About this mod

This mod completely overhauls Dead Money with new weapons, overhauled ammo placements, starting gear changes, recipe tweaks, note tweaks, new enemies, cloud equipment degradation, and much more.

Requirements
Permissions and credits
Translations
  • Spanish
  • Mandarin
Changelogs
Overview:
DMT - Dead Money Tweaks is a complete overhaul and extension of the Dead Money experience. Inspiration has been taken from the (good) Resident Evil games in particular, and a lil' bit of Silent Hill. It's sort of a pseudo-RPG-survival horror experience. Overall balance is still sort of close to vanilla, but with more complicated situations to handle and more tools available to choose from.

Features:
New Content:
  • 26 new regular weapons, with optional wasteland integration.
  • 22 new unique weapons.
  • 6 new glasses with variants, some hats, and a handful of necklaces and pre-war clothing.
  • AWOP Dead Money is included as a core part of the experience,[/b] and it has been heavily customized. Lore oversights (Nuka and Sunset Sarsaparilla vending machines in SM) have been fixed, and most of the recipes and ammo placements have been completely removed or changed. Included notes have been completely rewritten. Many AWOP issues, like misplaced statics, items, and fog distances have been fixed.
  • New Ghost types with different eye colors and different weak points have been added.
  • A new Cloud Beast creature, based on F3 wanamingo concept art.
  • New Cloud Bugs, similar to F4's bloodbugs.
  • New boss encounters.
  • Brand new custom ambient and combat soundtrack during DM, composed by the excellent Nognow.
  • Ghost sfx have had their pitch reduced, to increase their spookiness.
  • A set of 4 player decision based perks, which you can get one of, based on which "team(s)" you leave alive or kill in the Sierra Madre.
  • A Police Training Manual can be found, which will reduce spread while standing still, but increase it while moving, as well as grant +15% damage and -15% attack speed with police weapons. Taking this perk at the start of the DLC will allow you to use an advanced training manual near the end that grants specialization in riot armors/weapons, sharpshooter weapons, breaching weapons, or special agent weapons. Each of these weapon and armor types can be checked by pressing activate or grab with the perk highlighted in the Pip-Boy.
  • New challenges to help you track unique items and keys, with substantial XP rewards for completion.  
  • Integrated Armor Repair Kits with a menu allowing use of a Welding Torch, fuel, and silver/gold coins to improve repairs. Weapon Repair Kits have been enhanced in the same way. "High tech" weapons and armors use gold coins (Energy weapons, power armor, etc. are high tech), while normal items use silver coins.
  • Lots of new treasures, to be found in Dead Money, and integrated into wasteland loot.
  • Better typewriter model! These, along with new terminal models, provide hard savepoints throughout the experience. (This is mostly an homage, but you can try the self-imposed challenge of only using those save points throughout the DLC yourself if you want.)
  • The DLC warning pop up when you activate the inner bunker door has been removed.
Rebalance:
  • When you start the DLC with hardcore mode turned on, your hunger and thirst will be damaged, and your health, head, and chest condition will be damaged by 10. (You were just laying there passed out outside, with the cloud eating at you, after all.)
  • In hardcore, the global Cloud damage now damages your equipment by 1% of its max health, at the same frequency as the health damage, and your radiation will be damaged as well. The default health and rad damage frequency has been increased (20s to 15s). The Cloud penalties have been made completely user-configurable. Health, rad, equipment damage, cloud protection/antitoxin breathing sounds, and cloud image space modifiers are optional. To compensate for the default equipment damage, Armor Repair Kits have been added, and placed around the Sierra Madre, and are available for purchase from Vending Machines with Basic Construction Item Codes.
  • Wearing a Breathing Mask, Hazmat Suit, Radiation Suit, or other protective gear will negate the exterior Cloud health and radiation damage, and it also provides damage protection against cloud pockets, which can stack with other cloud pocket damage protection.
  • Once an equipped item hits zero durability, by default, it will be unequipped. It can optionally be completely destroyed instead.
  • Three apparel items carry special immunity to the cloud equipment effects: the Dead Man's Jumpsuit will not be automatically unequipped or destroyed when it hits zero durability. This was done to prevent the need to wear pre-war clothing as an alternative if the jumpsuit breaks, which frankly feels ridiculous given the context. The Hazmat Suit + Darklight Cowl will also never be unequipped or removed, and they won't degrade past 30%. Wearing them will effectively solve the cloud health penalty, but you can't wear anything with better protection if you want that.
  • A new Antitoxin can be found, which provides a small degree of health restoration, temporary immunity to the global cloud health and radiation damage, cures poisons, and it also provides extra cloud pocket damage reduction, which stacks with other cloud pocket damage protection.
  • The Sierra Madre Martini no longer mysteriously buffs you and has an addiction chance. Instead, it damages your chest, but in exchange, you are granted cloud health and radiation damage immunity for 75 seconds. Its weight has been increased to .25.
  • Companions no longer have any infinite ammo; they must be supplied with weapons and ammo by you.
  • Cosmic Knives and Spears do substantial bonus limb damage, making them excellent for chopping up limbs.
  • Junk rounds are no longer obtained solely from crafting, they're all over the place in the Sierra Madre.
  • The weapon mods that were previously obtained via Vending Machine codes have been exchanged for models of what the mods actually look like, and they've been placed around the Villa for you to find.
  • Dean's Tuxedo can no longer be taken by you from his inventory while he's alive.
  • Base game pickaxe statics have all been replaced the new usable pickaxe weapon.
  • Many doors have been locked, (most pickable + key, a few are locked by keys only) with keys placed around the environment to find.
  • Ghosts respawn.
  • SPECIAL + tag skill based starting gear overhaul.
  • All ghosts limb multipliers have been completely decoupled from the base entry; they will not be affected in any way by YUP, TTW, or any other mod that affects ghost limb damage.
  • Ghosts have been granted some basic DT and DR, as well as bonus DR vs. melee weapons.
  • Some hologram emitter locations, and a few speaker and radio locations, have been scrambled. (Nothing too crazy, just enough to mix things up.)
  • The Auto-Doc's adrenaline shot sleep deprivation restoration has been reduced from 1000 to 175, and a small hunger and dehydration penalty has been added, to incentivize returning to safe locations with beds. A small health penalty has also been added to the limb healing option.
  • The Sierra Madre snowglobe has been moved from its original, obscure location to one that's much more obvious, but also substantially riskier to get it from.
  • Hologram vendors will no longer purchase weapons or chems. They will no longer abide your Barter stat.
  • Alcohol can now be purchased from vending machines outside of the Casino once the appropriate code has been acquired.
  • Christine has been given a non-playable copy of the Assassin Suit. The Assassin Suit's bonus has been extended from [+10 Sneak] to [+10 Sneak, +5 Guns, +5 Survival, +3 Crit Chance].
  • Cloud hardcore penalty low health exclusion has been removed. This means that the cloud hardcore health penalty can and will kill you if you are at low health. Find breathing protection of some sort.
  • Gas bombs have had their weight reduced from 5 lbs. to 3. Ghost gas bombs will attack and fly slower, to make them easier to dodge.
  • Lonesome Road Breathing Masks and base game rad suits can now be repaired by a new misc item, the Replacement Air Scrubber.
  • Ennis' key has been moved to a more obtuse location, to make it less trivial to appease Christine.
  • Hologram weapon damage has been halved, to make them less punishing to the player, and less of an invaluable resource for defense from ghosts.
  • Dog's attack and run speed have been reduced, and he takes increased limb damage. This was done to nerf him a bit, considering that he's far and away the best companion in the DLC. He's still really strong, just a bit less so.
  • Your weapon will be holstered when opening the door to Christine in the suites, and she will automatically initiate conversation with you. If she is angry with you, she will have a unique weapon and have it unholstered when you speak to her. Previously you could open the door and shoot her in the head trivially. With her new weapon and it being unholstered, she's actually something of a boss fight now.
  • Gold bars can now be converted down into gold coins, which can be converted into Sierra Madre chips, (which now have weight). As such, getting to the vault will grant you infinite money at the SM Vending Machine, until you leave the vault, because...
  • The vault elevator now (optionally) prohibits use if the player is overencumbered. I recommend that you enter the Vault elevator with as little gear as possible. You can freely stash your gear in the casino and return to it before you leave DM.
  • You can freely turn off the vault elevator weight limit in the config ini, but the intended design is that you're rewarded with as much as you could possibly want from all the Vending Machine codes you got, but you can only bring as much ammo, weapons, armor, repair supplies, ammo, and remaining chips that you can carry to leave the vault.
  • The Vault turrets have had their absurd health values reduced, to make fighting them actually viable if Elijah detects you.
Recipes:
  • Dead Money specific recipe obfuscation is included. (Clean Cosmic Knife recipes won't be visible if you don't have a dirty one, etc.)
  • Cosmic Knife cleaning/heating recipes have been rebalanced to need less Abraxo, and the heating recipes only require that you have a forceps, a hot plate, and a pilot light to be visible, instead of being visible at all times and consuming them. As such, to make this non-use of those items possible, those recipes will not be visible if you don't have those three items. (They still need the note to be crafted.)
  • Any Cosmic Knife recipes that heat a knife or knife spear, but which don't involve cleaning, can now be performed at any campfire, without a hot plate or pilot light.
  • There are new conversion and breakdown recipes to, and from, pretty much every cosmic knife variant.
  • There has been an extensive addition to Vending Machine recipes, including sodas, armor repair kits, more alcohol, more ammo, new weapons, crafting items, and more. Elijah's obsession over the Villa and the Vending Machines' appeal makes a little more sense now.
  • [Return] recipes have been expanded, and been given their own category in the Vending Machine menu. Caps, empty bottles and tin cans have been given return recipes as well.
Misc:
  • Multiple base game bug fixes included. (Ghost 0 Perception, Sierra Madre exterior textures, fireworks, etc.)
  • Notes and perks have been rewritten to fix grammar errors, reduce player hand-holding, and make adjustments to suit new DMT changes.
  • Many more Sierra Madre Victims and skeletons have been placed around the villa.
  • Two new, very tough Wild Wasteland encounters have been added.
  • Base game ravens no longer explode when hit; they actually ragdoll, and are lootable, containing a couple caps. Due to a limitation, they disappear very quickly if their corpse leaves the camera view.
  • "Dead Money" collar name changed to Radio Bomb Collar. (Why was it named Dead Money collar? Is there a character in NV you could ask "What's Dead Money?" and get an actual answer?)
  • "Dead Money" jumpsuit name changed to Dead Man Jumpsuit.
  • Chip count required for souvenir challenges increased, and their names have been changed to Chip Hunter, and Chip Aficionado.
  • Christine's body now actually explodes if you kill her and check her body when you return to the suites.
Post DLC Content:
  • After you leave the Villa, you will experience Dry Canyon, which has its own new content, and a player home with an optional merchant, who is unlocked via a short quest.
  • The Villa can be returned to at any time from Dry Canyon. You return to the Sierra Madre by using a little painted brahmin skull placed near where you're deposited into Dry Canyon for the first time, sitting on a rock below the cloud fog at the top of the path.
  • Dry Canyon can be returned to using a flare gun that's provided to you once you reach the Mojave. It is a quest item in your misc. tab. To use it, simply press your activate key (E by default) while it is selected in the Pip-Boy menu.

Vending Recipes:
  • Most pre war packaged foods and drinks are now available.
  • Many household objects used in crafting are now available. (Clothing, leather belts, cleaning products, rubber gloves, toasters, repair kit items, etc.)
  • More alcohol and drink options options are available.
  • You can now directly exchange Pre-War Money and caps for Sierra Madre Chips at SM vending machines.
  • Most alcohol, crafting items, weapons, and ammo recipes are now locked behind various levels of Bartender, Construction, Police, or Clinic codes, found throughout the Villa and Sierra Madre.
  • All reloading supplies relevant to weapons in the Sierra Madre are now purchasable, other than casings.
  • Many new construction items and weapons can be unlocked. (Shovels, Armor and Weapon repair kits, wrenches, wonderglue, Chainsaw, Thermic Lance, etc.)
  • The range of available chems and med supplies has been expanded. Every "surgical" type misc. item (tweezers, forceps, etc.) is now available.
  • Non-lethal options can be unlocked. (Bean bag rounds, flash bangs, cattle prods.)
  • Most, but not all, return recipes are all available from the start, without the need for any access codes.
  • Junk ammo crafting amounts have been moderated. You now get ~3 ammo in exchange for 2 tin cans, instead of 5 tin cans for one round in vanilla DM, or the generous 10 rounds for two cans like TTW.
Balance Notes:
  • Gold/silver valuable values have been (sort of) balanced around the sawyerbatty gold bar value change to 3500.
  • The Dry Canyon merchant sells a copy of Joshua Graham's inventory, both because Dry Canyon is conceivably sort of around that area, and so that there's another direct source of J. Graham's stock.
  • I wanted to add more locked doors with keys, along with enemies behind locked doors, so I justified it in the lore, by adding mentions in notes about terrible quality locks, and an overt piece of environmental and note storytelling to explain it.
  • The bobby pin cost is intentionally that high for balance, even though it doesn't make much sense with the VM technology. I did put a complaint about it in a note to justify it a little to the player.
  • I was inspired by Disco Elysium's "tare" bottle return mechanic, so I put in return recipes for empty bottles and tin cans, under the premise that they're an incentive for keeping the villa clean. There's also a note mentioning this.
"Advanced" Customization/Compatibility (FNVEdit stuff):
  • You can adjust the leveled lists for the starting gear freely in FNVEdit.
  • The cloud hardcore damage exclusion is done by checking for equipped formlists. Breathing/gas mask types are in FLSTCloudMask, full body, single item Rad suits are in FLSTCloudSuit, and for two-pieces like the Space Suit, the body is in FLSTCloudBody, and the head is in FLSTCloudHead. The body and head slot are both health checked for two-pieces.
  • The "High Tech" weapon/armor tier for repair kit calculations is done with formlists. The high tier armor checks to see if an armor has the PA flag, else checks to see if it's in the XXX list, then provides the option to use gold coins if it is, and it uses silver if it's not.
  • The weapon repair kit script checks if the equipped weapon is either an energy weapon, or in FLSTHighTechWeapon.

Walkthrough

Requirements:
Requires xNVSE, JIP, Johnny Guitar, ShowOffNVSE, kNVSE
ELITE 45 Auto Pistol Animation Overhaul is considered an optional requirement. The Special Tactics Handgun is set up to use these animations if they're installed. The original mod's JSON can be hidden or deleted if you would like to see the animations on this handgun alone.
Luger P08 is considered an optional requirement. Dior Aurelio is set up to use these animations if they're installed. The original mod's plugin can be hidden or deleted if you would not like it to be integrated into your game.
The aforementioned two weapons will use vanilla animations in absence of their optional animation mods, making them the only two weapons in the mod without kNVSE animations. They don't look bad with vanilla animations, but they are still highly recommended.

Installation:
Install the asset pack.
Install the main file.
Configure your preferred choices in Config -> DMT Config.ini

Economy values are set up for Sweet Economy/SITE/TTW economy values, which are dramatically lower than vanilla NV economy values. If you are not using one of the aforementioned economy setups, then download the optional "Garbage NV Economy Values" patch, which will change the values to match NV's by script. I will not be changing this economy consideration format under any circumstances. NV's economy is a trash fire that overinflates item values and renders quest rewards practically useless.

Strongly recommended:
Turn on your combat music during Dead Money in Stewie's tweaks if you've turned it off! The new soundtrack extends to combat tracks. I generally don't turn on combat music myself for the rest of my playthroughs, but I think it's worth turning on during DMT.

Recommended for use with Improved Pickaxe, so that any placed pickaxe statics from other mods will match the excellent new visuals for the weapon version of the pickaxe present here.

Compatibility:
Most conflicts can be resolved by moving DMT _Dead Money Tweaks_.esp lower than other mods in your load order.

All included mods are recommended for replacement by DMT.

Patches:
  • If using DN Weathers, place the DMT DN Weathers Toxic Cloud Patch below DN Weathers' esp.
  • The TTW Patch extends the wasteland weapon integration into F3 and its DLCs, adds a few more TTW weapons and ammos to the DMT experience and vending machine recipes.
  • A patch for Base Object Swapper is available to switch Weapon Repair Kits that are placed in the world to armor repair kits with a 50% chance. Highly recommended
  • If you would like to use Real Weapon Mods, which changes the world models for weapon mods to match their actual model changes on weapons and places them in the world, use my rebalance for RWM, it's pre-DMT patched and balanced better. The regular version of RWM is unsupported.
  • TTW DLC Sortomatic Homes patch simply disables the original TTW Sortomatic home's door in DM. That cell has been integrated in a slightly different place, with a much different context, and the same name, which will be immersion annihilating and confusing if you can access both.
  • The previous Masters of The Mojave patch has become deprecated. It was lacking, and that mod is quite ambitious - it would require a remarkable amount of work to patch for properly, and since I don't use that mod, I don't want to spend my time patching for it.
  • CFWR and S6S Perks are automatically internally patched and compatible.
  • Ending Slideshows Overhaul Ultimate Edition is natively patched. Ensure that it is placed above DMT _Dead Money Tweaks_.esp.
  • ySI Patch here.
  • LOOT ASSIST USERS: Do not pick up notes or keys using the Loot Assist pickup function; it will break scripted encounters.

    Texture mods:
    There are some retextures of base game items and statics in here, which improve the visuals in the AWOP added zones in particular. Let any other texture mod overwrite DMT, it should be fine.

    Non-Included mods:
    Alternative Repairing:
    Place the DMT Master Patch below AR to make sure you get the updated weapon repair kit effects. AR's armor repair kit will not have the features of DMT's repair kit. Not recommended for use with DMT.

    Compatible and Highly Recommended
    Starlet Overhaul

    Compatible
    Cole's Hideout
    Cole's Hideout is completely compatible out the box, though it's not in sync with DMT, it throws off the progression order by granting you a place of respite earlier than the Med Safehouse or Reinforced House, and the notes aren't in the same flavor, but if you're fine with, or want an earlier home, there will be no issues.

    Included mods or those with assets reused (Highly compatible, can be kept installed with DMT, no load order specifications):
    Colt Monitor R-80
    Fafnir's Fallout 3 Unique Items Overhaul TTW Edition
    Bottlecaps into Gold Coins
    Colored Laser Beams
    Consistent Sunglasses for Dean Domino
    A Mustache For Dean Domino

    Included mods (Recommended for replacement by DMT):
    Bingles Melee Complete
    Sierra Madre Chip Shot
    Mute Signals Armor
    Historical Cavalry Sabre
    Dead Money - Decayed Ghost People
    T Virus Case Modder's Resource
    Fr-F2
    Laser RCW Red Glow
    Livewire - The Shishkebab's Better Half
    Serbu Super Shorty
    Glacier Glasses
    25mm Pistol
    Sierra Madre Exterior Fixed
    The Tesla Rifle
    Dead Money - More and Better Crafted Knives
    Balisong Butterfly Knives
    Dead Money Fireworks Fix
    Chainsaw Fist
    Odioss Fire Axe Replacer (Made into a unique weapon)
    Notta Knife
    Rags to Riches
    Machete
    Mad Max Thundersticks
    Homemade Flamethrower - The Last Of Us Flamethrower 

    Compatible:
    TTW DLC Sortomatic Homes: Patch Available
    Stridor - A Tribe From Below

    Compatible with load order specification:
    Laser RCW model changes must be placed lower than DMT _Dead Money Tweaks_.esp.
    Perks for Challenges Remade
    Place lower than DMT, it makes a change to a challenge whose text I tweaked. Not actually recommended, I recommend S6S Base Game Perks Redux instead, which also provides some perks via challenge.
    Panzermann's Changes (TTW or NV version) must be placed higher than DMT _Dead Money Tweaks_.esp.
    Beretta 92 must be placed higher than DMT.

    Kinda compatible:[/color]
    Music mods:
    Place DMT _Dead Money Tweaks_.esp lower than those mods to get the new soundtrack. Other soundtrack mods may interfere with the soundtrack if they place new audio markers in Dead Money.

    Incompatible/Must be replaced by DMT:
    AWOPDM: You cannot use this with the original AWOPDM! It is included and will screw up your game if you have the original plugin installed. There's a warning that shows up if you have it installed, I will completely ignore any issues to do with using the original AWOPDM file and DMT together.
    Drag's Dead Money Horror Overhaul: Completely incompatible. No patch planned.
    Dead Money Immersion included and enhanced.
    Armour Repair Kits Included and completely reworked.
    Father Elijah Accurate Face included.
    Vikki's Bonnet and Vance's Lucky Hat have been made into unique items for this DLC. If you use the original, there will be no visual difference between them, but they will be named differently.
    Dead Money - Villa Scarcer Loot included and enhanced.
    The Starlet's Gaze Laser Rifle was included in concept, though a different model was used. It has the same name.

    Limitations:
    • There's no pristine version of the Cavalry Sabre because I felt that the original texture looked a little fake and out of place before I added the cloud degradation, and I don't really want to try to wrangle a better metal texture and effect on the weapon. 
    • I would have loved to keep the chainsaw fist an automatic weapon, but the chain doesn't animate, which was too big a deal for me to overlook. I still like it enough to keep it as the Jammed Chainsaw Fist though.
    • The activators to travel to the Villa or back to the Mojave from Dry Canyon aren't using amazing models. They use a painted skull from HH, and a Mad Max style vehicle, respectively. I couldn't really find anything better to use. I'm open to suggestions of assets which have available permissions.
    • Dry Canyon lacks a map. I would love to fix this at some point, but I don't really know how I would go about it.
    • Dean's dialogue hasn't, and can't, be updated to match the new Sierra Madre Martini recipe. It's a shame, but there's no resources to fix it, and the old recipe was dumb anyway.
    • The Extraction Syringe's dropped model can't be picked up, due to lacking proper collision for it. Unfortunately it's beyond my skillset to fix it.
    Bugs:
    Please report bugs in the bugs tab. I receive a notification when bugs are reported, but not when posts are posted.

    Under The Hood:
    I edited the base game Gojira entry for the Dry Canyon WW encounter.

    Questions:
    Why is it called Dead Money Tweaks when it's actually an overhaul?
    I liked the acronym better.
    What level should I start DMT at?
    I recommend at least level 25. If you want the experience to feel less strenuous, try it at level 30 or higher.
    Will you do this for other DLCs?
    Already did for Anchorage, the others don't need it.
    Is this compatible with____?
    If you ask about a mod that is already listed in the compatibility section, you'll simply be ignored, and your post will be moved to a "bug" post. If you ask about a mod that's not listed, I may get around to checking at some point, but it might be a while. I strongly recommend that anyone concerned about compatibility should learn to check in FNVEdit, it's very, very easy to do.
    "Question that was already answered by the description?"
    I didn't write this whole novella of a mod description so a million people could ask me about things I already predicted that they'd want to know. Posts asking about things I already described will be relegated to a bug post purgatory.
    Grand Entrance compatibility/inclusion?
    The author didn't want me to include it. There'll be a patch once I get around to it, but it's been at the bottom of my to do list for years now.
    Why do cloud beasts have a chance to die with 12 ga hulls and not 20 ga?
    Cause they managed to completely digest the 20 ga hull.
    Why is there a bed in the clinic next to the auto doc? Why would I use the adrenaline shot if the bed is right there?
    Immersion, mostly. Clinics need beds. They're important. Use the auto doc if you don't want to take the time to sleep for whatever reason.
    Dead Money sucks though.
    Not the place for such a discussion.
    Compatible with your ___ mod?
    All of my stuff is compatible with each other unless explicitly specified otherwise.
    Can I listen to the new soundtrack anywhere?
    Nognow, the author of the soundtrack, has not elected to put up the soundtrack on any streaming services at the moment.

    Credits:
    I couldn't have brought together such a big mod without the help of all of these talented creators and contributors:

    Direct Contributors:
    Dead Money - Villa Scarcer Loot
    Ver. 2 ^ plugin, playtesting, and script advice by ePath
    Makeshift frag mine spear fix, and makeshift frag mine model by BigManInJam
    David D - Adding the 9mm bullet to the Samurai Edge's magazine
    Somethingintheway - New typewriter model for the save points
    Clayn - Mesh edits to the typewriter model
    The Scummiest Of Them All - Main image advisement and ideas
    Lolwutyyy - Edited Millenia M4 meshes for the Police Carbine mesh
    Kain Prime - Albert W Model-01
    DarkSolarLegend - Adding high priority to some statics
    Sneeze - Improved rubble textures

    Screenshots:
    CordelionReaver
    Kamchatka
    Advice/Script Help:
    GamerRick (Nexus Forums)
    Assistance/rewrite to transit and toxicdamage scripts

    Included with open permissions:
    Improved Pickaxe by Nuke4Duke
    Lee Enfield Rifle - Ported by SkyrimAnniversaryEdition, original model by Activision/Sledgehammer Games in COD: Vanguard.
    The Starlet's Gaze Laser Rifle (Permissions listed at bottom of page)
    by Ogramirad
    Balisong Butterfly Knives
    by FrankFamily
    Dead Money Fireworks Fix
    by Weijiesen
    Chainsaw Fist
    by Gerokeymaster
    Sierra Madre Exterior Fixed
    by Whaledon
    The Tesla Rifle
    by DeviatePanda
    Dead Money - More and Better Crafted Knives
    by Yukichigai
    Alternate Laser Scope Reticle
    by Shad0wC0bra
    New Unique Weapons (Original mod deleted)
    by Sigmaceti21
    Historical Cavalry Sabre
    by Khar_Loz
    Dead Money - Decayed Ghost People
    by Polferra
    Livewire - The Shishkebab's Better Half
    by lolzinator42
    Serbu Super Shorty
    by Millenia, Naky
    Glacier Glasses
    by Kaya47
    25mm Pistol
    by Hexrowe
    T Virus Case Modder's Resource
    by LordZues40
    Fafnir's Fallout 3 Unique Items Overhaul TTW Edition
    by FafnirEtherion
    Fr-F2
    by filosoma
    Laser RCW Red Glow
    by Walmarx
    AWOP Dead Money
    by DjMystro
    Bottlecaps into Gold Coins
    by Nart2007
    Colored Laser Beams
    by Shad0wC0bra
    Failed FEV Subject 66
    Fallout 3 Wanamingo
    by Prodlimen
    Father Elijah Accurate Face
    by CarlZee
    Neglected Weapon Texture Tweaks
    by CBGreely
    Sortomatic
    by tunaisafish and Gribbleshnibit8
    TTW DLC Sortomatic Homes
    by Pintocat
    Notta Knife
    by Anoxeron
    Stridor - A Tribe From Below
    by Duskill
    Consistent Sunglasses for Dean Domino
    by SkyNinja1
    A Mustache For Dean Domino
    by KazFoxen
    Mad Max Thundersticks
    by Ranaark
    Cosmic Knife Gauntlet
    by CarlZee
    The Scribe Blaster
    by Lonutro
    Homemade Flamethrower - The Last Of Us Flamethrower 
    by Quicksilver500
    Included after requesting permission:

    Colt Monitor R-80
    by Davis237834
    Armour Repair Kits
    by Antistar
    Beretta 92
    by eNse7en
    Dead Money Immersion
    by vTemporalZEROv
    Sierra Madre Chip Shot
    by MuteSignals
    Mute Signals Armor
    by MuteSignals
    Real Weapon Mods 2
    by Micalov
    Vikki's Bonnet and Vance's Lucky Hat
    Sandcrete Architecture
    Dry Canyon
    by TrickyVein
    Rags to Riches
    by Richwizard, with credit to Kilroy2009
    Machete
    by DemonHunter1986
    Odioss Fire Axe Replacer
    by Odioss
    Sierra Madre Chips with weight
    by hexef

    Contained kNVSE credits:
    Hitman animations:
    Assault Carbine
    Automatic Rifle
    Flare Gun
    Hunting Rifle
    Laser RCW
    Plasma Rifle

    Johnsonn animations:
    Laser Rifle

    Rockbiter animations:
    Chinese Pistol
    Knife
    Blunt Melee

    Sigerious:
    Shishkebab
    Baseball Bat
    Machete
    Sledgehammer
    Spears

    Xolerys:
    Serbu

    Screenshots:
    length

    Permissions:
    Please see the individual pages for each of the included mods if you would like to redistribute any assets. If you're not sure where a new asset came from, feel free to ask about it in the discussion topic, and I'll try to remember specifically which plugin for you.
    When it comes to the assets that I created for the project myself, you're free to use whatever you like with credit.

    Support:
    If you'd like to support my modding work or say thanks, feel free to donate via the Nexus or here at Ko-Fi.f