![]() ![]() ![]() Some weapons are also classified as Holdout Weapons, meaning they can be brought into casinos unnoticed. It also means that many of these weapons work with New Vegas perks such as Cowboy or The Professional. What this means is that NPCs who do not have fixed, non-random inventories may carry one of these newly restored weapons. I'm not a big fan of anything with unrealized potential, so I was rather interested in getting these weapons back into the game.Īll weapons have been fully integrated into New Vegas, including the appropriate Form Lists and Leveled Item Lists. 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. 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. There will be a message displayed to let you know the update has been processed correctly. 22LR weapons.Īlso fixed the incremental updater, which wasn't working right on newer, faster systems. 22 Revolver up to 2x and 3x, respectively, to match other. Specifically, I upped the damage on the Assault Rifle and Chinese Assault Rifle slightly to make them more competitive, added the ''Ignores DT/DR'' effect to the Microwave Emitter, and moved the critical hit damage/chance bonuses on the. I also tweaked the damage stats on some weapons. ![]() I've fixed the issue by placing the schematics in world and marked them as owned by him, so that he will sell them. It's not 100% perfect, but the important bit - the part where you load miscellaneous weapons into it as ammo - still works just fine.Īlso fixed a problem where the Boomer Munitions Manager wouldn't always sell the schematics for Nuka-Grenades, since his inventory seems to reset at truly random times. Thanks to my frequent teammates at A Tale of Two Wastelands, I've been able to get this thing working again. UPDATE v0.8.1: THE ROCK-IT LAUNCHER IS BACK. SECOND PROTIP: To ensure maximum compatibility with the Rock-It Launcher, download the ''Rock-It Launcher Ammo List Force Override'' from the Optional Files section and place it at the end of your load order. Some people report not finding any of the Fallout 3 weapon mods available for sale until they do so. PROTIP, BROCHACHO: Create a Merged Patch with FNVEdit when using this mod, ESPECIALLY if you are using it with WMX. This will prevent this mod from working (for reasons unknown). This MAY have been fixed by the recent v1.2.0.352 patch, but be careful all the same.ĪDDITIONAL WARNING: Do not use the ''Master Update'' function in FNVEdit with this mod. WARNING: Uninstalling this mod partway through a game may cause the program to crash. Please contact them or check their project pages for permission if you wish to use their resources as part of your projects. The ONLY meshes and textures which I am directly responsible for are those corresponding to the 10mm Alloy Steel Pistol, which may be used in other projects so long as I am credited, and in keeping with the above addendum.Īll other mesh and texture resources are made by either LORD DARIUS13, Antistar, or Linerunner. This mod contains meshes and textures contributed my multiple modders, described in full in the Credits section. Please notify him if you wish to use part of this mod in your projects. ![]() Wreckless1 has asked that he be notified of any mods created based on his work. Generally, all base weapons other than the crafted weapons were (at least initially) created by Wreckless1, and all others were created by me. Weapon implementation is split roughly evenly between myself and Wreckless1. Content from this mod is not permitted for use in mods whose descriptions omit or obscure major changes that they make. ADDENDUM for v0.8 and above: Any works which use this mod must be properly described and categorized. You are free to reuse them as you see fit, so long as you credit me accordingly. All script components of this mod are my work and mine alone. ![]()
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