calculated in VATS or normal gameplay. Either way, this has been addressed in the community compilation patch for a while now. Do all of your shotguns have such a fix attached to them also?

A quick look in FNVedit shows that for a given shotgun, the critical damage was set to 0 but an effect added to correctly calculate the crit damage based on each piece of buckshot (i.e Effect: ShotgunCritHuntingShotgun in the community patch).
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Nims
 
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Post » Sat Feb 19, 2011 7:13 am

Loving the mod so far, but I do have a small problem that I hope can be resolved. When I install and activate it, the files in this mod seem to overwrite the files in http://www.newvegasnexus.com/downloads/file.php?id=36304. I managed to get it to work ingame just fine, but whenever I activate WME my custom Gauss rifle reverts back to it's default appearance. Any way to get these to play nice together? I really like the appearance of this resource, and can't stand the look of the default gauss rifle. Any help would be appreciated.
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jadie kell
 
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Post » Sat Feb 19, 2011 5:28 am

On a separate note, i killed the 8 or so Fiends in the sewers, and found 4 weapon mods on them. Was that just luck, or are they really that common loot?


I notice a disproportionate amount of weapon mods on the fiends as well. Actually, for that matter, they are the only NPCs I've ever found any weapon mods on - mostly stuff like BB gun and .357 revolver mods. Antistar, out of curiosity what other factions have a chance of spawning weapon mods?

And grats on the final release, it's amazing how much this improves the game. Do you have any plans to talk to Millenia / Arenovalis about the weapons where your textures overlap with his? (ex. Anti-materiel rifle) that would make this great mod even better :)

Edit: read the thread, disregard that last question.
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Britta Gronkowski
 
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Post » Sat Feb 19, 2011 9:24 am

finally is baby is outta beta! i have been watching it like a hawk for a while. downloading as i type =)

EDIT: in my excitement i forgot to say thanks! this mod will fix one of my biggest issues with this game
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Code Affinity
 
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Post » Sat Feb 19, 2011 1:51 am

If it's not inappropriate to mention in someone else's thread, I have added WMX support to my http://www.newvegasnexus.com/downloads/file.php?id=39490 mod.
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Richard Dixon
 
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Post » Sat Feb 19, 2011 7:17 am

Thanks Antistar, been watching and waiting for this for awhile now. Downloading! :celebration:

To the posters having weapons conflicts with other mods or questions about such, did you not read what he said concerning bashed/merged patches and compatibility?
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Penny Wills
 
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Post » Sat Feb 19, 2011 8:31 am

Thanks Antistar, been watching and waiting for this for awhile now. Downloading! :celebration:

To the posters having weapons conflicts with other mods or questions about such, did you not read what he said concerning bashed/merged patches and compatibility?

Come to think of it no, but that is no reason to be rude, especially since this was not your thread to begin with.

Sorry Antistar, I missed that part. I'll see what I can do to get them to work together.
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Steven Nicholson
 
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Post » Sat Feb 19, 2011 1:22 pm

Come to think of it no, but that is no reason to be rude, especially since this was not your thread to begin with.

Sorry Antistar, I missed that part. I'll see what I can do to get them to work together.


It shouldn't be too hard to get them working together. I dunno if Wyre Bash would work because when you attach a mod to a weapon the game uses a whole new model for that modded weapon. You should be able to easily load up WMX and then replace all of the meshes for the Gauss Rifle with the mesh you want to use. You won't get any visual differences when adding mods to the weapon, but it'd let you mod the weapon while keeping it looking the way you want it to look.

Well another thing you can do is just replacing the Gauss Rifle meshes and textures with your altered Gauss Rifle. You can just copy the file and rename it to replace the modded versions of the Gauss Rifle. This way you only need to keep backups of those meshes and textures and if and when WMX is updated you can just replace the meshes again instead of having to go back into the GECK and replace them in there every time.
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^_^
 
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Post » Sat Feb 19, 2011 4:38 am

Well as it goes with me, just about anything I try to mod is a royal PITA, which is also why I don't release them. Anyway, after looking in the wrong direction trying to get them to play nice together, I finally figured out how to get them to function well enough for me.

Apologies for not seeing the part about the incompatibilities and for needlessly taking up space in this thread.
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SamanthaLove
 
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Post » Sat Feb 19, 2011 6:49 am

Yet another RTFM for me :blush:

On a separate note, i killed the 8 or so Fiends in the sewers, and found 4 weapon mods on them. Was that just luck, or are they really that common loot?


I didn't intend them to be that common, no. I'll have to have a look at that.



Hey, I'm looking forward to trying your mod but I have a question about it before I use it. All the in-game shotguns have a bug with their critical hit damage. I can't remember if it's the way the damage is calculated in VATS or normal gameplay. Either way, this has been addressed in the community compilation patch for a while now. Do all of your shotguns have such a fix attached to them also?

A quick look in FNVedit shows that for a given shotgun, the critical damage was set to 0 but an effect added to correctly calculate the crit damage based on each piece of buckshot (i.e Effect: ShotgunCritHuntingShotgun in the community patch).


No, I haven't heard anything about that. Do you by any chance have a link to somewhere that explains what the issue/solution is in some detail?



Loving the mod so far, but I do have a small problem that I hope can be resolved. When I install and activate it, the files in this mod seem to overwrite the files in http://www.newvegasnexus.com/downloads/file.php?id=36304. I managed to get it to work ingame just fine, but whenever I activate WME my custom Gauss rifle reverts back to it's default appearance. Any way to get these to play nice together? I really like the appearance of this resource, and can't stand the look of the default gauss rifle. Any help would be appreciated.


Yeah, as mentioned in the readme, mods that alter vanilla weapons will conflict with WMX (and it's WMX, not WME: WME is another mod ;)).



If it's not inappropriate to mention in someone else's thread, I have added WMX support to my http://www.newvegasnexus.com/downloads/file.php?id=39490 mod.


That's great news. I might have to put a link to that on the WMX Nexus page...
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Yvonne Gruening
 
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Post » Sat Feb 19, 2011 2:43 am

it's WMX, not WME: WME is another mod ;)).

:facepalm: yeah, I noticed that after I typed that in. Anyway, I did manage to fix my problem. got both of them working together. I'm not overly concerned with adding mods to the sniper gauss, and it will not be released by me anyhow. I think another person did release it, but don't know what ever became of it, I haven't been able to find it on the nexus in a while.
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Louise Dennis
 
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Post » Sat Feb 19, 2011 12:08 am

Congrats on the release Antistar! I'll definitely be using this on my next playthrough. Awesome work and thanks for sharing. :)
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Dustin Brown
 
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