[RELz] ZL Armaments

Post » Sat Feb 19, 2011 6:24 am

Get it now at Fallout New Vegas Nexus!
http://www.newvegasnexus.com/downloads/file.php?id=39883

Name: ZL Armaments
Version: 1.0
Date: 01/25/2011
Author: Zealotlee

Description:
************

This mod will add some new weapons to the game's leveled lists and vendor lists.
The weapons added are (as of this version):

ACR 10.5" Carbine - Uses 5mm ammo, similar to the assault carbine
ACR 14.5" Battle Rifle - Uses 5.56mm ammo, similar to the marksman carbine.
ACR 18" Designated Marksman Rifle (DMR) - Uses .308 rounds, similar to the sniper rifle.
MP5K - Uses 9mm ammo.
MP5/10 - Uses 10mm ammo.
MP5/10SD - Silenced version of the MP5
SVD - Uses .308 ammo, 10 rounds
AS Val - Uses the newly added 9x39mm ammo, 20 rounds, full auto
VSS - Uses the newly added 9x39mm ammo, 10 rounds, semi auto

Included is an armory featuring all these weapons plus some useful higher level vanilla weapons. It is accessable through the small ZL Armaments storefront located in southwest Vegas along the I95. You'll need a key (or a 100 level lockpick skill) to access it. You can get the key if you have any safehouse key in your inventory. Alternitavely if you don't mind cheating you can add it through the console (xx004049, the xx's correspond to the load order number). It can be used as a faction-neutral safehouse if you wish as well with plenty of storage space, a bed, a reloading bench, and a work bench. There is also a terminal for the ZL Armaments Procurement Network where you can buy weapons and ammo, mostly those used by my weapons including 9x39 ammo. It will most likely be your best source for that ammo type.

Installation:
*************
1. Unzip all files to c:\Program Files\Bethesda Softworks\Fallout New Vegas\Data (or wherever your Data folder is located)
2. Open up Fallout Mod Manager and activate ZL-Armaments.esp.
3. Play the game!

Uninstallation:
***************
Delete "ZL-Armaments.esp" from the Data folder.
Delete the ZLWeapons & ZLAttachments from the Textures\Weapons directory & the ZL Stuff folder under Meshes\Clutter.
Delete the ZLWeapons from the Meshes\Weapons directory & the ZL Stuff folder under Meshes\Clutter.
Delete the folder "ZLWeapons" under the Sounds\fx\wpn directory.

History:
********
V 1.0: Initial Release

Possible Issues:
****************
Some of the navmeshing in the lower armory isn't exactly companion friendly as of yet. The front room in the store is fine though so have them wait there or outside.

The ejector port and trigger on the VSS and AS Val don't animate as of now due to major displacement issues that occured when they were animated. You can hardly tell anyway.

Weapons are supposed to appear in the Procurement Network but for some reason they do not.

This mod shouldn't conflict with anything that I know of. If it does, please let me know. The texture is also a bit high res, but it should run fine on most computers. As for the leveled lists, they are added to the vanilla lists by a script so there should be no conflicts with any other mods.

If you find any other issues with this mod please let me know and I'll do my best to get them fixed in a timely manner.

Licensing/Legal:
****************
Feel free to use this mod however you wish, just ask me before using any of my work. Most likely I'll be happy to allow you to use whatever you may need. Be sure to give me credit where credit is due, and do not upload this mod to any other sites. These files are not intended for commercial use and should not be used as such.

Thanks To:
**********
T3T- For help with testing the mod and various ideas.
Schlangster- For some scripting and other various help.
Ashengrace- For help with the ACR ironsights
SteveDog- For HUGE help with the scripting and testing, most of the scripts were written by him.
HK- Sounds
GSC Game World- Sounds for VSS & AS Val
Pelinor- For the scope reticles
TwinkieMasta- For the ACOG Mesh and Texture
The Bethesda Fallout New Vegas Modding Forum

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Erich Lendermon
 
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Post » Sat Feb 19, 2011 9:14 am

Very very cool, been lookin forward to this one, thanks!
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Andy durkan
 
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Post » Fri Feb 18, 2011 11:31 pm

YEAAAAAAAHHHHHHHHHHH.
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Joey Avelar
 
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Post » Sat Feb 19, 2011 1:46 am

Sounds good, I'll have to download it. Incidently is there a reloading bench recipe for the 9x39mm ammo?
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George PUluse
 
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Post » Fri Feb 18, 2011 10:46 pm

Sounds good, I'll have to download it. Incidently is there a reloading bench recipe for the 9x39mm ammo?


Yep, I made sure to add it. It would be kinda silly if I didn't :)
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Amysaurusrex
 
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Post » Fri Feb 18, 2011 10:21 pm

Didn't you have a LMG kit for the ACR in Fallout 3? Regardless, nice job :goodjob: I'll be downloading this ASAP.
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Hannah Barnard
 
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Post » Fri Feb 18, 2011 11:58 pm

They look really nice, I found a few small bugs with the weapons though.
- The ejected case goes through a little on the left side of the weapon when you fire with the 18" DMR mod installed on the ACR rifle.
- Silencers should remove the muzzle flash, or am I wrong?
- The bullet texture in the magazine of the SVD Dragunov is pointing the wrong way, pretty much not visible though, maybe when you reload..

Thanks!
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Laura Samson
 
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Post » Sat Feb 19, 2011 11:28 am

Posted an update with some bugfixes. Sorry Guran I didn't change some of the stuff you mentioned yet since it isn't necessarily game breaking but I'll look into it. I've known about that reversed bullet on the SVD for some time now, that's my fault lol. And regarding silencers, by default is there no muzzle flash on silenced weapons on the vanilla weapons? I can't seem to find the "Silence" effect in the GECK so I can't see what it exactly does.
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Sabrina garzotto
 
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Post » Fri Feb 18, 2011 10:58 pm

Maybe this is already fixed in the new version, but i just looted 7 MP5s from a single Viper :blink:
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Heather M
 
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Post » Sat Feb 19, 2011 3:37 am

Maybe this is already fixed in the new version, but i just looted 7 MP5s from a single Viper :blink:


Hmmm, no I didn't fix that. That's the first I've heard of it actually. The fiends seem to only carry 1 each so they were fine. I'll look into it.

EDIT: Here's the script I'm using for adding items to the leveled lists. The 2nd variable is for the level so it shouldn't give them 8 MP5s, unless I was mistaken.

ScriptName ZLArmamentsLLScriptshort dooncefloat fQuestDelayTime  Begin GameModeset fQuestDelayTime to 0.001   if doonce == 0 set doonce to 1 AddItemToLeveledList VendorWeaponsGunsTier2 CondZLMP5KLoot 1 1 1  AddItemToLeveledList VendorWeaponsGunsTier3 CondZLMP510Loot 1 1 1  AddItemToLeveledList VendorWeaponsGunsTier3 CondZLMP510SDLoot 1 1 1  AddItemToLeveledList VendorWeaponsGunsTier4 CondZLSVDLoot 1 1 1  AddItemToLeveledList VendorWeaponsGunsTier4 CondZLASValLoot 1 1 1  AddItemToLeveledList VendorWeaponsGunsTier4 CondZLVSSLoot 1 1 1  AddItemToLeveledList VendorWeaponsGunsTier4 CondZLACRBar105Loot 1 1 1  AddItemToLeveledList VendorWeaponsGunsTier4 CondZLACRBar145Loot 1 1 1  AddItemToLeveledList VendorWeaponsGunsTier4 CondZLACRBar18ScopeLoot 1 1 1 AddItemToLeveledList LootAmmoNVBullets100 LootAmmo939mm 1 1 1   AddItemToLeveledList LootAmmoNVBullets75 LootAmmo939mm 1 1 1   AddItemToLeveledList LootAmmoNVBullets10 LootAmmo939mm 1 1 1   AddItemToLeveledList VendorAmmoBullets100 VendorAmmo939mm 1 1 1   AddItemToLeveledList VendorAmmoGunsTier4 VendorAmmo939mm 1 1 1   AddItemToLeveledList VendorAmmoGunsTier5 VendorAmmo939mm 1 1 1  AddItemToLeveledList VendorWeaponModsGunsTier4 ModNVZLSVDSuppressor 1 1 1  AddItemToLeveledList VendorWeaponModsGunsTier4 ZLACRACOGKit 1 1 1  AddItemToLeveledList VendorWeaponModsGunsTier4 ZLACRBar105BarrelKit 1 1 1 AddItemToLeveledList VendorWeaponModsGunsTier4 ZLACRBar145BarrelKit 1 1 1AddItemToLeveledList VendorWeaponModsGunsTier4 ZLACRBar18BarrelKit 1 1 1  AddItemToLeveledList VendorWeaponModsGunsTier4 ZLACRBarLMGKit 1 1 1 AddItemToLeveledList VendorWeaponModsGunsTier4 ZLACRCamoDesertKit 1 1 1 AddItemToLeveledList VendorWeaponModsGunsTier4 ZLACRCamoUrbanKit 1 1 1AddItemToLeveledList VendorWeaponModsGunsTier4 ZLACRCamoWoodKit 1 1 1AddItemToLeveledList VendorWeaponModsGunsTier4 ZLACRScopeKit 1 1 1AddItemToLeveledList VendorWeaponModsGunsTier4 ZLACRSilencerKit 1 1 1AddItemToLeveledList GunRunnerGunsAllTier2 ZLMP5K 1 1 .99  AddItemToLeveledList GunRunnerGunsAllTier3 ZLMP510 1 1 .99  AddItemToLeveledList GunRunnerGunsAllTier3 ZLMP510SD 1 1 .99  AddItemToLeveledList GunRunnerGunsAllTier4 ZLSVD 1 1 .99  AddItemToLeveledList GunRunnerGunsAllTier4 ZLASVal 1 1 .99  AddItemToLeveledList GunRunnerGunsAllTier4 ZLVSS 1 1 .99  AddItemToLeveledList GunRunnerGunsAllTier4 ZLACRBar105 1 1 .99 AddItemToLeveledList GunRunnerGunsAllTier4 ZLACRBar18Scope 1 1 .99AddItemToLeveledList GunRunnerGunsAllTier4 ZLACRBar145ACOG 1 1 .99 AddItemToLeveledList LootGunRiflesAll WithAmmoZLSVDLoot 1 10 1  AddItemToLeveledList LootGunRiflesAll75 WithAmmoZLSVDLoot 1 10 1AddItemToLeveledList LootGunRiflesAll WithAmmoZLASValLoot 1 15 1  AddItemToLeveledList LootGunRiflesAll75 WithAmmoZLASValLoot 1 15 1AddItemToLeveledList LootGunRiflesAll WithAmmoZLVSSLoot 1 15 1  AddItemToLeveledList LootGunRiflesAll75 WithAmmoZLVSSLoot 1 15 1AddItemToLeveledList LootGunRiflesAll WithAmmoZLACRBar105Loot 1 13 1  AddItemToLeveledList LootGunRiflesAll75 WithAmmoZLACRBar105Loot 1 13 1AddItemToLeveledList LL2Tier4Guns WithAmmoZLSVDLoot 1 1 1  AddItemToLeveledList LL2Tier4Guns WithAmmoZLASValLoot 1 1 1AddItemToLeveledList LL2Tier4Guns WithAmmoZLVSSLoot 1 1 1AddItemToLeveledList LL2Tier4Guns WithAmmoZLACRBar105Loot 1 1 1  AddItemToLeveledList LL2Tier4Guns WithAmmoZLACRBar145Loot 1 1 1  AddItemToLeveledList LL2Tier4Guns WithAmmoZLACRBar18ScopeLoot 1 1 1 AddItemToLeveledList DamNCRTrooperWeapons WithAmmoZLACRBar105Loot 1 16 1  AddItemToLeveledList DamNCRTrooperWeapons WithAmmoZLACRBar145Loot 1 16 1  AddItemToLeveledList DamNCRTrooperWeapons WithAmmoZLACRBar18ScopeLoot 1 16 1  AddItemToLeveledList DamNCRTrooperWeapons WithAmmoZLSVDLoot 1 16 1  AddItemToLeveledList LL2Tier2GunsNCRTrooper WithAmmoZLMP5KLoot 1 1 1AddItemToLeveledList LL2Tier2GunsNCRTrooper WithAmmoZLMP510Loot 1 1 1AddItemToLeveledList NCRHeavyTrooperFireSupportWeapons WithAmmoZLACRBarLMGLoot 1 1 1AddItemToLeveledList NCRHeavyTrooperWeapons WithAmmoZLACRBarLMGLoot 1 1 1AddItemToLeveledList LootWeaponNCRRangerVeteran WithAmmoZLACRBar105Loot 1 16 1AddItemToLeveledList LootWeaponNCRRangerVeteran WithAmmoZLACRBar145Loot 1 16 1AddItemToLeveledList LootWeaponNCRRangerVeteran WithAmmoZLACRBar18ScopeLoot 1 16 1AddItemToLeveledList LootWeaponNCRRangerVeteran WithAmmoZLSVDLoot 1 16 1AddItemToLeveledList LootWeaponNCRRangerVeteran WithAmmoZLASValLoot 1 16 1AddItemToLeveledList LootWeaponNCRRangerVeteran WithAmmoZLVSSLoot 1 16 1AddItemToLeveledList Fiend1WeaponGunNV WithAmmoZLMP5KLoot 1 1 1AddItemToLeveledList Fiend2WeaponGunNV WithAmmoZLMP510Loot 1 1 1AddItemToLeveledList FiendInt1WeaponGunNV WithAmmoZLMP5KLoot 1 1 1AddItemToLeveledList FiendInt2WeaponGunNV WithAmmoZLMP510Loot 1 1 1AddItemToLeveledList LL2Tier2GunsMercenary WithAmmoZLMP5KLoot 1 1 1AddItemToLeveledList LL2Tier2GunsMercenary WithAmmoZLMP510Loot 1 1 1AddItemToLeveledList LL2WastelanderVipersLeaderWeaponNV WithAmmoZLMP5KLoot 1 6 1AddItemToLeveledList LL2WastelanderVipersLeaderWeaponNV WithAmmoZLMP510Loot 1 6 1AddItemToLeveledList LL2WastelanderVipersWeaponNV WithAmmoZLMP5KLoot 1 8 1AddItemToLeveledList LL2WastelanderVipersWeaponNV WithAmmoZLMP510Loot 1 8 1endif ;list name - name of the levelledlist   ;level - the level of the player   ;condition - you might want to consider spawning the gun at different conditions at different levels,   ;because condition affects damage, condition is in decimal, 100% = 1.0, 60% = .6      ;copy this as many times as you have picked out the levelledlist, and change the 4 input options      StopQuest ZLArmamentsLeveledList  End

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Misty lt
 
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Post » Sat Feb 19, 2011 8:14 am

Posted an update with some bugfixes. Sorry Guran I didn't change some of the stuff you mentioned yet since it isn't necessarily game breaking but I'll look into it. I've known about that reversed bullet on the SVD for some time now, that's my fault lol. And regarding silencers, by default is there no muzzle flash on silenced weapons on the vanilla weapons? I can't seem to find the "Silence" effect in the GECK so I can't see what it exactly does.


The new weapon modification system in FNV doesn't provide for changing the muzzle flash when applying a silencer weapon mod, unfortunately. Weapons that are silenced by default can have an appropriate projectile type (one with a 'muzzle flash' more suited to a silenced weapon) assigned, though. This is how WMK works, since each weapon variant is technically a new weapon record. If you're doing the same thing here, you can take advantage of that. ;)
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Franko AlVarado
 
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Post » Sat Feb 19, 2011 3:58 am

It was on the highway 95 Viper Encampment, the game crashed and i loaded a qucksave just outside it. Maybe it caused some issues with the script? :shrug: Still 7 seems a bit too much even if that was the case.
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Jessica Lloyd
 
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Post » Sat Feb 19, 2011 6:58 am

The new weapon modification system in FNV doesn't provide for changing the muzzle flash when applying a silencer weapon mod, unfortunately. Weapons that are silenced by default can have an appropriate projectile type (one with a 'muzzle flash' more suited to a silenced weapon) assigned, though. This is how WMK works, since each weapon variant is technically a new weapon record. If you're doing the same thing here, you can take advantage of that. ;)


I might just have to do that then since the ACR behaves like the old WMK (having a separate entry for each). I don't know if a silencer completely eliminates any muzzle flash whatsoever or just reduces it. It would make sense if there was none though.
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Crystal Birch
 
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Post » Sat Feb 19, 2011 8:21 am

Just thought i'd mention i now encountered two other Vipers on a different character in a a different place that were carrying 8 MP5s.

Edit: it seems every Viper who has MP5 has 8 of them :shrug:
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Marine x
 
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Post » Sat Feb 19, 2011 7:38 am

Hmm, anyone here good with leveled lists? I'm not sure what could be causing this to happen. I posted the script I'm using to add stuff to the leveled lists in an earlier post here.
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Jani Eayon
 
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Post » Sat Feb 19, 2011 12:37 pm

Okay so I want to get my mod a little more exposure. Would anyone here be interested in making a trailer? I tried to make one for my ACR mod a while back, but for some reason the footage I recorded with FRAPS wouldn't render properly in Adobe Premiere. I would greatly appreciate anyone willing to help me out with this :)
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Laura Richards
 
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Post » Sat Feb 19, 2011 6:06 am

Maybe this is already fixed in the new version, but i just looted 7 MP5s from a single Viper :blink:

Hm yes, that sounds like a bug. According to the script it should've been 8 ;)
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Logan Greenwood
 
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Post » Sat Feb 19, 2011 12:35 pm

It was, but one of them was separate :hehe:
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SUck MYdIck
 
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Post » Fri Feb 18, 2011 10:11 pm

Just uploaded a hot fix file to fix that scripting error.

In 1.2 I'm planning to convert over to using caliber.esm. I wanted to earlier but for some reason an older version didn't have the proper 9x39mm ammo types. Now that it does I'll be switching to that.
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Ruben Bernal
 
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Post » Sat Feb 19, 2011 4:05 am

I just uploaded version 1.2. It now requires CaliberX for the 9x39 ammo.
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Breautiful
 
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Post » Sat Feb 19, 2011 1:04 pm

Nice, I like how when I updated it replaced the old ammo with the caliber one in my inventory.
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James Rhead
 
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Post » Fri Feb 18, 2011 11:37 pm

Yeah I figured I didn't want to screw over people that had used an earlier version and had amassed tons of ammo of that type. I don't know what it does about ammo that was stored in a player's container at home but any ammo that was in the player's inventory would've been swapped out.
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Alkira rose Nankivell
 
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