Below is a duplicate of the readme for WMX-ModernWeapons. I've added it as an article here so that people can read it before downloading, and also because the advent of Nexus Mod Manager and its integration into the Nexus website made it possible for people to download and install mods without knowing that their included readme files even exist, let alone how to access them.

On that topic; the original readme can be accessed by opening the file you downloaded using a program like 7-Zip (which is free). The readme can also be found in your Data directory - where the plugin files themselves go - after installation.

Original readme follows:



Fallout New Vegas:

==================
Weapon Mods Expanded - Modern Weapons add-on

Version: 1.0.7
Date: 28-01-2014
Author: Antistar (Joseph Lollback)
E-mail: [email protected]
==================


1. Description
2. Requirements
3. Installation/Uninstallation
4. Playing the mod
5. Frequently Asked Questions (FAQ)
6. Save games
7. Conflicts/Known Issues
8. Credits
9. Modder's Resource Info
10. Contact Information
11. Legal Stuff/Disclaimer
12. Version History

===============
1. DESCRIPTION
===============

Weapon Mods Expanded - Modern Weapons (WMX-MW) is a small add-on for WMX that adds several new weapons to Fallout New Vegas. The weapons are fully modifiable with weapon mods from vanilla FNV, WMX, or WMX-MW; and are fully implemented into relevant perks/challenges/etc - as well as appropriate leveled lists so that NPCs may be encountered carrying them. (See the Playing The Mod section for more information on getting your hands on these weapons.)

They simply represent a few weapons I personally wanted to have in FNV:


.44 Magnum Pistol

This is based on the Desert Eagle handgun; the .44 Magnum version (obviously).

Rounds per second        - ~2.3
Damage per shot        - 40
Damage per second        - ~93
Magazine capacity        - 8

.44 Magnum Pistol - weapon mods
+ .44 Pistol Extended Mags - Increases ammunition capacity (+2).
+ .44 Pistol Heavy Frame - Increases durability (+50%).
+ Small Handgun Scope - Adds short-range scope.


9mm Machine Pistol

This is based on the Glock 18c machine pistol; a pistol that can be fired in full-auto. Thanks to Joefoxx's fixed animation files (included with WMX itself), this weapon animates correctly too: the slide moves with each shot.

Rounds per second        - 11
Damage per shot        - 18
Damage per second        - 198
Magazine capacity        - 17

9mm Machine Pistol - weapon mods
+ 9mm Pistol Extended Mags - Increases ammunition capacity (+16).
+ Laser Sight - Decreases spread, adds laser sight effect.
+ 9mm Silencer - Silences the weapon.


Assault Shotgun

This is based on the AA-12 Shotgun; a 12-gauge shotgun that can be fired in full-auto. It is also noted as being capable of firing 'FRAG-12' explosive rounds; which are themselves available in this add-on (see the Playing The Mod section for more information).

Rounds per second        - 5
Damage per shot        - 75
Damage per second        - 375
Magazine capacity        - 8

Assault Shotgun - weapon mods
+ 12 Gauge Shotgun Choke - Decreases spread.
+ Riot Shotgun Drums - Increases ammunition capacity (+12).
+ Riot Shotgun Improved Parts - Increases durability (+50%).


Bullpup Sniper Rifle

This is based on the Walther WA2000 sniper rifle; a bullpup weapon - hence the name.

Rounds per second        - ~1.6
Damage per shot        - 57
Damage per second        - ~91
Magazine capacity        - 6

Bullpup Sniper Rifle - weapon mods
+ Sniper Rifle Carbon Fiber Parts - Decreases weight (-5).
+ Sniper Rifle Extended Mags - Increases ammunition capacity (+5).
+ Sniper Rifle Suppressor - Reduces weapon noise.


Heavy Machine Gun

This is based on the M2 Browning machine gun - a normally tripod or vehicle-mounted machine gun that fires the .50 BMG round - the same as the Anti-Materiel Rifle. Here the HMG is a very rare and expensive weapon that was modified for use by troops in power armour. As part of this effort, the weapon was jury-rigged to eject shell casings to the right (rather than from the underside, as normal), and be fired with a 'joystick' trigger (like the Minigun), with wires leading to a mechanism covering the actual triggers on the rear of the weapon. The barrel was also shortened in an attempt to aid maneuverability. It is a very heavy weapon and as such requires power armour to use effectively (AGL -2 if not wearing power armour).

Rounds per second        - 7
Damage per shot        - 105
Damage per second        - 735
Magazine capacity        - 100

Heavy Machine Gun - weapon mods
+ HMG Full Barrel - Decreases spread.
+ HMG Quick Change Barrel - Increases durability (+50%).
+ HMG Titanium Housing - Decreases weight (-20).


Tactical Machine Pistol

This is based on the Steyr TMP - or perhaps more accurately the B&T MP9. Here it is a 10mm weapon (the real-world TMP/MP9 uses 9mm rounds); this is a balance-related decision.

Rounds per second        - 11
Damage per shot        - 22
Damage per second        - 242
Magazine capacity        - 15

Tactical Machine Pistol - weapon mods
+ 10mm SMG Extended Mags - Increases ammunition capacity (+15).
+ Laser Sight - Decreases spread, adds laser sight effect.
+ 10mm Pistol Silencer - Silences the weapon.


Power Armor Backpack

Not a weapon, but the backpack from the Minigun made into a standalone piece of equipment.

Value    - 1000
Weight    - 10
Bonuses    - Carry Weight +75
Penalties    - AGL -3 (AGL -1 if wearing power armour)

===============
2. Requirements
===============

- Fallout New Vegas (with official patch 1.4 or later)
- WMX v1.1.2 or later

========================
3. INSTALLATION/UNINSTALLATION
========================

***Installation***

- The following assumes you have already successfully installed WMX v1.1.2 or later. WMX-MW also assumes you have installed the replacement weapon animations included with WMX v1.0.4 or later.

- AUTOMATIC: Add the WMX-MW package you downloaded to FOMM/NMM and install as normal. If asked if you want to overwrite files and folders, click 'Yes to all'.

- MANUAL: Using 7-Zip (http://www.7-zip.org), extract the contents (everything - ALL files and folders) of the WMX-ModernWeapons.7z archive file to your \Steam\steamapps\common\fallout new vegas\Data\ directory. If asked if you want to overwrite files and folders, click 'Yes to all' (or equivalent for your operating system).
- In the Data Files section of the Fallout New Vegas Launcher - or using a mod manager tool like Fallout Mod Manager - place a tick in the box next to WMX-ModernWeapons.esp.

- Ensure that WMX-ModernWeapons.esp is loading *after* WeaponModsExpanded.esp.

- Update or create an automatic merged patch, following the instructions below.



***Updating from an earlier version***

- Ensure that you have already installed WMX v1.1.2 or later (go update if you need to).

- Automatic: In FOMM/NMM, update the mod or remove the old package then add and install the new package, as normal.

- Manual: Simply replace the existing files with the files from the new version of WMX-MW, following the installation instructions above.

- As of WMX-MW v1.0.7, WMX-MW-GRA.esp is no longer required. You should disable and delete it if you were using it.

- As of WMX-MW v1.0.4, Ammo Spread Effect Fixer (ASEF) is no longer required. You can uninstall ASEF (see the ASEF documentation for more information).

- Update or create an automatic merged patch, following the instructions below.



***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). If using more than one add-on for WMX at the same time (this includes compatibility patches), creating an automatic merged patch is even MORE important (assuming you want everything to work correctly).

- 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:

- UPDATED INFO: If using FNVEdit version 4 or later, you'll need to perform a few extra initial setup steps, due to some changes introduced in that version:
--- Create a program shortcut for FNVEdit by copying its .exe file, right-clicking wherever you want the shortcut (e.g. on the desktop), and selecting "Paste shortcut".
--- Right-click on the shortcut and select "Properties". In the target field of the Properties window, add a space and then "-iknowwhatimdoing" after the .exe, without the quotation marks. On my computer - as an example - this looks like: C:\utils\FNVEdit\FNVEdit.exe -iknowwhatimdoing
--- Click OK and then run FNVEdit using the shortcut. Load all your active plugins, as below.
--- Open the Options menu via the three horizontal bars button at the top-left of the program, or by pressing Ctrl+O.
--- On the Experts tab, place a tick in the box next to "[FO3/FNV] Sort FLST".
--- Click OK and then perform the rest of the automatic merged patch creation steps as normal, below:

- 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'.

- Once FNVEdit has finished generating the patch (it creates a new .esp file with the name you entered), which should only take a few seconds, close FNVEdit. Click 'OK' on the window that pops up to save the Merged Patch that was generated.

- 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.



***Uninstallation***

- IMPORTANT: Follow the uninstallation instructions in the main WMX readme if uninstalling WMX as a whole.

- Uninstalling WMX-MW itself is simple though:

- Automatic: In FOMM/NMM, deactivate and delete the WMX-MW package.

- Manual: In the Data Files section of the Fallout New Vegas Launcher - or using a mod manager tool - clear the tick in the box next to WMX-ModernWeapons.esp.
- If desired, delete all files copied to your \Steam\steamapps\common\fallout new vegas\Data\ directory during installation (check the WMX-ModernWeapons.7z archive file to identify these files).

=====================
4. PLAYING THE MOD
=====================

- The new weapons are sold by various merchants; you're sure to find them if you shop around. If you want a sure thing, however... well, where else would you go but the Gun Runners' Headquarters?

- The two WMX notes listing all weapons and what weapon mods can be applied to them (in the Notes section of your Pip-Boy) also list the new weapons added by WMX-MW.

- .44 Magnum Pistols are sometimes carried by people that might otherwise be armed with .44 Magnum Revolvers.

- 9mm Machine Pistols are sometimes carried by people that might otherwise be armed with 9mm SMGs.

- Assault Shotguns are sometimes carried by people that might otherwise be armed with Riot Shotguns.

- Bullpup Sniper Rifles are sometimes carried by people that might otherwise be armed with Sniper Rifles.

- The Heavy Machine Gun and its weapon mods can only be found for sale at the Gun Runners' Headquarters.

- Tactical Machine Pistols are sometimes carried by people that might otherwise be armed with 10mm SMGs.

- Power Armor Backpacks can be purchased from the Gun Runners' Headquarters and Torres at the BoS bunker.


- WMX-MW introduces two new 12 gauge ammunition types. Like the hand-load ammo types in vanilla FNV, they can only be crafted at reloading benches with the proper supplies and expertise - they cannot be found in stores.


FRAG-12 High Explosive Fragmenting Antipersonnel (HEFA)

- Dam. Thresh. Increase:    x 3
- Damage Bonus:        x 1.75
- Spread Reduction:        x 0.35

FRAG-12 HEFA - Reloading Bench Recipe
- Requires: 80 Explosives
- Ingredients:
---- 25mm Grenade* (1)
---- 12 Gauge Round (1)


FRAG-12 High Explosive Armour Piercing (HEAP)

- Dam. Thresh. Reduction:    -15
- Damage Penalty:        x 0.95
- Spread Reduction:        x 0.35

FRAG-12 HEAP - Reloading Bench Recipe
- Requires: 85 Explosives
- Ingredients:
---- 25mm Grenade* (1)
---- 12 Gauge, Slug (1)


*Standard or HE 25mm grenades are acceptable (but to avoid clutter, the recipes accepting HE grenades are only visible in the reloading bench menu if you're actually carrying HE grenades).

===============
5. FREQUENTLY ASKED QUESTIONS (FAQ)
===============

Q) I've discovered a bug and I can't wait to tell you/the world about it!
A) *Please* read the entirety of this readme through carefully first. 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.

Q) After installing WMX-MW, I can no longer use the new 12 gauge ammo types added by the Gun Runners' Arsenal DLC. How can I fix this?
A) You need to create/update an automatic merged patch, as detailed in the Installation Instructions above.

Q) Can I criticise you for implementing something in WMX-MW in an 'unrealistic' way?
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) These weapons don't fit the lore/aesthetics of Fallout! What's wrong with you?
A) Well there's lots of lore reasons for them to look as they do: in Fallout New Vegas, industry is up and running in the Mojave, with a relevant example being the Gun Runners making *new* guns. Most of the weapons in WMX-MW are largely made of polymer, too; which (obviously) doesn't rust. Of course, fitting the lore is different from fitting the general Fallout aesthetic, but this is an entirely optional add-on for an entirely optional mod; it doesn't need to slavishly adhere to the Fallout aesthetic. Note that I'm stressing the optional part there.

Q) Why is this part of this weapon not animating properly?
A) The WMX-MW add-on relies on the fixed animations included in the main WMX mod (as of WMX v1.0.3 - with more added in WMX v1.0.5). Without them, some parts of the new weapons may not animate when they should. Please see the Conflicts/Known Issues section of this readme (or the main WMX readme) for more information.

Q) I don't like the gameplay balance in this mod. Will you change it for me?
A) Unlikely. If it's any help, this was my thinking behind the balancing of the weapons included in this add-on: They are largely aimed at making certain ammo types more useful later into the game. The 9mm Machine Pistol and Tactical Machine Pistol do this for 9mm and 10mm ammo respectively. The 9mm Machine Pistol is intended as a successor to the 9mm SMG - and does more damage than it. The same goes for the Tactical Machine Pistol and the 10mm SMG. Both new weapons are less powerful than the 12.7mm SMG though, for the sake of comparison. The Assault Shotgun is intended as a successor to the Riot Shotgun, and its stats are largely based on the real-world performance of the AA-12 Shotgun it's based on (translated into the context of the FNV game-world and balance, of course).

Q) A machine gun that fires .50 BMG rounds! Are you crazy? How is that at all balanced?
A) The Heavy Machine Gun is considered an end-game weapon and it *is* very powerful, but it comes with several drawbacks:

- Weight: It is *very* heavy, and gives an AGL penalty if not wearing power armour. STR requirement of 10.
- Cost: The HMG and its weapon mods cost tens of thousands of caps.
- Ammo: Barring mods that change this, .50 BMG ammo is expensive, relatively rare, and very heavy. Fully loading the HMG takes 100 bullets, which weighs 25 pounds (with Hardcore mode enabled).
- Accuracy: The real-world M2 is apparently accurate enough to use as a sniper rifle, but is usually mounted on something, of course. Here, the HMG is about as accurate as an SMG due to how it's carried.


Q) I still think the HMG is overpowered.
A) If you don't like it for whatever reason, not using it would seem a sensible decision. You can only encounter it if your character purchases it.

Q) Why are the FRAG-12 explosive rounds making the Assault Shotgun do so much damage?
A) To the best of my knowledge, the damage value listed in the Pip-Boy for the Assault Shotgun when loaded with FRAG-12 rounds is inaccurate. It is showing a combination of the damage done by the weapon and the damage done by the explosion that will be caused by the FRAG-12 round, but only the explosion damage is actually delivered to targets. The explosion damage done by the FRAG-12 rounds is less than that done by 25mm grenade rounds.

Q) The FRAG-12 explosive rounds are spraying everywhere! Why are they so inaccurate?
A) Prior to the official FNV patch 1.4, there was a vanilla bug that prevented ammo spread effects from working correctly. If you're finding that FRAG-12 rounds are *very* inaccurate, you probably need to update your copy of FNV to patch 1.4 or later.

Q) Why is there a leather belt hanging out of the ammo can on the HMG?
A) This is intended as a kind of field expedient to make it easier to load and unload the weapon; it's where the character grabs it when reloading. Basically the weapon has to share the Minigun's reload animation, and this is my attempt at having the animation make some kind of sense.

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) Is WMX-MW 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. There are however a few notes in this FAQ - and in the Conflicts/Known Issues section below - that should help you work out compatibility. Having said all that, WMX-MW adds new weapons - rather than altering existing ones - so compatibility should be less of an issue than with (for example) WMX main.

Q) Will you make WMX-MW 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.newvegasnexus.com/downloads/file.php?id=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 using the GECK, once you learn the basics.

Q) What do I do with the file I downloaded? It's an unknown file type/I don't know what to do with 7z files.
A) You need a program like 7-zip (http://www.7-zip.org) or WinRAR (http://www.rarlab.com) to open the file you downloaded. After you have that, follow the installation instructions above.

Q) Why am I seeing 3D exclamation points, flashing/swapping textures and/or missing texture notifications instead of items from WMX-MW?
A) This happens when the game can't find the meshes and/or textures it's looking for; in this case that means that WMX-MW wasn't installed correctly. Along with the WMX-ModernWeapons.esp file, you also need to place the [meshes] and [textures] directories from the WMX-ModernWeapons.7z archive file into your Steam\steamapps\common\fallout new vegas\Data\ directory. 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 in the main WMX readme - on the outside chance that this is the cause.

Q) Will you tell me how to cheat to get the new items in this mod 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) Fallout New Vegas is crashing/stalling on startup. What's wrong?
A) This usually happens if an active plugin cannot 'find' the esm/esp file/s it is dependent on - usually because these 'master' files are absent/renamed/loading after the active plugin. Please see the load order information in the Installation Instructions above. Also, do not rename any .esm or .esp files.

===============
6. SAVE GAMES
===============

- Activating or de-activating this mod should not have any negative effects on your existing save game/s (provided the instructions in this readme are followed) - but as always, it is good practice to keep backups.
- Follow the Uninstallation instructions above if you wish to deactivate this mod. Trust me. This is important.

============================
7. CONFLICTS / KNOWN ISSUES
============================

- Please see the main WMX readme for issues pertaining to WMX as a whole.

- Following the 'Automatic Merged Patch Creation' part of the installation instructions (see above) will minimise conflicts between WMX-MW and other mods (depending on the specific mod, as always).

- The main WMX file (v1.0.5 or later) 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. Namely THIS add-on. 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.newvegasnexus.com/downloads/file.php?id=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.

- Aiming down the sights with the Assault Shotgun doesn't really work with the 'True Iron Sights' gameplay setting disabled. To the best of my knowledge, this is unavoidable, due to the design of the weapon. (On a personal note, I've never even *considered* playing the game with True Iron Sights disabled. It's definitely my recommendation to enable it.)

- Changing clothes/armour while the HMG is equipped can cause the weapon to float next to the character's hand in 3rd person. Unequipping and Re-equipping the weapon fixes this.

- The reload animation for the Assault Shotgun is not perfect (notably the mechanism not being actually grabbed, and not moving as far as it should), but this cannot really be helped as it shares animations with the Riot Shotgun.

- The reload and firing animations for the HMG are not perfect since it shares them with the Minigun and Grenade Machinegun respectively, but it's a fairly minor issue.

================================
8. CREDITS
================================

- Please see the main WMX readme for credits pertaining to content in the main WMX mod.

- Any aspect of WMX-MW not specifically mentioned here in the credits can usually be assumed to be the work of Antistar.

- .44 Magnum Pistol icon by The Third Type.
- .44 Magnum Pistol Heavy Frame icon by Antistar.
- 9mm Machine Pistol, Assault Shotgun, Bullpup Sniper Rifle and Tactical Machine Pistol icons by Antistar (based on icons by Bethsoft/Obsidian).

- AA-12 mesh by RedRogueXIII (with some fixes, tweaks and additions by Antistar).
- AA-12 textures by Antistar.

- B&T MP9 from resource by Einherjrar.
- B&T MP9 mesh by logger (with some fixes, tweaks and additions by Antistar).
- B&T MP9 textures by expert (minor tweaks and normals/spec generation by Antistar).
- B&T MP9 ANPEQ-2 Laser Sight mesh by Hellspike.
- B&T MP9 ANPEQ-2 Laser Sight textures by El Maestro de Graffiti.

- Browning M2HB mesh and textures by eschaton/mk1mk2 (with some fixes, tweaks and additions by Antistar).
- .50 BMG round by AlexScorpion.
- .50 BMG belt link mesh by Antistar.

- Desert Eagle from resources by Dread Wolf and Ryz86.
- Desert Eagle mesh by Vashts1985 (extended mag tweak by Antistar).
- Desert Eagle textures by Twinke Masta (optimisation, normals generation and minor tweaks by Antistar).
- Desert Eagle scope mesh and textures by Obsidian (minor mesh tweaks by Antistar).

- FRAG-12 projectile mesh and textures by Antistar.

- Glock 18c from resources by Dread Wolf and Heroin Zero.
- Glock 18c mesh by Havok101 (with some fixes, tweaks and additions by Antistar).
- Glock 18c textures by El Maestro de Graffiti (retex and normals/spec generation by Antistar).
- Glock 18c LAM mesh and textures by kimono.
- Glock 18c silencer mesh and textures by Stoke.

- Walther WA2000 from resource by Grendelpaul, Munkeenuts and bozo_nl.
- Walther WA2000 mesh by Twinke Masta (minor fixes and tweaks by Antistar).
- Walther WA2000 textures by Thanez (fixes, optimisation, normals generation and minor tweaks by Antistar).
- Walther WA2000 silencer texture by Obsidian (darkened version... well, darkened - by Antistar).

==========================
9. MODDER'S RESOURCE INFO
==========================

- Please see the main WMX readme for Modder's Resource Info regarding content in the main WMX mod.

- Please ask my permission before releasing mods that alter or are based on WMX-MW.

- Please do not re-upload WMX-MW anywhere without first asking my permission.

- Art assets included in WMX-MW are free to use in other mods for Fallout New Vegas without asking my permission as long as the author/s of the relevant art assets are credited appropriately.

==========================
10. CONTACT INFORMATION
==========================

My e-mail address is [email protected]

=========================
11. LEGAL STUFF/ DISCLAIMER
=========================

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.

=================
12. VERSION HISTORY
=================

Version 1.0.7 (28-01-14)
- Added Heavy Machine Gun (Browning M2HB).
- Added Power Armor Backpack.
- New icon by T3T for .44 Magnum Pistol.
- FRAG-12 ammo types can now be used in any weapon that uses 12 gauge ammo; not just the Assault Shotgun, as before.
- Due to the above, WMX-MW-GRA.esp should be disabled if you are using it from a prior version; it is no longer needed.
- Also due to the above, creating/updating an automatic merged patch is (even more) important; see the Installation Instructions for details.

Version 1.0.6 (21-10-11)
- Optional WMX-MW-GRA plugin added to package, to allow the Assault Shotgun to use the new 12 Gauge ammo types added by GRA. (No changes to main WMX-ModernWeapons.esp plugin.)

Version 1.0.5 (06-09-11)
- Behind-the-scenes changes in aid of compatibility with WMX v1.1.

Version 1.0.4 (08-07-11)
- Ammo Spread Effect Fixer (ASEF) is no longer required by WMX-MW, and has been removed from the WMX-MW package. You can uninstall ASEF.
- 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.

Version 1.0.3 (30-05-11)
- Various stat changes to bring things more in line with the balance changes in the official New Vegas patch 1.3.

Version 1.0.2 (02-04-11)
- Behind-the-scenes change to how vendors stock the new weapons; should be more reliable now.
- Increased explosion radius for both FRAG-12 rounds from 400 to 550.
- Changed damage penalty ammo effect for FRAG-12 HEAP from 0.90x to 0.95x.

Version 1.0.1 (12-03-11)
- Added .44 Magnum Pistol (Desert Eagle).
- Added two new weapon mods for the .44 Magnum Pistol: '.44 Pistol Extended Mags' and '.44 Pistol Heavy Frame'.
- Added Bullpup Sniper Rifle (Walther WA2000).
- Increased explosion damage for both FRAG-12 rounds from 25 to 30.

Version 1.0 (13-02-11)
- Initial public release.

Article information

Added on

Edited on

Written by

antistar