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Four Dyce
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Weapon Mods for Fallout 3 Uniques

Hey all. This is my first TTW mod, and it adds those wonderful NV weapon mods to Fallout 3's unique weapons. I concentrated only on the uniques because normal NV & FO3 weapons are one and the same. If you find a flamer in FO3, you'll be able to mod it with NV's mods anyway, so there was no need. Only used vanilla and GRA content, so no weapon mods from, say, WMX, will work. And it's only an esp.

Some weapons I was not able to add mods to, mainly because there are no weapon mods for those uniques, like Firelance, and many of the melee weapons. Or the weapon was not in New Vegas by default, like Xuanlong Assault Rifle, Backwater Rifle, The Terrible Shotgun. (bummer about that last one, love that one) *UPDATE* On this, I have backtracked slightly, and have added mods to: Lincoln's Repeater, Backwater Rifle and the Terrible Shotgun. I may do more in the future, but since mods did not exist for these weapons, I've taken mods from the closest weapon types.

Notes on some weapons:

The laser pistols (Col. Autumns, Smugglers End and Protectron's Gaze) already have large combat sights, but they will be replaced with another when you add that mod. Unavoidable if the sights are to be mixed with the other laser pistol mods.

One of the .44's (Blackhawk, Callahan's Magnum or Paulson's Revolver, can't remember which) zoom magnification power doesn't quite work properly. Don't know why. This should be fixed in the update.

Metal Blaster. Usually laser rifles get given beam splitters, but this one already has amazing amounts of split. So I never added the laser rifle beam splitter mod to it. Also, it suffers from the same lack of zoom with the scope like one of the .44's. It's not such an issue with this one as I tended to use this as a laser shotgun anyway.

The Miss Launcher has a Guidance System mod. Not sure if it is entirely necessary though. If you are familiar with how the weapon works, probably isn't, but what the hell.

Fisto! and The Shocker. There's a joke there somewhere. I'll leave it.

All the rest seem to work fine.


I think I got them all, but I may have missed one possibly. If so let me know and I'll add it. Or if there's any other problem with the mod.

To test it I went through each weapon one by one, adding mods one by one to make sure they applied properly and did what the weapon mod is supposed to do. Did not find any error or mistake, but that's not to say there isn't one somewhere.


UPDATE 1.1

Added Lincoln's Repeater, uses Cowboy Repteater mods.

Added Backwater Rifle, same Cowboy Repeater mods.

Added Terrible Shotgun, uses Hunting Shotgun mods.

Adjusted Blackhawk's sight usage to fix the zoom magnification power. Tested, works.


Mod had been cleaned with FNVEdit.

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Edited by: Four Dyce on 06/25/2014 - 09:07
Vex
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You Sir, Are Badass, Nuff

You Sir, Are Badass, Nuff Said

Runnerblank
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Thank you very much.
Thank you very much. Great mod. BTW, if you ever decide to come back to this please consider giving Sydney's 10mm "Ultra" SMG a silencer.

Always bring a companion or two that is slower than you.
Because you don't need to out run a Deathclaw.
You just need to out run your companions (Just bring a lot of companions in case the Deathclaw is really hungry!).

paragonskeep
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Will be downloading and using. Thank you very much. And I second Sydneys silencer.

If life is but a test, where's the damn answer key?!?!?

paragonskeep
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On the .44 front I believe

On the .44 front I believe the Callahan has always had a zoom issue. (Paulson's doesn't have a scope)

 

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Four Dyce
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Ah did it? Oh well, glad it

Ah did it? Oh well, glad it wasn't anything I did.

Yeah I'll consider giving Sydneys 10mm SMG a silencer but AFAIK it does not have a model for it, so I could give it the effects and sound, but there would be no actual visible silencer on it.

Along those lines I'm thinking of adding mods to the Terrible Shotgun, but again it wouldn't be anything that was visible. Just a mod that improved condition, and maybe one for less spread or something.

Another problem is, again AFAIK, there are no vanilla mods themselves for those weapons. So where would you get them from? Could create them and add them to lists and shopkeepers, but I prefer to have minimal impact on the game.

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paragonskeep
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Sounds good. Couple ideas:

Sounds good. Couple ideas:

Terrible Shotgun: Choke (reduced spread), Custom action (increased fire rate), forged (increased condition), special drum (increased capacity +2) All are internal and therefor no new models needed. 

Syndey's Ultra "Could" be changed to a 12.7 then you'd have the suppressor and laser sight and stacked magazine. With her having a gun smith dad it would make sense for her to have a bad ass weapon as such. It would also allow for the mods without any new models. Since she has a unique it would be a replacer so not much overall impact on game. 

If life is but a test, where's the damn answer key?!?!?

KLGChaos
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Nice mod... I was lead here

Nice mod... I was lead here because I noticed the Blackhawk wasn't zooming properly and this popped up. Turns out the problem is the sight usage was set to 0.0000 instead of 0.1000, which turns the sight on.

Four Dyce
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Interesting, I'll check that

Interesting, I'll check that when I get back into it. Thanks.

For Sydneys SMG, what about using the vanilla 10mm pistol silencer mod instead? Wouldn't have to create a new mod for it then. Also, obtaining the mods for the Terrible Shotgun I was thinking about simply distributing them around the cell (Evergreen Mills cave) for you to find. Or, put them in either the guys vendor container to loot after you kill him, or just on him instead for you to pick up once he's dead.

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Vandenburger
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Did you miss Lincoln's

Did you miss Lincoln's repeater?  Or have you decided not to mod that one as it is already a pretty tasty weapon on its own?  I would like some mods for it personally as it is a weapon I frequently use in my plays

paragonskeep
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The 10mm pistol silencer

The 10mm pistol silencer should work. May look a little odd, but worth a shot. If you put the mods for the T-shotgun in the cave I believe there is a work bench close by with a safe, maybe have them there with a note showing "WIP improvements" on the why they're not installed yet. 

Lincoln's repeater could use any of the brush gun or other lever action list for mod possibilities. In the mod Fallout 3 Redux it has a full tube scope on it. 

Keep up the great work

If life is but a test, where's the damn answer key?!?!?

Four Dyce
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For L's Repeater the reason(s

For L's Repeater the reason(s) were it was not anywhere in NV AFAIK, therefor no mods existed for it. Also the fact you could turn it in to that museum guy for the quest. Not entirely necessary to do so, but still some people would, some wouldn't. Anyway seeing as I'm thinking of doing a u-turn on some of those weapons which don't have mods or aren't in NV by default, why not.

So the Brush Gun mods for it then? Is that the closest weapon type? I'm not clued up on real weapons and definitely not modifications.

What about the Backwater rifle, isn't that the same model?

But along those lines another possibility for the T-Shotgun is the mods for the hunting shotgun, though there's only 2.

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paragonskeep
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Actually the Cowboy Repeater

Actually the Cowboy Repeater would be the closest to Lincoln's. And yes the Backwater rifle is the same model it just chambered to 10MM. 

In regards to the T-shotgun the hunting shotgun is the only shotgun with mods so Yep best choice. 

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Four Dyce
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Ok.

Ok.

Just to let everyone interested know, I am still working on this. I've done the T-Shotgun and Lincoln's Repeater, the latter of which is extremely good with a rate of fire increase, I love it. Might start using it myself.

Good call with the Cowboy Repeater mods paragon, they work perfectly.

Edit: Uploaded new version. Haven't got around to adding a silencer to Sydney's SMG yet, but it's on the list. Added Lincoln's repeater and Backwater Rifle, both use Cowboy repeater mods. And The Terrible Shotgun, uses Hunting Shotgun mods. Fixed the zoom power on Blackhawk.

If anyone has any ideas on mods from a weapon that could feasibly be used on another, let me know. For example I was thinking about using the mods from the chainsaw (GRA) and use them on the auto-axe weapons from The Pitt. You know that kind of thing.

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Sweet!
Sweet!

Always bring a companion or two that is slower than you.
Because you don't need to out run a Deathclaw.
You just need to out run your companions (Just bring a lot of companions in case the Deathclaw is really hungry!).

paragonskeep
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I'll try to post some

I'll try to post some thoughts when I get the chance. Not recalling all the mods at the moment. 

Thanks for update.

 

If life is but a test, where's the damn answer key?!?!?

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Very nice. Glad you were able

Very nice. Glad you were able to get more mods working and fix the zoom issues. I'll have to take a look at the game's available mods and give it some thought.

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Outstanding, can't wait to

Outstanding, can't wait to bring some Mojave Mod style downtown.

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Nice mod. Not to nit-pick too

Nice mod. Not to nit-pick too much but, you used the term clip to refer to the magazines of three weapons. Clips load magazines. The terms clip and magazine are not interchangeable. I think the only weapons in vanilla TTW that have clips are the This Machine and the Battle Rifle. 

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The game uses that

The game uses that terminology itself, sure it's incorrect but it's just a game.

It also calls cartridges rounds.

 

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hi how can i download the wmk

hi how can i download the wmk mod ?

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Breaking_raven wrote:

Breaking_raven wrote:

hi how can i download the wmk mod ?

https://taleoftwowastelands.com/content/faq#downloadesp