About this mod

Hello folks!!! The mod that you have all waited for around a year for is finally out. With many classic weapons added to your New Vegas game the possibilities are endless.

Requirements
Permissions and credits
Translations
  • Ukrainian
  • Spanish
  • Mandarin
  • Italian
  • German
  • French
Changelogs
Donations
Overview:
This weapon pack integrates weapons from Fallout 1 and 2 into New Vegas by a script. With fixed meshes, compatibility patch with TTW. It really brings more variety to the wasteland for all of you to enjoy! 

Features:
This mod has scripted leveled list injection. New customizability options are available for the recent update. New ammo types are added to the game. You can find all of these weapons in the wasteland through looting, NPC's, and vendors.

It will be safe to update from 1.2 forward.

For the special unique weapons You can find:
Spoiler:  
Show

The pulse pistol can be found in the deathclaw promontory.
The Pulse Rifle can be found in the enclave bunker.
The vindicator minigun can be found next to the crashed vertibird guarded by robots.
The alien blaster can be found on one of the hills southeast of the emergency service railyard.
The unique desert eagle is placed in the camp guardian caves next to a lot of dead NCR soldiers. 
The unique Colt 6520 can be found at the wrecked highwayman.
The Rattler is placed on a lakelurk cove south of cottonwood cove, across the river, next to some 4.7mm Phos.
Unique Power fist is found on dead BOS member in the crater on the way to Black Mountain.
Solar Scorcher is located in the safe in the Repconn hq top floor office.


Customization:
These are the many customization options you have with the new update. You can find the CFWR Config.ini in the config file.
Spoiler:  
Show

[kNVSE Settings]
sAnirvanaMojaveRattlerSounds=0
;the Mojave Rattler is a unique 4.7mm version of the 12.7mm SMG. Set this to 1 to have it use the G11 anim mod's sounds instead of regular ones
;the two settings above will not do anything at all if Anirvana's animations and sound files aren't present, so they've been left on by default
sG11BurstNerf=0
;set to 1 to reduce the G11's damage to match Anirvana's initial esp provided with their animations, set to 2 to reduce the damage as well, but not by as much
;2 is recommended
;the above setting WILL work regardless of animations installed
[Wasteland Integrations]
;simply set these to 0 to disable wasteland integration. Items you've already acquired, and those already spawned in containers will not be touched. Vendors may take up to three days to stock new items
sAk112=1
sCAWS=1
sClassic10mmPistol=1
sClassic10mmSMG=1
sClassicCombatShotgun=1
sClassicMauser=1
sClassicPowerFist=1
sClassicSawedOff=1
sClassicSledgehammer=1
sClassicSniperRifle=1
sDesertEagle=1
sFNFAL=1
sFlambe450=1
sG11=1
sGlockPlasmaPistol=1
sJackhammer=1
sL30GatlingLaser=1
sM72GaussRifle=1
sP90=1
sP92PlasmaCaster=1
sP94PlasmaCaster=1
sPPK12GaussPistol=1
sRangemasterHuntingRifle=1
sRockwellMinigun=1
sSigSauer=1
sSuperSledgehammer=1
sTommyGun=1
sWattzLaserPistol=1
sWattzLaserRifle=1
sXL70=1
sVindicatorMinigun=1
sNeedlerPistol=1
sDesertEagleUnique=1
sYk32PulsePistol=1
sYK42BPulseRifle=1
sAlienBlaster=1
sM60=1
sCrowbar=1
sWrench=1
sRiotBaton=1
sUniqueJackhammer=1
sMegaPowerFist=1
sRock=1
sRockGold=1
sRockUranium=1
sSpear=1
sSolarScorcher=1
sRockwellMissileLauncher=1
sRedRyderBBGun=1
sMolotov=1
sMagneticBBPistol=0
;alt version of the needler pistol. It can be enabled and used with or without the basic needler option
sShiv=1
sPipeRifle=1
sPipeRifleLegionLists=1
;adds the pipe rifle to low level legion weapon lists
sMagneticDartPistol=1
;only works in TTW
sCAWSTTW=1
;only distributes in TTW
;each ammo has a wasteland integration toggle; these do not change the ammo calibers used by their respective weapons. They're just options because it was easy to throw the condition in. Their casing additions are also turned off if this is disabled. It is recommend that you do not disable these for any reason
s14mm=1
s47mmAmmo=1
s2mmECAmmo=1
s14mmAgain=0
s47mmAmmoAgain=0
s2mmECAmmoAgain=0
;these settings simply perform the same ammo additions as the above settings again, to increase their saturation
;you probably don't need these, but you can enable them if you find the new ammos to be too rare still
;this nail ammo setting is intended for use with the needler pistol
;you should probably only choose one nail ammo integration! If you have other mods that also do this, nails will be ludicrously common
sNailAmmoVendorsAndAmmoLoot=1
sNailAmmoContainerLoot=1
;these options do not double if set higher than 1
;not as many mods add nails to container loot lists specifically. Turn this off if you find nails in commonplace objects like toolboxes way more often than other items
[4.7mm Buff]
s47mmBuff=2
;1 is 15 DT penetration, 2 is hollow point DT penalty and damage bonus
[Gauss Effects]
s2mmDTPenetration=1
;makes the ammo grant 20 DT penetration automatically
[Base Game Mods]
;these options will change the relevant CFWR weapon to use the base game mods listed below them instead of the CFWR version of the mod, and disable the wasteland integration of the relevant CFWR mod
sClassic10mmSMG=0
;base game 10mm smg mags, compensator, and 9mm light bolt
sAK112=0
;LMG expanded drums and 12.7 SMG suppressor
sClassicSniperRifle=0
;sniper rifle carbon fiber parts hunting rifle extended mag
sRangemasterHuntingRifle=0
;hunting rifle scope and extended mag, service rifle forged reciever
sXL70=0
;GRA assault carbine light bolt and base game assault carbine extended mags
sM60=0
;minigun damped subframe, LMG expanded mag, Automatic Rifle upgraded internals
sPlasmaCaster=0
;plasma rifle magnetic accelerator, 12.7mm SMG laser sight
sL30GatlingLaser=0
; 12.7mm SMG laser sight
sCityKiller=0
;25mm APW internals and expanded mag
sClassicSawedOff=0
;cowboy repeater maple stock and baseball bat cork core
s14mmPistol=0
;12.7mm smg stacked mag
sCAWS=0
;25mm expanded drum, upgraded internals, long barrel
sGaussRifle=0
;laser rifle scope, 12.7mm stacked magazine, tri beam laser hd capacitors
[Caliber Choices]
sRockwell308=0
;changes the Rockwell minigun to use .308
;looted ammo amounts are low, so you won't be drowning in .308
;recommended
sTommyGun10mm=0
;this is an option which changes the Tommy Gun to use 10mm instead of .45 SMG. The .45 Auto SMG and Pistol are not touched at all. This is to provide a slightly different use case for the Tommy Gun as a high cap 10mm smg, rather than it just being /another/ .45 SMG.
;no other handling changes are made to the weapon
;highly recommended when TTW is not installed
;recommended for use with a renaming option that doesn't contain .45, obviously
sTommyGun32Caliber=1
;for TTW users only, changes the weapon to use .32
;highly recommended!
sSMMG47mm=0
;sets the SMMG to use 4.7mm caseless
;4.7mm ammo addition to LR is covered by it's wasteland integration toggle. This setting should probably be turned off if that option is off
;it removes it's shell casing, reduces it's weight to 15.25, increases it's handling speed slightly, increases it's damage by ~35%, changes it's clip size to 120, increases it's limb damage a little, sets it's extended mag to increase it's clip size by 60, sets it's crit mult to 1.15, increases it's crit damage to 33, and aligns all base game leveled lists to use the correct ammo
;highly, highly recommended
;the SMMG 4.7mm wasteland integration option below will only work if this option is set to 1
sSMMG47mmSkillChange=0
;this will change the SMMG to 100 skill if set to 1, 85 if set to 2
;first option is intended for use with Guns skill, second is intended for use if it's set to Big Guns skill, both are intended specifically for use with the 4.7mm rechamber option
;the below SMMG 4.7mm wasteland integration *will not be active* unless the SMMG 4.7mm caseless caliber change option is set to 1
sSMMG47mmWastelandIntegration=0
;it will show up around level 30 in most places, and be most commonly featured in the battle for hoover dam
;highly recommended
;if you have this 4.7mm setting turned on, use THIS setting and NO OTHER MOD'S SMMG integration!
;14mm choices
;these changes are made each time you load a save. Simply turn them back off and load a new save, and they will revert to their original caliber
sGobiCampaignRifle14mm=0
;changes the Gobi Campaign Sniper Rifle to use 14mm
sGobiCampaignRifle14mmHandlingChange=0
;increases spread and required strength
sChristineSniperRifle=0
;
sChristineSniperRifleHandlingChange=0
;Reduces clip capacity by 1 and slows it's firing rate
[Crafting Choices]
sNoHandLoadTag=1
;this removes the (Hand Load) tag from the 14mm JSP ammo recipe and ammo entry. This is to align with S6S's change to the naming convention in her Ammo Rebalance file
;Hand Load is still required to craft it, it simply doesn't say so in the tag and ammo anymore
[Big Guns]
;intended for use with a mod that re-enables the Big Guns skill, these toggles will set their relevant weapon to use the Big Guns skill at whatever level you set. The recommended value is below each one
s14mmPistol=0
;45
sDesertEagle=0
;35
sDesertEagleUnique=0
;65
sFlambe=0
;75
sCAWS=0
;40
sGatlingLaser=0
;80
sM72GaussRifle=0
;70
sP92Caster=0
;70
sP94Caster=0
;90
sJackhammer=0
;85
sPPK12GaussPistol=0
;40
sRockwellMinigun=0
;100
sClassicSawedOffShotgun=0
;25
sTommyGun=0
;20
sVindicatorMinigun=0
;100
sClassicCombatShotgun=0
;65
sM60=0
;80
sJackhammerUnique=0
;100
sRockwellMissileLauncher=0
;50
[Name Choices]
sAk112=0
;1 is Mercenary Assault Rifle, 2 is Scout Assault Rifle, 3 is Wasteland Assault Rifle
sCAWS=0
;1 is Automatic Shotgun, 2 is Automatic 20 Ga. Shotgun, 3 is 20 Ga. Riot Shotgun, 4 is 20 Ga. Assault Shotgun, 5 is 20 Ga. Scout Shotgun, 6 is Scout Shotgun, 7 is Prototype 20 Ga. Assault Shotgun
sClassic10mmPistol=0
;1 is 10mm Revolver, 2 is Mag Fed 10mm Revolver, 3 is 10mm Revolving Pistol, 4 is 10mm Revolver Pistol, 5 is Sturdy 10mm Pistol, 6 is Sturdy 10mm Revolver Pistol
sClassic10mmSMG=0
;1 is Mercenary Submachine Gun, 2 is 10mm Carbine, 3 is 10mm Machine Pistol, 4 is Sturdy 10mm Submachine Gun
sClassicCombatShotgun=0
;1 is Winchester Shotgun, 2 is Mag-Fed Shotgun, 3 is Sturdy Combat Shotgun, 4 is Sturdy Riot Shotgun, 5 is Assault Shotgun
sClassicMauser=0
;1 is 9mm Mauser Pistol, 2 is Sturdy Chinese Pistol, 3 is Advanced Chinese Pistol, 4 is German Pistol, 5 is German 9mm Pistol
sClassicPowerFist=0
;1 is Electric Fist, 2 is Light Power Fist, 3 is Turbo Power Fist, 4 is Tesla Power Fist, 5 is Tesla Fist
sClassicPowerFistUnique=0
;1 is Electric Fist, 2 is Turbo Power Fist, 3 is Tesla Power Fist, 4 is Tesla Fist, 5 is Turbo Tesla Fist, 6 is Turbo Tesla Power Fist, 7 is Turbo Electric Fist
sClassicSawedOff=0
;1 is Wasteland Shotgun, 2 is Wasteland Sawed-Off Shotgun, 3 is Wasteland Sawed Off Shotgun, 4 is Wasteland Warrior Shotgun, 5 is Road Warrior Shotgun
sClassicSledgehammer=0
;1 is Sturdy Sledgehammer, 2 is Small Sledgehammer, 3 is Industrial Sledgehammer
sClassicSniperRifle=0
;1 is Sturdy Sniper Rifle, 2 is Advanced Sniper Rifle, 3 is Prototype Sniper Rifle, 4 is Military Sniper Rifle
sDesertEagle=0
;1 is .44 Pistol, 2 is .44 Magnum Pistol, 3 is Desert Eagle .44 Pistol, 4 is Desert Eagle .44 Magnum Pistol
sFNFAL=0
;1 is European Battle Rifle, 2 is European Marksman Rifle
sFlambe450=0
;1 is Carbonizer, 2 is Cremator, 3 is Flame Spreader, 4 is Torcher, 5 is Sturdy Flamer, 6 is Rugged Flamer, 7 is Sturdy Flamethrower, 8 is Rugged Flamethrower
sG11=0
;1 is German Assault Rifle, 2 is German Special Forces Assault Rifle, 3 is 4.7mm Submachine Gun, 4 is 4.7mm Caseless Submachinegun
sGlockPlasmaPistol=0
;1 is Sturdy Plasma Pistol, 2 is Magnetic Plasma Pistol, 3 is Military Plasma Pistol, 4 is Civilian Plasma Pistol, 5 is Plasma Handcannon
sJackhammer=0
;1 is Jackhammer Shotgun, 2 is Advanced Riot Shotgun, 3 is Prototype Riot Shotgun, 4 is Sturdy Riot Shotgun, 5 is Automatic Riot Shotgun
sL30GatlingLaser=0
;1 is Laser Minigun, 2 is Advanced Gatling Laser, 3 is Prototype Gatling Laser
sM72GaussRifle=0
;1 is Gauss Accelerator Rifle, 2 is Gauss Marksman Rifle, 3 is Sturdy Gauss Rifle, 4 is 2mm Gauss Accelerator Rifle, 5 is 2mm Gauss Marksman Rifle, 6 is 2mm Gauss Rifle, 7 is 2mm Gauss Carbine
sP90=0
;1 is German Submachine Gun, 2 is Advanced 10mm Submachine Gun, 3 is Prototype Submachine Gun, 4 is Hi-Cap 10mm Submachine Gun, 5 is Marine 10mm Submachine Gun, 6 is Special Forces 10mm Submachine Gun, 7 is Mercenary 10mm Submachine Gun, 8 is Mercenary Submachine Gun
sP92PlasmaCaster=0
;1 is Magnetic Plasma Caster, 2 is Magnetic Plasma Rifle
sP94PlasmaCaster=0
;1 is Plasma Cannon, 2 is Magnetic Plasma Caster, 3 is Magnetic Plasma Cannon
sPPK12GaussPistol=0
;1 is Gauss Pistol, 2 is Magnetic Gauss Pistol, 3 is Sturdy Gauss Pistol, 4 is Military Gauss Pistol, 5 is 2mm Gauss Pistol
sRangemasterHuntingRifle=0
;1 is 5.56 Hunting Rifle, 2 is Semi-Auto Hunting Rifle, 3 is Hunting Carbine, 4 is Scout Rifle, 5 is Scout 5.56 Rifle, 6 is Scout 5.56 Hunting Rifle, 7 is Scout 5.56 Hunting Carbine
sRockwellMinigun=0
;1 is Sturdy Minigun, 2 is Advanced Minigun, 3 is Vertibird Minigun
sSigSauer=0
;1 is Sig Sauer Handcannon, 2 is Handcannon, 3 is Police Handcannon
sSuperSledgehammer=0
;1 is Advanced Sledgehammer, 2 is Kinetic Sledgehammer
sTommyGun=0
;1 is Chicago Typewriter, 2 is Gangster Submachine Gun, 3 is Sturdy .45 Auto Submachine Gun, 4 is Heavy .45 Auto Submachine Gun, 5 is Hi-Cap .45 Auto Submachine Gun
sVindicatorMinigun=0
;1 is Vindicator Sturdy Minigun, 2 is Vindicator Advanced Minigun, 3 is Catharsis, 4 is 4.7mm Catharsis Minigun, 5 is 4.7mm Minigun
sWattzLaserPistol=0
;1 is Sturdy Laser Pistol, 2 is Advanced Laser Pistol, 3 is Prototype Laser Pistol, 4 is Civilian Laser Pistol, 5 is German Laser Pistol, 6 is Magnetic Laser Pistol
sWattzLaserRifle=0
;1 is Advanced Laser Rifle, 2 is Civilian Laser Rifle, 3 is Military Laser Rifle, 4 is Prototype Laser Rifle, 5 is Magnetic Laser Rifle, 6 is German Laser Rifle
sYk32PulsePistol=0
;1 is Advanced Pulse Pistol, 2 is Prototype Pulse Pistol, 3 is Military Pulse Pistol, 4 is Sturdy Pulse Pistol, 5 is Magnetic Pulse Pistol
sXL70=0
;1 is British Assault Rifle, 2 is Bullpup Assault Rifle, 3 is Bullpup Rifle, 4 is Experimental Assault Rifle, 5 is Prototype Assault Rifle
sNeedlerPistol=0
;1 is Advanced Nail Gun, 2 is Nail Gun, 3 is Nail Accelerator, 4 is Magnetic Nail Gun, 5 is Flechette Pistol
sPipeRifle=0
;1 is Handmade Pipe Rifle, 2 is Wasteland Pipe Rifle, 3 is 10mm Pipe Rifle
sShiv=0
;1 is Wasteland Knife, 2 is Handmade Knife
sM60=0
;1 is Heavy Machinegun, 2 is .308 Light Machinegun
sRockwellMissileLauncher=0
;1 is Advanced Missile Launcher, 2 is Magnetic Missile Launcher, 3 is Light Missile Launcher
;Didn't bother to do renaming options for the Crowbar, Riot Baton, Wrench, Molotov, Rock, Gold/Uranium Ore, Tribal Spear, Solar Scorcher, or Red Ryder BB Gun
[Version]
fDebug=0
;if you aren't seeing the weapons or ammo, please set fDebug to 1, then report whether or not you see the CFWR console prints shortly after you restart the game and load a save. If you can't find a specific weapon, please look for the debug print referring to that line. Improved Console will allow you to scroll your console print, and it will also print your console to a text file in the base game folder, which is easier to search. 
fVersion=4
;DO NOT CHANGE THIS VALUE



Requirements:
JIP LN, xNVSE, Johnny Guitar, kNVSE, ISControl and all of the DLC's.

Installation:
Install the mod with the mod manager that you use. For uninstalling the mod just simply uninstall it from the mod manager.

Patches:
Patch for this version of the mod is Tale of Two Wastelands (TTW). This patch is integrated into the mod. So if you have that certain mod enabled, it will automatically be patched. And if you don't have TTW then don't worry you can still use the mod. 

Compatibility:
So far this mod is compatible with TTW. This mod is compatible with other weapon mods because it uses a script to inject the new weapons. 

Limitations:
For weapons like XL70 and Tommy Gun you might find that the front grip on it is not perfect. 

Bugs:
As from the recent update there are no bugs with the mod so far, although if there is any issues that any of you find please report them so that they can be fixed.

Questions:
Q: Is this mod compatible with _____ animation mod?
A: This mod now has animations so for the meantime for weapons that are not animated, they should work with any other animation mod. If you need to make a patch please make sure and message me about it so I can keep track 

Q: Is this mod compatible with the classic fallout weapons replacer pack?
A: This mod is not compatible with that mod. Use one or the other. If you have both it will create conflicts

Q: Are there going to be Hitman animation patches?
A: Hitman has givin me the thumbs up to use his animations in the mod now which is fantastic. Credits to Hitman for his fantastic work!

Q: Will tactics weapons be added to later versions?
A: No, because they will be their own separate weapon pack. And it will take time. So please be patient

Q: Is this mod compatible with TTW?
A: It is compatible.

Q: Why is the name changed with the new version of the mod?
A: The name is changed because the new update has better leveled lists. It is so that leveled list wont double. 

Q: Will I cover __ remaining Fallout 1/2 weapon?
A: In future versions it is possible that more will be added. 

Q: Can you change the P90/etc grip format?
A: No because of the fact that it would require to completely rework the weapon which could cause issues. Although in first person it looks perfect

Q: Is this compatible with ___ for the old classic fallout weapons mod?
A: No because the weapons are completely different in the case of names, and weapon ids. So do not use this with the old version

Upcoming Versions:
Upcoming versions of the mod will have more weapons. We are down to at least 3 more left to do as of this recent update. 

Credits to tools I used:
For the software that I used to make the mod
NifSkope
GECK
FNVEDIT
Photoshop
Substance Painter
Blender

For credits regarding the weapons and their authors. Please go to the permission and credits to see who made these fantastic weapons. 

Permissions:
It is illegal to post this mod to other sites. If you are making a translation, animation patch, or just a patch for this mod, PLEASE contact me first to ask permission before posting and make sure to post it on Nexus. If you want to use a specific weapon in this mod, make sure to read through the permissions and credits tab near the requirements tab so you are fully informed about who owns what asset.