Updated 2/9/2013, see Notes! New backpacks for NCR troops!
The Mod:
This mod adds more weaponry to the NCR troops. Now, instead of just spawning with a Service Rifle (SR) they have the ability to spawn with an LMG, a Marksman Service Rifle (MSR), an Assault Service Rifle (ASR) or their plain old Service Rifle.
This mod also gives these weapons to the troops at Primm and Forlorn Hope. Formerly, the troops at Primm were only armed with Varmint Rifle or 9mm pistols and the troops at Forlorn Hope were only armed with Caravan Shotguns. This has been changed. Now the troops at Primm may spawn with their old weapons, or the new service rifle variants. I didn't replace all of the guns at Primm because I understand it's an area visited early in a game. The troops at Forlorn Hope will now spawn using the actual rifles, no more caravan shotguns. Also, the troops at the Hoover Dam might spawn the SR variants in addition to all the weapons they used to.
These special weapons do not replace old weapons, and the people using them should be in the minority. The old Service Rifle should still outnumber the new rifles. I don't want every soldier to be operating a special weapon.
With Version 3 (V3) of the mod, NCR troops also have a 75% chance to spawn with a chest rig. The chest rigs come in varieties meant for carrying 5.56 or .308 ammo. NCR troops also have a 25% chance to spawn with new backpacks. One option is a duffell bag backpack from Tumbajamba's Jaden's Revenge mod. The backpacks come with some minor variations; some backpacks have binoculars or metal cups hooked on to them. Corporal White's locker also has a unique version. The remaining backpacks come from Drag's New Armor Pack mod, which has a resource for backpacks. I used all the backpacks except for the suitcase/lamp one - it didn't seem too professional for the NCR. The images section has some new screens of troops with backpacks. Not all of the new ones are pictured.
The Guns:
Assault Service Rifle: A service rifle with an under-slung grenade launcher, this variant is fully automatic. Although with a slower RoF than the Assault Carbine (AC), it maintains its accuracy much better, and is comparable to the old SR in that department. The larger 556 round also deals more damage. It does the same damage as the SR, but higher DPS. May be upgraded with a forged receiver, increasing condition.
Marksman Service Rifle: This SR has had its iron-sights replaced with an ACOG type sight. Its barrel has also been traded out for a heavier version, increasing stability. In most ways it is comparable to the Marksman Carbine (MC), except the MSR has a slower RoF (that of the SR). The MSR weighs half as much more and does slightly less damage. Although the MSR has the same maximum accuracy as the MC, the MSR has a smaller max inaccuracy value, thanks to its slower RoF and heavier frame. Can accept the forged receiver upgrade, increasing condition.
Other: No changes have been made to the LMG, MC, or AC. This mod is completely compatible with mods that affect them. The SR has been changed slightly, using a different shell casing. Load this mod before others to reduce compatibility issues.
Notes:
-Please let me know if I forgot a texture, this uses quite a few separate texture sources so it's possible.
-This mod only looks good with Arenovalis' SR Retexture in black. Otherwise, you'll have wood furnishings appear on the ASR, which doesn't look good.
-No weapon is replaced in this mod. The vanilla MC and AC are still in, and unaffected.
-This mod should work with mods that add more troops to the wastes or camps, as long as they use some pre-existing trooper as a template, which they almost certainly will do.
V1 (1/20/2011): SR now uses a smaller shell casing, MSR now has 15 rounds in a magazine, and an MSR and ASR have been added to Corporal White's locker in the McCarran terminal concourse.
V2 (2/13/2011): Added unique versions of the MSR and ASR to Cpl. White's locker. The Unique MSR has a night scope, larger magazine, more accuracy, and more damage. The unique ASR has more damage, more health, and a higher RoF. In future versions I will try and move them elsewhere, but for now they are in the McCarran Concourse, in White's locker.
Added Chest Rig Option (5/26/2011): Added an updated .esp that allows 3/4 of most NCR troops to spawn with ammo pouches on their chest, either in .308 or 5.56 size. Chest Rig gives +20 carry weight, takes addon slot 1 in GECK. This extra esp is entirely optional.
V3 (2/8/2013): Adds new backpacks (+25 carry weight), and fixed the Service Rifle to use the changes introduced to it's firing rate in the most recent NV patch. Now performs exactly as the vanilla variant.
Credits:
toxa01 for his M16 mod. Parts of which were used to make the ASR. Toxa got the 3d model from FPS banana, from a guy named
Twinke Masta.
gunnars2 for the MSR mesh, from his great Erebus mod. I recommend downloading that to, as it adds things not seen in this one.
TheFrenchTickler for his Chest Rig mod, which was obviously used for the chest rig addition.
Tumbajamba for his Jaden's Revenge mod, which was used for the duffell bag backpacks.
dragbody for his Drags New Armor Pack mod, which was used for the non-duffell bag backpacks.
Kudos to these guys, seriously.
Questions:
Q: I installed this mod but no NCR troops were changed!
A: You have to wait three (maybe four) days inside an interior cell, and then try again. Also, because of random leveled list chances, there is an opportunity everyone spawns with the SR again, maybe you'e just that unlucky/lucky. The opposite could be true, where everyone spawns with the ASR or MSR, but I've set it up where this is not statistically likely.
Q: Why not just reuse the Assault Carbine and Marksman Carbine?
A: That's boring, pretty much. Also, I have a heavy dislike for the Marksman Carbine. It has these RIS rails and such, which doesn't fit the futuristic-fifties vibe of Fallout at all. It just seems wrong to me.
Q: Will you change the Rangers at all?
A: Maybe. They are kind of spoiled for weapons at higher levels, though. They don't need it as badly. I was considering adding a few custom weapons from around Nexus though, weapons that are lore-friendly.
Q: Why can't the ASR and MSR recieve the upgraded springs weapon mod, increasing RoF? They can get a forged receiver!
A: Because that closes the gap between those guns and their counterparts the AC and MC, respectively. I did not want those guns to be obsolete. They are just as much a part of the game, even if I dislike the MC. I'm not stupid, either. I know people like the MC, because people love modern gun mods.
Q: Why does the MSR sound different than the other SR variants?
A: Fun fact, the vanilla SR uses the Varmint Rifle sounds! Not too weird, they both use 556. Anyways, the SR and ASR share the same sounds, because they are really similar. The MSR uses the MC sounds. I felt that the heavier barrel may change the acoustics. *shrug*
MOD DEPRECATED, USE THIS UPDATED VERSION