Classic Fallout Weapons v0.022 http://www.fallout3nexus.com/downloads/file.php?id=2307 by War1982 call me warboy, or just war. This mod brings back the large variety of classic fallout weaponry to the game. all the weapons can be found distributed all about the wastes in the hands of NPC/enemies and bought from traders. there is a cache of the weapons in the National Guard Depot Armoury or you can use the console command "COC CFWTEST" to go to the cell i use to take screenshots, just try not to kick the weapons off the edge. also note that there is no exit from this cell, you'll need to console out. Please Note that this mod is still in Beta. other than that, enjoy the mod. IMPORTANT: ---------- This mod REQUIRES archive invalidation - invalidated (http://www.fallout3nexus.com/downloads/file.php?id=944) without it, the textures will be all broken like. added so far: ------------- item codes included, replace 01 with whatever number (in hex) this mod is in your load order. so if it's the 3rd mod loaded, the code for 14mm ammo would be 0301CCCC. Ammo --------------- 14 mm 0101CCCC .45 cal 0100AE7A 4.7 mm caseless 0101BF5D HN Needler 01030200 Melee --------------- Cattle Prod 0100154C Wakizashi 01028747 Pistol --------------- 14mm Pistol 0100E3B9 Desert Eagle 0100A7D4 .223 Pistol 01009A7A Needler 0100E3C1 SMG --------------- M3A1 "Grease Gun" 010043F9 Tommy Gun 01000EAA HK P90C 01000EA8 HK G11 01001BF4 HK G11E 01016F88 Rifle --------------- Pipe Rifle 0100E3C4 Red Ryder LE BB gun 0100E3C6 Scoped Hunting Rifle 0100E3C5 Assault Rifle --------------- FN FAL 0100E3C3 XL70E3 0100E3C8 Shotgun --------------- Winchester Widowmaker 0100E3C2 HK CAWS 01000EA7 Pancor Jackhammer 01003D4F Machine Gun --------------- M60 Machine Gun 0100E3B8 Light Support Weapon 0100E3B7 Bozar 0100B528 Vindicator Minigun 01022374 Energy Weapons --------------- Wattz Laser Pistol 0102CA0A YK32 Pulse Pistol 01033DF0 YK42B Pulse Rifle 01028DF7 Wattz Laser Rifle 0102CA0B Winchester P94 0102CA0C Grenade --------------- Rock 01000EA6 Molotov Cocktail 0101C60F Flare 01021604 Throwing Knife 01021CBD Installation ------------ 1. Unzip the archive into your Fallout 3\Data folder. 2. Enable the mod using either the fallout launcher, or FOMM. 3. start killing stuff. Uninstallation -------------- 1. Stop killing stuff. 2. Delete the files and/or disable the .esp. Credits --------- Texture Artists ------------------------------------------- Linkesauge Macintroll MaxHardman Tanya Lilith (i'd list who did what, but i've lost track of who's textures got used for what) Original Model Authors ------------------------------------------- joefoxx082 for the 14mm pistol and wattz laser weapons FalloutRaven for the bozar Pete and Milenia for the FN FAL jason casrez for greaser Dan for the thompson Short_Fuse and Kimono for the P90 The Wastes mod team for the G11 uncanny valley for the molotovs Drop_Dead for the XL70 Psycho Chicken for the Light Support Weapon jaysus for the wakizashi DaiShiHUN for the pulse rifle and P94 plasma rifle voiddweller for the pulse pistol Contributors/supporters ------------------------------------------- Linkesauge for his constant and consistent advice/testing BaDkaRmA158Th for his incredible help and support CrazyAce for much advice and many sounds Vash for the Desert Eagle/fn fal Pelinor for the reticles Zenball for fixing up my description icons Known Bugs/Issues (aka omg halp plx) ------------------------------------ First person reload anims don't look right the damage calculation for the automatic shotguns is MESSED UP. according to the pipboy, they do more damage than a fatman, however this is simply not the case. the problem is in the pipboy itself, not the weapons. the damage calculated is per-projectile, per-second. so for a weapon like the CAWS, for example, firing 9 projectiles for 55 damage each, 4 times a second it shows a ludicrous amount of damage (9*55)*4 = 1980. however in reality, it does the EXACT same amount of damage PER SHOT as the combat shotgun. if you don't believe me, get up close and personal with a super mutant and count how many shots it takes to kill him. then do the same with a combat shotgun, then do it with a fat man. no more complaints about this in the comments section please, the only way i could fix this would be to make them either non-automatic (defeating the purpose of including them) or to make them fire solid slugs (not gonna happen). it's a multiplication bug in the game, not in my mod. Version History --------------- 022: This is it, the big one folks. reload animations. they took me forever and a day, but they're here. the first person versions are a little sketchy, you can't quite see what's going on. i'll fix this for next release. now with high quality, high resolution textures. i've lowered the prices of all of the weapons. i'm fairly happy with the durability of the weapons. wattz weapons and the p94 set off gas traps now. vindicator miniguns will now only show up on super mutant masters and should only have a 1 in 4 chance of carrying them, also this should only occur above level 15. i've removed 7.62 mm and .223 ammo types instead using the vanilla .308 and 5.56 types respectively. fixed up the firing animations so the recoil will actually sync with the weapons fire. played with xl70 and LSW a bit to orient it a little better. drum on tommy gun refined cattle prod now has concussion effect instead of paralysis effect. 021: pancor redone caws redone .223 redone bozar redone tommy gun redone unique/upgraded weapons added (only available in test cell right now) weapon prices fixed flare continues to perplex me, but can be thrown again (i'm really surprised how much feedback i recieved about the flare no longer being affected by gravity, considering the flare itself never really worked or did anything and was useless as a weapon) 020: Pipe Rifle added YK32 Pulse Pistol added Red Ryder LE BB Gun added Max Hardman's textures included description icons added tommy gun levelled list altered 019: needler pistol added update for bozar model, texture and sound updated pancor model glow map added to .223 pistol FN FAL swapped to l1a1 scoped hunting rifle re-added fixed up stupid stuff i did to p94 fixed tommygun multiple drops fixed vats problems on some guns added specular to normal maps think i fixed texture problems maybe i hope 018: Wattz Laser Weapons added P94 Plasma gun added prod fixed good some texture tweaks Vindicator ammo corrected played around with sounds 017: wakizashi added pulse rifle added new skin for pancor, caws and cattle prod. cattle prod now paralyzes target for 5 seconds. the effect, while somewhat unrealistic, makes me lol every time, so it's staying that way for now. increased merchant supplies of ammo fixed vindicator animation and ammo type scoped hunting rifle removed, .nif was causing issues 016: Vindicator Minigun Added Scoped Hunting Rifle added fixed tommy gun issue i hope (texture was sized wrongly) played with some other stuff, can't remember/too minor to list still losing time on the damn flare. 015: small update, added ammo to loot lists, vendors etc. added a small cache of new bullets in the armoury fixed sounds wasting too much time on making the flare work, still no results. looks nice tho. 014: new sounds for p90, g11, m60 new skin for cattle prod new skin for M60 (omg nice) new model with skin for Bozar new ammo types for some guns big time weapon balancing XL70E3 added 14mm pistol added Molotov added Shotgun added Flare added (not glowing properly, working on it) 013: major content update new models for P90, tommy gun and G11 new sounds for everything (not happy with g11) added G11e added different reticles on scoped guns. darkened texture on m60 some stat edits on guns played with some animations 012: large update. super mutants now use these guns, so be careful. reskinned P90, cosmetic enhancements on model cosmetic changes to pancor texture/model new model with skin for greaser m60 altered model, legs now up. played with .223 pistol model a bit changed fore grip on tommy gun. damage balncing for all weapons (again) some weapons are available from the quartermaster at the citadel, don't expect them to come cheap tho. some other stuff added i can't remember probably. too tired. next update should include be a sound pack. 011: spent the day learning to texture, m60 skin is the result, please don't judge me too harshly. added skin for g11 by stylesm. no major changes, just a skin. 010: M60 added, skin for tommy gun, many models updated (same skins should still work if you have a reskin) repair lists fixed, damage balanced again, .223 pistol now uses speed loader animation and it looks great. ummm... probably alot of other stuff i can't remember. have fun kiddies. 009: icons for all weapons, taken from fallout 2. weapons balanced some, added LSW, added desert eagle and FN FAL, wrote a readme! 008: modified 223 mesh. Bozar added with thanks to xravenhunt. 007: .223 Caliber Pistol added. Beta 006: Happy New Year! added basic skin for H&K CAWS, small updates on a model here and there, and ammo drop rates fixed. any mob that has one of these guns should have about 2 clips for the gun itself. Beta 005: added basic skin/new model for pancor. now has iron sights and the top part doesn't look so messed up. played around with some values, increased weapon durabilities. Beta 004: added basic skin for Tommy Gun and P90C added all weapons to loot/weapon tables, they can now be found all throughout the wastes. you won't see alot of these until higher levels. if you do they will probably break before you run out of ammo :P Beta 003: Added M3a1 "Grease Gun" with basic textures implemented. Beta 002: Added Pancor Jackhammer, Resized G11, played around with some values. Beta 001: consolidated arsenal to one major download, to be updated frequently. Weapons included: HK P90C (i know FN makes the P90, but this is fallout lore) HK CAWS HK G11 Tommy Gun Rock Cattle Prod