TTW Duplicate Weapon Replacers and Tweaks (2024)

When playing through TTW, the duplicate weapons can be a bit…jarring. Especially with the number and quality of weapon mods available for NV. While I do appreciate the TTW team wanting to preserve the FO3 experience as much as possible, the first part of many of my TTW playthroughs has consisted of replacing the guns from 3 with higher quality replacers. Now, with the magic of BOS and script runners, this mod is able to replace all DC weapons with their Vegas counterparts, removing duplicates. This SHOULD be as lightweight of a weapon replacer as possible, to maintain compatibility with weapon model, stat, and animation replacers.

But why stop there?

In addition, I’ve made a lot of small tweaks to some of the weapons from both games, to increase consistency and apply a little real-world logic to the firearms in the games. I’ve tried to maintain vanilla stats where I can. This is considered the FULL version of the mod. The LITE version only contains the basic weapon swaps, and the FULL version includes these, as well as some of my own personal tweaks, to fix a few other gripes I have with weapons in both wastelands.


----------LITE VERSION----------

.32 Rifle
Replaced with the .308 hunting rifle from NV across the board. Leveled lists have been updated so that .308 ammo is carried by DC enemies when using the HR.

note: Ol’ Painless has not been touched in the LITE version of this mod, and remains chambered in .32. I’m willing to suspend my disbelief when it comes to one-off unique weapons, and chalk it up to crafty wastelanders making modifications in this case. If you want a .308 Ol' Painless, check out the FULL version of this mod

note: This change does ramp up early game difficulty quite a bit, especially if you’ve played around with the damage modifiers in your game. I don’t mind it, but you may find Raiders and Super Mutants a bit harder.

.32 Pistol
Changed name to .32 Revolver, to better fit the naming scheme of revolvers from New Vegas. No other changes made.

Silenced 10mm Pistol

Not too many of these are used in DC, so there’s not really too much huge sweeping changes. As this weapon is superseded by the NV modding system, a full swap with the standard 10mm pistol across the board has been made.

note: this does NOT apply to Anchorage. That DLC seems to be held together with duct tape and bubble gum, and messing with it is a bit beyond my skill level at this point. Since the Silenced 10mm is only given to the player for the first act of the DLC, I’m okay with keeping it. The Alloy Steel version in the end-game armory has been changed to the unsuppressed version.

Scoped .44 Magnum Revolver
Another weapon superseded by the NV modding system, the scoped .44 has been replaced with the unscoped version. Wernher’s pistol in the Pitt DLC has only been changed in model and name, to make it a standard unscoped .44. Since the weapon is unplayable, no other changes need to be made.

note:

Blackhawk is not changed, and remains scoped, but the weapon’s Pip-boy icon has changed to the standard .44 Magnum Revolver icon, in order to keep the same internal consistency of unique weapons keeping the same icon as their non-unique counterparts.
Callahan’s Magnum has not been changed.

Short-Barrel Shotgun
Replaced by NV’s sawed-off shotgun. Only real difference was the ability in 3 to fire one barrel at once, other than that, they’re pretty much the same weapon.

note: the unique, The Kneecapper, has not had any changes made. I’d like to do something in the future to make this weapon stand out a bit more, but I’m not sure what would be best.

----------FULL VERSION----------

This is where things get interesting…
All changes from the LITE version are contained in this version, as well as:

Lever-Action Rifles (Point Lookout)

I’ve never liked how a clearly antique rifle is chambered in modern 10mm. I have changed all the lever-actions in the DLC to fire .32 caliber. Controversial? Maybe. But, this makes it so that .32 is more viable later in the game, and replaces the hunting rifle as the .32 caliber long gun. As such, the damage has been lowered to 25, in-line with the Fallout 3 vanilla hunting rifle.

I am aware that the Henry 1866, which the Lever-Actions in PL are based on, was never chambered in .32, but they sure as hell weren’t chambered in 10mm either.

As for the Backwater rifle, I’ve changed it to fire .357 Magnum. It was horrendously OP with how common 10mm was, and so this balances it out a
bit in my opinion. Lowered damage to 35, in line with that of La Longue Carabine, to accommodate. Once you get to Vegas, higher caliber lever guns that outclass the BR are available, so this gives you a nice bit of that cowboy feeling on the East Coast.

Paulson’s Revolver
changed the projectile count to 1. The snake-shot ability was pretty cool, but again, doesn’t really make much sense. It can also get pretty crazy powerful with NV’s alternate ammo, so I think this change makes sense.

note: I do plan on changing the weapon model to that of the .357 Magnum Revolver in the future, as a period-correct cowboy carrying around a K-frame revolver doesn't quite fit, but I'm still wringing out a few bugs with that.

Ol’ Painless
Rechambered to .308, and its damage has been upped to match that of Paciencia. It doesn’t have the same insane crit damage, but also has a full 5 round magazine. I think that’s a decent tradeoff. Maintains the same model, so you can still see the DC Hunting Rifle model made for TTW.

Service Rifle
I understand what the TTW team were going with, making it full auto. But in my experience, the full auto SR doesn’t really play well with animation replacers, so I’ve reverted it back to semi-automatic. Plus, with the R91 and Chinese Assault Rifle, there are plenty of full-auto 5.56 options, and it doesn’t really make sense to take away one of the few semi-auto 5.56 options in the game.

I actually agree with TTW's decision to make the Varmint Rifle .22, so that is not changed.

Now that that's all out of the way, let's deal with logistics.

----------CONFLICTS----------

Should be as compatible as possible. Everything is done with scripts, so there aren't really any hard changes made. That being said, I'm sure I messed up some code somewhere, and there might be a few small issues I have to iron out in the future.

Though it's always good practice to install with a fresh save, this mod in theory should be safe to install or delete mid-playthrough. Any of the Fallout 3 weapons replaced by New Vegas weapons, as well as any of the TTW specific weapon mods for them, will remain in your inventory/safe containers, so those will just have to be sold/thrown in the nearest river. Install or delete mid-playthrough at your own risk, of course.

Designed to be compatible with any weapon model/animation/sound replacers that affect NV weapons. The DC unique weapons retain their vanilla models, so they might look a bit out of place with some weapon model replacers. I'd recommend checking out

Fallout 3 Unique items Overhaul to add a little spice to the DC weapons.

I think the only other mods that would change a lot of the same stuff are DC Arsenal and SWEEP. I'm still working out any incompatibilities, but there seem to be at least a few with the FULL version's changes to the Lever-Action Rifle. In addition, the (likely more well thought out) stat changes made by Sweet in SWEEP will be overwritten by my attempts. Definitely run-through the DC Arsenal config before using these mods together.

In addition, the 5.56 rechamber of the FO3 Hunting Rifle in SWEEP will disappear with my mod installed, as with mine installed, all instances of the HR are fully swapped with the New Vegas version.

None of these incompatibilities will break your game, but they may end up causing hidden weapons to spawn/have incorrect stats.

I'm sure there's other funky changes that conflict with other mods, and I'll update this list as necessary, if anyone even ends up downloading this.

----------RECOMMENDED MODS----------

Fallout 3 Unique items OverhaulGives the FO3 uniques different appearances, to match what was done with uniques in NV.

TTW 32 Caliber Weapons PackMakes 32 suck less. Enough said.

A final note on perms. This mod is literally a couple lines of code, all of which can be found on the GECK wiki and Base Object Swapper pages. While I do have more plans for this mod in the future, I have absolutely no claim to any of the assets that are in here. Take my mod, chop it up, make your own versions, just don't make it boring.

That's about it. This is my first real Nexus mod upload, so bear with me, but I think there would be enough of a demand for this to be worth sharing.
Thanks for giving this mod a look, and have a great day!

TTW Duplicate Weapon Replacers and Tweaks (2024)

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