[KNP] fallout new vegas no ammo weight mod

( Updated : October 23, 2021 )

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Mods to Avoid | Viva New Vegas
VIVA NEW VEGAS
WMX-MW adds several new fully modifiable weapons to Fallout New Vegas: the Magnum Pistol (Desert Eagle), 9mm Machine Pistol (Glock 18c). A massive expansion to the New Vegas weapon modification system, adding over new modification options to the game. I was going to ask over at new vegas nexus, but their forum and comment system give me this feeling no one communicates with one another. Just the mod. › weapon-mods-expanded-t Weapon Mods Expanded (WMX) for Fallout New Vegas expands upon the base game's weapon modding system in the following ways: - ALL weapons get the maximum of. Weapon Mods Expanded - WMX at Fallout New Vegas - mods and FNV] Sniper Rifle texture glitch involving Asurah. The file Weapon Mods Expanded - WMX v is a modification for Fallout: New Vegas, a(n) rpg game. Download for free. File Size: MB. › app › discussions. Also, New Vegas does not have a Steam workshop, Nexus is the place to go Fallout 3 Weapons Restoration, which has a patch with WMX for maximum awesome. List of many popular mods that are outdated/broken. Classic Fallout Weapons: WebbProductions's Mods (though these directly edit weapon records.

Return to Fallout: New Vegas. Description 2. Requirements 3. Playing the mod 5. Save games 7. Credits 9. Modder's Resource Info Contact Information I like Obsidian's take on it; enough that I wanted to add to it Weapon Mods Expanded WMX for Fallout New Vegas expands upon the base game's weapon modding system in the following ways: - ALL weapons get the maximum of three applicable weapon mods; this includes unique weapons. Rifle Custom Action - Increases rate of fire. Rifle Composite Stock - Decreases weight Custom Action - Increases rate of fire. Maple Stock - Decreases weight Rifle Upgraded Springs - Increases rate of fire. Accelerator - Increases speed of plasma projectile. Rechargers: increases ammo regen. Cell Assembly - Doubles ammunition capacity. Discharge Init. Capacitors - Increases rate of fire. Launcher Guidance Sys. Launcher Aux. Tube - Doubles ammunition capacity. Launcher Composite Frame - Decreases weight If asked if you want to overwrite files and folders, click 'Yes to all' or equivalent for your operating system. Automatic Merged Patch Creation: - This is strongly recommended as standard practice when using mods for FNV especially a lot of mods at the same time , as it may improve compatibility between mods you may be using including - but not limited to - WMX. This should be done after you have installed and activated all the mods you wish to play the game with and have configured your load order using a mod manager tool. By default, the plugins you have activated in the New Vegas Launcher or in a mod manager tool will have ticks next to them. This is what you want, so just click 'OK'. Click 'OK' on the window that pops up to save the Merged Patch that was generated. Failure to do so will result in crashes to desktop. Click on this item and carefully follow the instructions that appear on-screen. In case it's helpful though, here's a list of points of information regarding the mod: - The new weapon mods are sold by the same merchants who sell weapon mods in the base game. One list is sorted by weapons it's the list found in the Description section of this readme , so you can look up a weapon and see which weapon mods apply to it. The other list is sorted by weapon mod, so you can look up a weapon mod and see which weapons it can be used on. They are sometimes carried by people that might otherwise be armed with Service Rifles, and can be found in some stores. They are sometimes carried by people that might otherwise be armed with Hunting Rifles, and can be found in some stores. Where relevant, WMX removes these 'integrated' weapon mods so that these unique weapons can be modified by the user with the same weapon mods as their common counterparts. However, they can be modified with the 'Riot Shotgun Drums' weapon mod, which upgrades their ammo capacity to twenty. To get around this, WMX allows you to select weapon repair kits from the normal repair menu when repairing ranged weapons. Note that you can still use weapon repair kits normally if you wish; WMX does not change that. It - and any other mod that alters the weapon repair kit script - is compatible with WMX. Without going into technical detail, they would not sell items appropriate to the player's level if the player had previously visited them at a lower level. In addition, Torres was not correctly set to sell Miscellaneous items which include weapon mods , even though she had been given Miscellaneous items to sell. The vast majority of the time, the bugs that are reported to me are known issues already described in the readme usually caused by some element of the base game that cannot be changed - or just bugs in the base game itself , or are caused by conflicts with other mods that can often be solved with proper load order management or the use of compatibility patches , or in some cases are actually intended features of the mod. A Well I can't stop you, but I might save you from wasting your time by telling you now that I won't care. This mod does not attempt to be perfectly 'realistic' - it is intended to expand gameplay in Fallout New Vegas; no more or less. Q I've got a weapon mod for this weapon but it's not giving me the option to apply it. What's going on? A It's most likely a conflict with another mod that also edits vanilla weapons. Try loading WMX near or at the bottom of your load order, as noted in the installation instructions above. Can you help? A Probably not. If it's not something that's already covered in this readme, you would be better off contacting the authors of those programs I am not affiliated with them. Q Is WMX compatible with [insert name of mod here]? A It's unlikely I'll be able to give you a direct answer to this question. I simply don't have the time or the inclination to investigate compatibility between WMX and the hundreds or thousands of other mods out there that may - or may not - conflict with it in various ways and to varying degrees. Q What about texture replacers for the vanilla weapons? Are they compatible with WMX? A They will always work technically speaking , but may result in weapons that have their textures changed by WMX weapon mods looking different to their unmodified variant in that the texture replacer only affects the unmodified variant. A compatibility patch will usually be required in such cases. Q Will you make WMX compatible with [insert name of mod here]? A In almost all cases, I only make compatibility patches for mods that I want to use myself. This means that requesting a compatibility patch for something will usually be pointless, since I'll either already have done it if it's something I want myself, or I won't have time to do it. Not having time is the main thing: trying to make a mod compatible with all other mods is a sisyphean task Q Will you teach me how to make a compatibility patch myself, then? A I'm afraid this is another thing I simply don't have time for. FNVEdit may look intimidating at first, but creating compatibility patches with it is in most cases much easier than using the GECK, once you learn the basics. Q Will you implement the modification of melee and unarmed weapons? A This is currently planned for a future version of WMX, yes. Q Will you add the ability to remove weapon mods from weapons? A At the time of writing it is not possible to do this. If a way is developed or discovered, then I will add it to WMX, yes. Q What do I do with the file I downloaded? After you have that, follow the installation instructions above. Along with the WeaponModsixpanded. Click on 'Yes To All' if a window pops up asking you if you want to replace files and folders you won't lose anything. Also in the case of texture issues - not missing mesh issues make sure you've followed the ArchiveInvalidation part of the Installation Instructions above - on the outside chance that this is the cause. Q Will you tell me how to cheat to get the weapon mods so I don't have to go looking for them? A There are console commands to give your character any items you want; and with a bit of research I'm sure you'll work it out. I'm not going to actively help people to cheat at my mod though: it goes against the intended design of the mod. A This happens if WMX was not uninstalled correctly. Be sure to follow the uninstallation instructions above closely. Trust me. This is important. Such mods will need to be uninstalled before installing WMX. Compatibility patches are usually required in these cases. Though in a pinch you might get away with just loading WMX after the conflicting mod, as noted in the installation instructions above. These look identical to the vanilla animations, but fix several issues and include additional functionality used by WMX and its add-ons. If you are using animation replacers, they may be overwritten partially or completely when WMX is installed. These cannot be fixed by me: they will require a patch from Obsidian to fix: - Weapon mods that decrease the weight of the weapon do not seem to work. The displayed weight of the weapon changes correctly, but the actual weight remains the same. They can be repaired successfully using the normal repair menu, however. See the Playing The Mod section above for more information. Condition' weapon mod to a weapon that is currently fully repaired can actually appear to degrade its condition. In addition, many of the things mentioned here had additional work done to them by me. If you need to know nitty-gritty specifics for whatever reason, just ask me. They should be self-evident to anyone familiar with FNV, but if you're unsure about the origins of something and wish to know, again don't hesitate to ask. Rifle Forged Receiver and Upgraded Springs icons by bronod. Use at your own risk, basically. Version 1. Note that this change does not affect the damage increase gained from these weapon mods in any way. The following weapons had this value tweaked increased slightly, in almost all cases :. Some minor tidying, also. Condition' weapon mod. See the Playing The Mod section for more information. Congrats on a long awaited release. But by any chance would you make this compatible with Arenovalis' textures? Any changes since the final beta, Antistar? Congratulations, I've been waiting for this for a long time. Was that just luck, or are they really that common loot? All the in-game shotguns have a bug with their critical hit damage. I can't remember if it's the way the damage is calculated in VATS or normal gameplay. Either way, this has been addressed in the community compilation patch for a while now. Do all of your shotguns have such a fix attached to them also? A quick look in FNVedit shows that for a given shotgun, the critical damage was set to 0 but an effect added to correctly calculate the crit damage based on each piece of buckshot i. I managed to get it to work ingame just fine, but whenever I activate WME my custom Gauss rifle reverts back to it's default appearance. Any way to get these to play nice together? I really like the appearance of this resource, and can't stand the look of the default gauss rifle. Any help would be appreciated. Sorry Antistar, I missed that part. I'll see what I can do to get them to work together. Anyway, after looking in the wrong direction trying to get them to play nice together, I finally figured out how to get them to function well enough for me. Apologies for not seeing the part about the incompatibilities and for needlessly taking up space in this thread. Hey, I'm looking forward to trying your mod but I have a question about it before I use it. Loving the mod so far, but I do have a small problem that I hope can be resolved. I'll definitely be using this on my next playthrough. Awesome work and thanks for sharing.