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About this mod
From the author of Weapon Mod Kits for Fallout 3. WMX gives ALL weapons in New Vegas the maximum of three applicable weapon mods; including unique and melee weapons.
This mod does not have any known dependencies other than the base game.
Mods requiring this file
Credits and distribution permission
Author notes
— Please ask my permission before releasing mods that alter, are based on, or use assets from WMX.
— Please do not re-upload WMX anywhere without first asking my permission.
File credits
— Many meshes and textures included in this mod are ‘remixed’ Bethsoft/Obsidian assets. 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.
— Last but not least, thanks go to everyone who contributed assets, suggestions or their time as a tester during the development of WMX.
Donation Points system
This mod is opted-in to receive Donation Points
Translations available on the Nexus
Straight donations accepted
Bethesda.net interview with me on my mods: Part 1 and Part 2
Mods with support for WMX:
(Not an exhaustive list.)
— The Weapon Mod Menu (Ability to remove attached weapon mods. Strongly recommended.)
— Mail Order Catalogs (Order the exact weapon mod you want) Note: disable when creating automatic merged patch.
— Recipes for Weapon Mods (updated)
— Weapon Mod Vending Machine
1. Description
2. Ranged Weapon Mods
3. Melee Weapon Mods
4. Crafting Weapon Mods
5. Requirements
6. Installation/Uninstallation
7. Playing the mod
8. Frequently Asked Questions (FAQ)
9. Save games
10. Conflicts/Known Issues
11. Credits
12. Modder’s Resource Info
13. Contact Information
14. Legal Stuff/Disclaimer
15. Version History
My Weapon Mod Kits (WMK) mod for Fallout 3 was the inspiration for Obsidian’s implementation of the weapon modding system in Fallout New Vegas; something which I am quite proud of and flattered by. I like Obsidian’s take on it; enough that I wanted to add to it. ‘expand’ upon it, you might say.
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.
— Unique weapons can be modified with the same weapon mods as their common counterparts.
— Some existing weapon mods (from the base game) are newly applied to weapons besides their defaults.
— But many more are weapon mods newly added by WMX.
— Some weapon mods can be applied to multiple different weapons.
— New crafting possibilities for the more low-tech weapon mods (mainly melee weapon mods).
— Some unique weapons without a common counterpart (for example That Gun and This Machine) receive one.
— New and altered art assets to visually depict most of the new weapon mods.
— Chance to find weapon mods in loot.
— More weapon mods available from merchants (to compensate for more types being available).
— WMX also contains numerous fixes for visual bugs in weapon meshes and textures.
Here is a list of all ranged weapons and weapon mods, and how they apply to one another:
***Changed Weapon Mods***
* = Vanilla weapon mod
+ = New weapon mod (or existing one newly applied)
Modifying melee weapons is a fairly different business to modifying firearms and energy weapons. Mechanically there isn’t as much to differentiate one melee weapon from another; not compared to the myriad potential differences between firearms, at least. With melee weapons, you generally swing at the enemy. and that’s about it; so you’re going to see a lot of commonality throughout the list of melee weapon mods below.
For example, finding a hammer and a box of nails would allow you to make a ‘Bunch Of Nails’ weapon mod to apply to a baseball bat (or a pool cue, or a rolling pin. ). It’s worth keeping this in mind when browsing the list of melee weapon mods below. Also, check out the Crafting Weapon Mods section for more information on the crafting possibilities in WMX.
WMX adds a number of new crafting recipes to the workbench crafting menu, as well as several new items (listed below) to be used as parts in these recipes. Most of these recipes are for melee weapon mods, but a couple are for ranged weapon mods. All of them fall under a new crafting menu category: «Weapon Mods».
These are the new items added by WMX to be used as crafting parts. They can be bought from merchants or scavenged from the Wasteland:
— Blade Blank
— Box of Nails
— Hardwood Log
— Silicone Rubber Block
— Small Spring
***Crafting Recipes (Workbench)***
20 Gauge Sawn-off Stock
— Requires: 20 Repair
— Ingredients:
—- Bonesaw (1)
—- Whet Stone (1)
Bunch Of Nails
— Requires: 15 Repair
— Ingredients:
—- Box of Nails (1)
—- Hammer (1)
[Weapon] Galvanisation*
— Requires: 43 Repair
—- Forceps (1)
—- Hot Plate (1)
—- Metal Cooking Pot (1)
—- Pilot Light (1)
—- Scrap Metal (2)
[Weapon] Gecko-Skin Grip*
— Requires: 23 Repair
— Ingredients:
—- Scissors (1)
—- Tanned Gecko Hide (1)
—- Wonderglue (1)
[Weapon] Hardwood Haft*
— Requires: 47 Repair
— Ingredients:
—- Bonesaw (1)
—- Hardwood Log (1)
—- Whet Stone (1)
Lead Pipe Solid Core
— Requires: 30 Repair
— Ingredients:
—- Hot Plate (1)
—- Lead (150)
—- Metal Cooking Pot (1)
—- Pilot Light (1)
Police Baton Lead Core
— Requires: 35 Repair
— Ingredients:
—- Hot Plate (1)
—- Lead (150)
—- Metal Cooking Pot (1)
—- Pilot Light (1)
Svc. Rifle Upgraded Springs
— Requires: 75 Repair
— Ingredients:
—- Scrap Metal (1)
—- Small Spring (2)
[Weapon] Silicone Grip*
— Requires: 44 Repair
— Ingredients:
—- Scalpel (1)
—- Scissors (1)
—- Silicone Rubber Block (1)
—- Wonderglue (1)
[Weapon] Tempered Blade*
— Requires: 50 Repair
— Ingredients:
—- Blade Blank (1)
—- Forceps (1)
—- Hot Plate (1)
—- Pilot Light (1)
—- Whet Stone (1)
Universal Sharpener**
— Requires: 50 Repair
— Ingredients:
—- Duct Tape (1)
—- Scrap Metal (1)
—- Whet Stone (2)
Universal Sharpener Deluxe**
— Requires: 75 Repair
— Ingredients:
—- Duct Tape (1)
—- Scrap Metal (1)
—- Small Spring (1)
—- Whet Stone (2)
*There are a number of variants of these recipes; one for each discrete weapon mod. Eg: ‘Fire Axe Hardwood Haft’, ‘Baseball Bat Hardwood Haft’, etc. The ingredients are the same across these variants, but the skill requirements and output vary.
**These recipes also have ‘breakdown’ counterparts; largely so that accidentally making the wrong one is not punishing.
— Fallout New Vegas (patched to at least v1.4)
Please follow these instructions exactly. If you have not performed a step described here, or you have performed extra steps that are *not* described here, please don’t ask me for help if something isn’t working for you. I will not know what you have done, and therefore will likely not be able to help you.
— 7-Zip (http://www.7-zip.org)
— Fallout Mod Manager (FOMM) (http://www.nexusmods.com/newvegas/mods/36901) OR:
— Nexus Mod Manager (NMM) (http://www.nexusmods.com/newvegas/mods/modmanager/)
— FNVEdit (http://www.nexusmods.com/newvegas/mods/34703)
— If currently using another mod that alters or adds to weapon modification of the vanilla weapons in Fallout New Vegas, UNINSTALL IT FIRST following the uninstallation instructions that (hopefully) came with the mod, and create a clean save (load your save game with the mod/s in question uninstalled, save your game again, and quit).
— Add the WeaponModsExpanded package you downloaded to FOMM/NMM and install as normal. If asked if you want to overwrite files and folders, click ‘Yes to all’.
— ArchiveInvalidation *may* be necessary if you have not performed it already. It can be performed with FOMM/NMM, or you can try this tool: http://www.nexusmods.com/newvegas/mods/35935
— If currently using another mod that alters or adds to weapon modification of the vanilla weapons in Fallout New Vegas, UNINSTALL IT FIRST following the uninstallation instructions that (hopefully) came with the mod, and create a clean save (load your save game with the mod/s in question uninstalled, save your game again, and quit).
— ArchiveInvalidation *may* be necessary if you have not performed it already. It can be performed with FOMM/NMM, or you can try this tool: http://www.nexusmods.com/newvegas/mods/35935
***Upgrading from an earlier version of WMX***
— Automatic: In FOMM/NMM, update the mod or remove the old package then add and install the new package, as normal.
— Manual: Simply overwrite the already-installed WMX files with the files from the new version, following the instructions above. You do NOT need to uninstall WMX first.
— Ensure that your load order is still configured correctly; updating plugins can cause your load order to change.
— Update your automatic merged patch (or create one if you haven’t already) following the instructions below.
— Load your game and continue playing.
***Automatic Merged Patch Creation***
— Download FNVEdit (http://newvegas.nexusmods.com/mods/34703) to create the ‘merged patch’. 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). This is how to do it:
— Run FNVEdit, and a list of all the plugins in your Steam\steamapps\common\fallout new vegas\Data\ directory will come up, listed as per your load order. 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’.
— Once FNVEdit has finished loading, right-click somewhere in the panel on the left that lists your activated plugins, and select ‘Create Merged Patch’ from the context menu. (Note that this may be under the ‘Other’ sub-menu, depending on which version of FNVEdit you have.)
— Enter a name for the patch into the window that pops up (any name you like), and click on ‘OK’.
— Finally, make sure the Merged Patch esp is loading after all your other plugins (which it should already be, by default), and activate it using the New Vegas Launcher or a mod manager tool.
— If you ever uninstall plugins, update existing plugins, or install new ones, deactivate and delete the Merged Patch, and then follow these instructions again to create a new one.
RECOMMENDED: Uninstalling WMX requires that you first remove any WMX weapon mods (or weapon mods that are not applicable to a weapon in the default game) that you have attached to weapons in your save game. At the time of writing the only way to do this is with The Weapon Mod Menu (http://newvegas.nexusmods.com/mods/44515). Failure to do so will result in crashes to desktop. The alternative to using The Weapon Mod Menu is to follow the old-style WMX uninstall process detailed below:
Legacy Info: IMPORTANT: Uninstalling WMX requires that you first remove any weapons modified with WMX weapon mods (or with weapon mods that are not applicable to that weapon in the default game) from your inventory, and from anywhere you can access them in-game. Failure to do so will result in crashes to desktop. Follow these instructions:
— In-game, you will find an item in the Aid section of your Pip-Boy called [WMX Uninstall Menu]. Click on this item and carefully follow the instructions that appear on-screen.
— After uninstallation is complete, it is a good idea to create a clean save (by loading the save game and then saving it again) before doing anything else.
No special knowledge is really needed to play the game with WMX installed; the new content is integrated seamlessly into the game. 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.
— The first time the game is loaded with WMX installed, two notes will automatically be added to your Pip-Boy that list all the weapons and which weapon mods can be applied to them. 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. As of WMX v1.1, two more notes (in addition to the above two) will also be added. They are the same as the above two notes, but they cover Melee/Unarmed weapon mods instead.
— WMX incorporates a Mod Configuration Menu (MCM) which will be available if MCM (http://www.nexusmods.com/newvegas/mods/42507) is installed. This menu provides the following options:
— Add/remove WMX-related Pip-Boy notes.
— Add/remove WMX Uninstall Menu.
— Reset WMX Merchant Inventories: Respawns merchants’ inventories of WMX items only. Helpful after installing a WMX add-on with new items (otherwise it’s a cheat).
— Battle Rifles are non-unique, less powerful versions of the unique weapon ‘This Machine’. They are sometimes carried by people that might otherwise be armed with Hunting Rifles, and can be found in some stores.
— In the base game, unique weapons can’t be modified, and many of them are in fact ‘pre-modified’ with the same weapon mods that can be applied to their common counterparts. 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. This results in some unique weapons being slightly less powerful than in the base game when they’re unmodified, but *more* powerful than in the base game when they *are* modified.
— Besides the various visual bugs in weapon meshes and textures that WMX fixes, it also fixes a couple of issues with Torres and Gloria Van Graff. 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 (and Michelle at 188 Trading Post, too) was not correctly set to sell Miscellaneous items (which include weapon mods), even though she had been given Miscellaneous items to sell.
Q) I have a question I want to ask. Is there something I should do before contacting the author?
A) Yes. Please read the entirety of this readme through carefully first. Asking a question relating to something already covered in this readme will only waste your time, as I will simply direct you to «please read the readme».
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. If you have this mod loading after WMX in your load order, it will override WMX’s changes. Try loading WMX near (or at) the bottom of your load order, as noted in the installation instructions above. If you want to find out exactly which mods are conflicting, you can open your entire load order in FNVEdit, and look at the weapon records you’re having problems with. (Very basic knowledge of FNVEdit required, obviously.)
Q) Can you tell me why I should use WMX rather than [other mod that expands on weapon modification in Fallout New Vegas]?
A) This isn’t something I can really answer for you; I’m obviously biased in favour of my own mod. I’ve provided a lot of information on what WMX offers on its Nexus page; both in the form of an exhaustive range of screenshots and in this readme itself. There should be more than enough information available for you to make an educated decision on whether WMX appeals to you or not.
Q) I’m having problems with FOMM/FNVEdit/ArchiveInvalidationInvalidated/etc. 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) FOMM/NMM/whatever is telling me that animation (.kf) files in EVE are conflicting with animation files in WMX. What should I do?
A) They’re the same animations (by Joefoxx) in both mods, so it doesn’t matter if one set overwrites the other.
Q) What about texture replacers for the vanilla weapons? Are they compatible with WMX?
A) They will usually 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. if the number of boulders Sisyphus had to push uphill increased exponentially each time, that is. (With every compatibility patch I made, someone would inevitably ask me to make it compatible with one or more *other* mods/compatibility patches.)
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. I highly recommend looking at the FNVEdit Training Manual (http://www.nexusmods.com/newvegas/mods/38413), however; it should tell you exactly what you need to know, and do a better job of it than I could, I’m sure. FNVEdit may look intimidating at first, but creating compatibility patches with it is (in most cases) much easier than doing so using the GECK, once you learn the basics.
Q) Will you add the ability to remove weapon mods from weapons?
A) This functionality is available through The Weapon Mod Menu (http://www.nexusmods.com/newvegas/mods/44515), which is fully compatible with WMX.
Q) Why so few visible weapon mods for Unarmed weapons?
A) The short answer is ‘technical limitations’. The long answer is that weapons that conform closely to the hands (like gloves or knuckle-dusters) need to be rigged to the skeleton, meaning their mesh files need to be implemented via ‘armour add-ons’. These armour add-ons can only be defined on a weapon-by-weapon basis, rather than a weapon mod by weapon mod basis, meaning the mesh can’t be changed when a weapon mod is applied. This meant that a lot of the weapon mods for Unarmed weapons had to be ones without a visible effect on the weapon.
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.
Q) Why is the game crashing to desktop when I interact with this weapon, after uninstalling WMX?
A) This happens if WMX was not uninstalled correctly. Be sure to follow the uninstallation instructions above closely.
— WMX is not compatible with other mods that alter modification (with weapon mods) of vanilla weapons in Fallout New Vegas. Such mods will need to be uninstalled before installing WMX.
— Mods that directly edit vanilla weapons will conflict with 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.)
— Following the ‘Automatic Merged Patch Creation’ part of the installation instructions (see above) will minimise conflicts between WMX and other mods (depending on the specific mod, as always).
— WMX includes fixed animation files that replace some vanilla weapon animations. 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. Simply install/reinstall them after installing/updating WMX if you would prefer to use those animations. Joefoxx’s animations (http://www.nexusmods.com/newvegas/mods/38527) should be useable with WMX without compromising the fixes/functionality in the animations included with WMX; Joefoxx is the one who made them, in fact.
— Addendum to the above: at the time of writing, the current version of Joefoxx’s animations seem to have an issue with the Laser Pistol (in WMX or otherwise). The simplest way to fix this is to delete this file: \Steam\steamapps\common\fallout new vegas\Data\meshes\characters\_1stperson\1hpattack3.kf
— Aiming down the sights with the weapons given iron-sights by WMX (e.g. the Laser Rifle) may not work very well with the ‘True Iron Sights’ gameplay setting disabled. At the time of writing there is an add-on in the WMX Compatibility Grab-bag (downloaded separately) that can fix this, but it may conflict with other WMX compatibility patches you may want to use, so this is how to fix this issue yourself:
— Move or delete the following files from \Steam\SteamApps\common\Fallout New Vegas\Data\meshes\characters\_1stperson\
— 1hpaimis.kf
— 1hpattack3is.kf
— 2hrattack4is.kf
— Some knowledge of the GECK or (preferably) FNVEdit required: Enable the ‘Don’t Use 1st Person IS Animations’ flag on the weapon/s in question.
— The modified variants of the Shiskebab are currently not using custom meshes, as they were causing some display issues with the weapon’s flames and backpack.
There are several bugs in Fallout New Vegas itself that have an impact on WMX:
— Applying an ‘Increases Durability’ weapon mod to a weapon that is currently fully repaired can actually degrade its condition. Any condition level besides 100% appears to be fine. Should be much less likely to occur with the FNV official patches installed.
— It seems that modified weapons given to companions appear as unmodified weapons while they are carrying them.
— Changing clothes can cause issues with certain animated sections (e.g. laser sight beams, speedloaders, etc) of equipped weapons. Un-equipping and re-equipping the weapon will usually fix this.
— Speedloaders for revolver-type weapons can be incorrectly displayed lodged in the back of the weapon (but only in third-person) until the first time the weapon is fired/reloaded after equipping it.
— Many meshes and textures included in this mod are ‘remixed’ Bethsoft/Obsidian assets. 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.
— Last but not least, thanks go to everyone who contributed assets, suggestions or their time as a tester during the development of WMX.
— Please ask my permission before releasing mods that alter, are based on, or use assets from WMX.
— Please do not re-upload WMX anywhere without first asking my permission.
By downloading and using this modification, you agree that the author of the modification cannot be held responsible for any damage to software or hardware directly or indirectly caused by the aforementioned modification. Use at your own risk, basically.
Version 1.1.3 (03-03-14)
— Sniper Rifle (unmodified) now using alternate mesh, as intended in v1.1.2. This has no visible effect unless you’re also using WMX-WRP.
Version 1.1.1 (29-10-11)
— Added missing crafting recipes for ‘Straight Razor Tempered Blade’ and ‘Switchblade Tempered Blade’.
Version 1.0.9 (07-07-11)
— Behind-the-scenes changes in aid of compatibility with FNV patch 1.4.
— Weapon Repair Kits are no longer selectable in the repair menu for weapons, as the vanilla bug that made this necessary appears to have been fixed. (See v1.0.2 changelog, below, for more info.)
[Truncated due to length; see readme for the rest of the changelog.]