• Item Image
    •  Downloads offline

    •  Downloads: 2978

    •  File Size: 24231

    •  Version: 0.5
    •  Author: Einherjrar

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Micnorian14 and Reaver21's Hard(ly) ported 20th Century Master file for Fallout New Vegas
--------------------------------------------------------------------------------------------------------------------------



GOOD NEWS EVERYONE!!:


- Sorry about the long wait. With new games coming out, and realizing after beating their campaigns how silly every game is nowadays, I returned to my Hardport mod ready to pull out my hair again. Fortunately, in my frustration, accidentally deleting the entire FORMid subcategory seemed to have solved the main-menu bug. With that out of the way, I'm picking back up the mod alone, as my brother has moved on to newer and lamer games yet: like life (ikr?) Version 005 simply deletes the formid subcategory from the ESM. I'll add the repair lists back one-by-one until I find the bitchy one.


PAST UPDATES:

- I managed to lobotomize my FNV installation, and re-installing won't fix it! Worry not though, the mod files are fine, it would appear to be my SSD is going sch*&%224zioajCODdio9*&mw on me. Gonna try a few things first. Don't hold your breath though, Reaver is taking his sweet time perfecting his display cell I'm sure....

- Things are going slower than I thought! I underestimated the amount of life Reaver has...! I am uploading another mini-update featuring a more solid idea for weapon mods. I had completely forgotten about the Sniper Rifle Silencer so that and a few other Vanilla weapon mods are in use now. I'm almost halfway down the list, but I'm making a few stops to slow the firing rate of some of the sniper rifles!

- Mini update v003 featuring the first few adjustments made featuring stock extensions as well as drum mags! Woohoo!

- I'll have some sexy pictures sporting a full-fledged armory up soon. Reaver is making the cell for me from scratch, so that I can use my GTX 460 to take jumbo pictures with ENB on MAX. To clarify - good mods need good previews. I plan on making a video maneuvering in between the weapon mods as well. Reaver and I are currently double-taking the ESM from opposite ends - he starting with the XM1014 Benelli, I from the AEK918's. This way we'll have a more working ESM out sooner. We still haven't decided on how to go about proper weapon mods themselves as opposed to the current place holders. Using varmint rifle silencers and .44 scopes for everything just isn't a solid solution. Expect an update sporting all weapons with fixed ammo lists as well as working weapon mods some time around next week. I have some time off soon, so its all on Reaver's end from there. Also: at some point I plan on uploading the refined version to the New Vegas Nexus. After reviewing the TOS and whatnot, this mod fits the bill. No nay-say from Dark0ne yet, but it shouldn't matter anyway considering there are no included assets. Not to mention that all rights go to Ein and his friends for their wonderful job on the original mod.

- Version 0.2, includes a few more adjustments to a few more weapons. Thats pretty much it, but the AR10 as well as the FG42 are fully operational now with weapon mods as well. (8x57mm is rimmed variant in CaliberX, but it was the closest ammo to 7.92x57 Mauser so stfu) Conveniently, FNV includes the ReloadG animation for side fed magazines, the FG42 happened to be pointed to the incorrectly (conveniently correctly) reload anim for it. Nice.

- after some file permission issues as well as ultramon f*cking me in the GECK, I have finally worked out exactly how to come about with weapons mods. For the time being, i have chosen the .44 revolver scope for all the scopes as it looks the closest to the one used on most guns. I understand that is complete crap, but to save time im just goping to use it as a placeholder. Proper weapon mods will be added in the future features.

- After some fiddling with differant variables, i've discovered that i can take the stockless variants, use the maplestock weapon mod as a placeholder for now, and make some weapons into their extended stock variants - with the added benefit of decresed spread! Interesting stuff. Makes for a great 3rd mod for some of the weapons! Woohoo!

- Reaver and I will start actually WORKING when I get in touch with him. Mind you though - we are both very busy with things like...idk...life

- My brother Reaver21 is hopping on board the mod-train, and guess what? He happens to be more skilled than I in nifscope as well as GECK; and has begun updating Ein's models to use ironsights, as well as re-attach magazines to reload animations! But without Ein's permission, I'm not sure we can release them without pissing off at least one of the original authors involved in 20thCW. More news later

- Renamed the mod to just "20th Century Weapons NV" to see if i get more views and DL's. I'm doing a lot of work right now and the next update should be pretty solid

- Started working with weapon mods (that being scopes and silencers only for now) I'm just having a hard time getting the standalone variants to use the old scope textures when the hasscope and scopefrommod flags are set with a vanilla template scope mod is added. Otherwise the scoped variants still work fine, which is weird

- I'm having trouble getting to know which animations are which. The chosen animation stats carried over just fine, however...since there are more weapons in NV, more reload and fire animations were added, and for some reason the order of them was changed. ReloadG is now ReloadF, And AttackRight is now AttackLeft (not really but you get the idea)

- Removed seemingly unnecessary semi variants of weapons, as fire rates can be toggled via Pelinor's Weapon Fire Selector Mod available here http://newvegas.nexusmods.com/mods/40188

- Removed fantasy automatic bolt-action and other silly automatic variants of weapons as well

- Removed weapons I believe cannot be feasibly silenced, like a silenced M-2 Browning or M249

- Removed scripts for removing/adding weapons used by the old selector script...as well as the selector scripts. Also removed the armor tokens and blablabla; also part of the selector scripts (sorry NosRhyfelwr!)

- Added Caliber as the 2nd Master file for non-vanilla ammo lists, like .30-06 and whatnot (NOTE: latest version of Caliber is 3.18, dubbed CaliberX; a collaboration by Earache42 and Fluidfire available on the Nexus)

- Began randomly filling in the gaps, like ammo lists and removing dead links to the old selector scripts. This is the tedious part, and is pretty much most of what needs to be done

--------------------------------------------------------------------------------------------------------------------------

THE STORY: I got to fiddling around with GECK and TESsnip and discovered how to hard port a mod from Fallout 3 to New Vegas was as simple as copy-paste. I plan on going as far as regulating stats to NV equivalents, tweaking the weapons to use CaliberX ammo lists, and restoring the animations to the new variant degnations. You could do this all on your own, but for any other n00bs out there willing to learn the ways of the GECK, this is a fantastic start.

This is really more of a side hobby than a project for me right now guys. That might have to do with me playing Borderlands 2 more than FNV right now, but at least the mod is coming along...er...nicely. I will be slowly updating this as I get spare time after work. I'm only now learning myself(engrish) nifscope so don't expect me to fix any models or textures for now. Not by myself anyway ;)

--------------------------------------------------------------------------------------------------------------------------

REQUIREMENTS:
- Einherjrar's 20th Century Weapons here on Mods Reloaded
http://modsreloaded.com/19th-and-20th-century-weapons

- Pelinor's Selective Fire Mod available on the Nexus
http://modsreloaded.com/selective-fire

- Fluidfire and Earache42's CaliberX Community Ammunition Library on the Nexus
http://newvegas.nexusmods.com/mods/39981

--------------------------------------------------------------------------------------------------------------------------

INSTALLATION: Extract all of Einherjrar's mod files as you would for Fallout 3 to the New Vegas data folder, with the exception of the ESM/ESP's as they rely on Fallout 3. Extract my hard(ly)-ported ESM to the data folder and use it instead. Launch New Vegas and manually add a weapon to your inventory manually via the console.


NOTE: The latest 5.12 release of 20thCW moves a mistake made in the folder file structure concerning the location of the pipboy icons directory. If icons aren't already working, simply move Ein's icons from
/Data/textures/icons/(deepest 20thCW files) to
/Data/textures/Interface/Icons/PipboyImages/weapons/20thCenturyWeapons


ALSO NOTE: Weapons stats and values would appear to be just fine as they are. Reaver is more interested in refining them so expect weapons done by him (going backwards from X) to have more accurate values concerning damage/fire rate/cost/etc

--------------------------------------------------------------------------------------------------------------------------

FUTURE FEATURES

- Proper scopes like, "AR10 Scope", or "Mildot Scope" or something. Spanning formlists will be the smartest thing to do....
- More ammunition variants for use in CaliberX, like the newer Russian AP rounds something like 7N22
- Proper cartridge designations for use with caliber, instead of tracer, its 7T3 (tracer) or something
- Leveled lists, or at least learn to add the weapons to vendors. CaliberX takes care of its self

20th Century Weapons NV

Item Image

 Downloads offline


--------------------------------------------------------------------------------------------------------------------------
Micnorian14 and Reaver21's Hard(ly) ported 20th Century Master file for Fallout New Vegas
--------------------------------------------------------------------------------------------------------------------------



GOOD NEWS EVERYONE!!:


- Sorry about the long wait. With new games coming out, and realizing after beating their campaigns how silly every game is nowadays, I returned to my Hardport mod ready to pull out my hair again. Fortunately, in my frustration, accidentally deleting the entire FORMid subcategory seemed to have solved the main-menu bug. With that out of the way, I'm picking back up the mod alone, as my brother has moved on to newer and lamer games yet: like life (ikr?) Version 005 simply deletes the formid subcategory from the ESM. I'll add the repair lists back one-by-one until I find the bitchy one.


PAST UPDATES:

- I managed to lobotomize my FNV installation, and re-installing won't fix it! Worry not though, the mod files are fine, it would appear to be my SSD is going sch*&%224zioajCODdio9*&mw on me. Gonna try a few things first. Don't hold your breath though, Reaver is taking his sweet time perfecting his display cell I'm sure....

- Things are going slower than I thought! I underestimated the amount of life Reaver has...! I am uploading another mini-update featuring a more solid idea for weapon mods. I had completely forgotten about the Sniper Rifle Silencer so that and a few other Vanilla weapon mods are in use now. I'm almost halfway down the list, but I'm making a few stops to slow the firing rate of some of the sniper rifles!

- Mini update v003 featuring the first few adjustments made featuring stock extensions as well as drum mags! Woohoo!

- I'll have some sexy pictures sporting a full-fledged armory up soon. Reaver is making the cell for me from scratch, so that I can use my GTX 460 to take jumbo pictures with ENB on MAX. To clarify - good mods need good previews. I plan on making a video maneuvering in between the weapon mods as well. Reaver and I are currently double-taking the ESM from opposite ends - he starting with the XM1014 Benelli, I from the AEK918's. This way we'll have a more working ESM out sooner. We still haven't decided on how to go about proper weapon mods themselves as opposed to the current place holders. Using varmint rifle silencers and .44 scopes for everything just isn't a solid solution. Expect an update sporting all weapons with fixed ammo lists as well as working weapon mods some time around next week. I have some time off soon, so its all on Reaver's end from there. Also: at some point I plan on uploading the refined version to the New Vegas Nexus. After reviewing the TOS and whatnot, this mod fits the bill. No nay-say from Dark0ne yet, but it shouldn't matter anyway considering there are no included assets. Not to mention that all rights go to Ein and his friends for their wonderful job on the original mod.

- Version 0.2, includes a few more adjustments to a few more weapons. Thats pretty much it, but the AR10 as well as the FG42 are fully operational now with weapon mods as well. (8x57mm is rimmed variant in CaliberX, but it was the closest ammo to 7.92x57 Mauser so stfu) Conveniently, FNV includes the ReloadG animation for side fed magazines, the FG42 happened to be pointed to the incorrectly (conveniently correctly) reload anim for it. Nice.

- after some file permission issues as well as ultramon f*cking me in the GECK, I have finally worked out exactly how to come about with weapons mods. For the time being, i have chosen the .44 revolver scope for all the scopes as it looks the closest to the one used on most guns. I understand that is complete crap, but to save time im just goping to use it as a placeholder. Proper weapon mods will be added in the future features.

- After some fiddling with differant variables, i've discovered that i can take the stockless variants, use the maplestock weapon mod as a placeholder for now, and make some weapons into their extended stock variants - with the added benefit of decresed spread! Interesting stuff. Makes for a great 3rd mod for some of the weapons! Woohoo!

- Reaver and I will start actually WORKING when I get in touch with him. Mind you though - we are both very busy with things like...idk...life

- My brother Reaver21 is hopping on board the mod-train, and guess what? He happens to be more skilled than I in nifscope as well as GECK; and has begun updating Ein's models to use ironsights, as well as re-attach magazines to reload animations! But without Ein's permission, I'm not sure we can release them without pissing off at least one of the original authors involved in 20thCW. More news later

- Renamed the mod to just "20th Century Weapons NV" to see if i get more views and DL's. I'm doing a lot of work right now and the next update should be pretty solid

- Started working with weapon mods (that being scopes and silencers only for now) I'm just having a hard time getting the standalone variants to use the old scope textures when the hasscope and scopefrommod flags are set with a vanilla template scope mod is added. Otherwise the scoped variants still work fine, which is weird

- I'm having trouble getting to know which animations are which. The chosen animation stats carried over just fine, however...since there are more weapons in NV, more reload and fire animations were added, and for some reason the order of them was changed. ReloadG is now ReloadF, And AttackRight is now AttackLeft (not really but you get the idea)

- Removed seemingly unnecessary semi variants of weapons, as fire rates can be toggled via Pelinor's Weapon Fire Selector Mod available here http://newvegas.nexusmods.com/mods/40188

- Removed fantasy automatic bolt-action and other silly automatic variants of weapons as well

- Removed weapons I believe cannot be feasibly silenced, like a silenced M-2 Browning or M249

- Removed scripts for removing/adding weapons used by the old selector script...as well as the selector scripts. Also removed the armor tokens and blablabla; also part of the selector scripts (sorry NosRhyfelwr!)

- Added Caliber as the 2nd Master file for non-vanilla ammo lists, like .30-06 and whatnot (NOTE: latest version of Caliber is 3.18, dubbed CaliberX; a collaboration by Earache42 and Fluidfire available on the Nexus)

- Began randomly filling in the gaps, like ammo lists and removing dead links to the old selector scripts. This is the tedious part, and is pretty much most of what needs to be done

--------------------------------------------------------------------------------------------------------------------------

THE STORY: I got to fiddling around with GECK and TESsnip and discovered how to hard port a mod from Fallout 3 to New Vegas was as simple as copy-paste. I plan on going as far as regulating stats to NV equivalents, tweaking the weapons to use CaliberX ammo lists, and restoring the animations to the new variant degnations. You could do this all on your own, but for any other n00bs out there willing to learn the ways of the GECK, this is a fantastic start.

This is really more of a side hobby than a project for me right now guys. That might have to do with me playing Borderlands 2 more than FNV right now, but at least the mod is coming along...er...nicely. I will be slowly updating this as I get spare time after work. I'm only now learning myself(engrish) nifscope so don't expect me to fix any models or textures for now. Not by myself anyway ;)

--------------------------------------------------------------------------------------------------------------------------

REQUIREMENTS:
- Einherjrar's 20th Century Weapons here on Mods Reloaded
http://modsreloaded.com/19th-and-20th-century-weapons

- Pelinor's Selective Fire Mod available on the Nexus
http://modsreloaded.com/selective-fire

- Fluidfire and Earache42's CaliberX Community Ammunition Library on the Nexus
http://newvegas.nexusmods.com/mods/39981

--------------------------------------------------------------------------------------------------------------------------

INSTALLATION: Extract all of Einherjrar's mod files as you would for Fallout 3 to the New Vegas data folder, with the exception of the ESM/ESP's as they rely on Fallout 3. Extract my hard(ly)-ported ESM to the data folder and use it instead. Launch New Vegas and manually add a weapon to your inventory manually via the console.


NOTE: The latest 5.12 release of 20thCW moves a mistake made in the folder file structure concerning the location of the pipboy icons directory. If icons aren't already working, simply move Ein's icons from
/Data/textures/icons/(deepest 20thCW files) to
/Data/textures/Interface/Icons/PipboyImages/weapons/20thCenturyWeapons


ALSO NOTE: Weapons stats and values would appear to be just fine as they are. Reaver is more interested in refining them so expect weapons done by him (going backwards from X) to have more accurate values concerning damage/fire rate/cost/etc

--------------------------------------------------------------------------------------------------------------------------

FUTURE FEATURES

- Proper scopes like, "AR10 Scope", or "Mildot Scope" or something. Spanning formlists will be the smartest thing to do....
- More ammunition variants for use in CaliberX, like the newer Russian AP rounds something like 7N22
- Proper cartridge designations for use with caliber, instead of tracer, its 7T3 (tracer) or something
- Leveled lists, or at least learn to add the weapons to vendors. CaliberX takes care of its self


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