Weapon Mods for Fallout 3 Uniques

Mod releases and conversions.
Four Dyce
Posts: 32
Joined: Tue Feb 04, 2014 5:44 pm

Weapon Mods for Fallout 3 Uniques

Post by Four Dyce » Fri Mar 21, 2014 10:03 pm

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.


[collapsed title=List of weapons and mods]


[u][b]A3-21's Plasma Rifle[/b][/u]


Magnetic Accelerator - increase projectile speed.


[u][b]Backwater Rifle[/b][/u] **NOTE** - uses Cowboy Repeater mods.


Custom Action - Increase rate of fire


Long Tube - Clip capacity


Maple Stock - Decrease weight


[u][b]Blackhawk[/b][/u]


Heavy Frame - Increase condition


[u][b]Burnmaster[/b][/u] 


Expanded Tanks - double ammo capacity


[u][b]Callahan's Magnum [/b][/u] 


Heavy Frame - Increase condition


[u][b]Col. Autumn's 10mm Pistol [/b][/u] 


Extended Mag - Increase by 4


Laser Sight - Decrease Spread


Silencer


[u][b]Col. Autumn's Laser Pistol [/b][/u] 


Combat Sights


Focus Optics - Increase Damage


Laser Recycler - No ammo consumed every 3rd shot


[u][b]Eugene [/b][/u] 


High Speed Motor - Increase rate of fire


Stabilizer - Decrease Spread


[u][b]Experimental MIRV [/b][/u] 


Little Boy Kit - Decrease weight


[u][b]Fisto! [/b][/u] 


Chromed Tubes - Increase max condition


High Capacity Valves - Increase Damage


Ported Chambers - Increase rate of fire


[u][b]Jack [/b][/u] 


Carbide Teeth - Increase weapon damage


Heavy Duty Chain - Increase condition


[u][b]Lincoln's Repeater[/b][/u] **NOTE** - uses Cowboy Repeater mods.


Custom Action - Increase rate of fire


Long Tube - Clip capacity


Maple Stock - Decrease weight


[u][b]Metal Blaster [/b][/u] 


Focus Optics - Increase weapon damage


Laser Scope


[u][b]Miss Launcher [/b][/u] 


Guidance System - Decrease weapon spread


[u][b]MPLX Novasurge [/b][/u]


High Energy Ionizer - Increase weapon damage


Magnetic Accelerator - Increase Projectile Speed


Recycler - No ammo consumed every 3rd shot


[u][b]Ol' Painless [/b][/u] :)


Extended Mag - By 5


Custom Action - Increase rate of fire


Scope


[u][b]Paulson's Revolver [/b][/u]


Heavy Frame - Increase condition


Scope


[u][b]Precision Gatling Laser [/b][/u]


CF Frame - Decrease weight


Focus Optics - Increase weapon damage


[u][b]Protectron's Gaze [/b][/u]


Combat Sights


Focus Optics - Increase Damage


Laser Recycler - No ammo consumed every 3rd shot


[u][b]Rapid-Torch Flamer [/b][/u]


Expanded Tanks - double ammo capacity


[u][b]Reservist's Rifle [/b][/u]


Carbon Fiber Parts - Decrease weight


Suppressor - Silencer


[u][b]Slo-Burn Flamer [/b][/u]


Expanded Tanks - double ammo capacity


[u][b]Sydney's 10mm "Ultra" SMG [/b][/u]


Extended Mag - By 10


Recoil Compensator - Decrease spread


[u][b]The Shocker [/b][/u]


Chromed Tubes - Increase max condition


High Capacity Valves - Increase Damage


Ported Chambers - Increase rate of fire


[u][b]The Terrible Shotgun[/b][/u] **NOTE** - uses Hunting Shotgun mods.


Choke - Decreases spread


Long Tube - Increase Clip


[u][b]Vengeance [/b][/u]


CF Frame - Decrease weight


Focus Optics - Increase weapon damage


[u][b]Victory Rifle [/b][/u]


Carbon Fiber Parts - Decrease weight


Suppressor - Silencer


[u][b]Wazer Wifle [/b][/u]


Laser Beam Splitter - Two beams


Focus Optics - Increase weapon damage


Laser Scope


[/collapsed]


[u]Notes on some weapons:[/u]


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.


[hr]


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.


[hr]


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.


[hr]


Mod had been cleaned with FNVEdit.


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Vex
Posts: 26
Joined: Sun Feb 16, 2014 5:44 am

You Sir, Are Badass, Nuff

Post by Vex » Fri Apr 11, 2014 7:07 am

You Sir, Are Badass, Nuff Said



Runnerblank
Posts: 208
Joined: Tue Jun 11, 2013 3:09 pm

Thank you very much.

Post by Runnerblank » Thu May 22, 2014 7:42 pm

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
Posts: 735
Joined: Thu Oct 25, 2012 6:19 pm

 

Post by paragonskeep » Fri May 23, 2014 6:10 am

 


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
Posts: 735
Joined: Thu Oct 25, 2012 6:19 pm

On the .44 front I believe

Post by paragonskeep » Fri May 23, 2014 3:27 pm

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


 


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

Four Dyce
Posts: 32
Joined: Tue Feb 04, 2014 5:44 pm

Ah did it? Oh well, glad it

Post by Four Dyce » Wed Jun 18, 2014 3:52 pm

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
Posts: 735
Joined: Thu Oct 25, 2012 6:19 pm

Sounds good. Couple ideas:

Post by paragonskeep » Wed Jun 18, 2014 4:23 pm

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
Posts: 9
Joined: Fri Jun 13, 2014 12:33 pm

Nice mod... I was lead here

Post by KLGChaos » Thu Jun 19, 2014 6:19 pm

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
Posts: 32
Joined: Tue Feb 04, 2014 5:44 pm

Interesting, I'll check that

Post by Four Dyce » Thu Jun 19, 2014 9:39 pm

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
Posts: 34
Joined: Fri Jun 06, 2014 11:59 pm

Did you miss Lincoln's

Post by Vandenburger » Fri Jun 20, 2014 3:03 am

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



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