Adds several high quality firearms, energy weapons & melee weapons made by Zealotlee. TTW Compatible. Highlights include: ACR with hot swap modifications, SVD, M82A1, Railgun, Rail Cannon, MP5s and more!
Any assets made by me (basically all the gun and attachment meshes & textures) are free to use, no DP share required. Just please credit me in your mod description with a link either to my profile or this mod. I cannot clear any animation sources for re-use as they are made by other authors.
[Sierra Madre Sabres] New Melee weapons added with variants. Only found in Dead Money and the Abandonded BoS bunker post-DLC.
Lots of other minor bug fixes.
Version 2.410
[General] Fixed integration script from not firing.
[DMT] Updated to current EIDs
[S6S Perks] Removed unused list sssFLST45AutoSadistic
[AS Val] Lowered fire rate for all variants
[Particle Cannon] Unique integration script now works.
[Particle Cannon] Updated ownership of particle cannon in ZL Arms shop
[Particle Cannon] Integration script removes particle cannons in Vaults if not active.
Version 2.400
[Particle Cannon] New weapon & unique added.
[General] Unpacked most of the animation sets due to multiple issues reported. Only the Neostead animation set is BSA packaged since the sounds don't work correclty otherwise.
[P90] Slightly nerfed damage. With barrel mod it will equal the original unmodded base weapon.
[AS Val] Nerfed damage, DPS was extremely high.
[Cryo Repeater] Fixed B42 scope issues with scope mod and uniques.
[ACR] Fixed Mojave Commando ISControl config
[MP5] Fixed "Red Queen's Race" not being marked as silent.
...And many other small fixes I made but forgot to write down X_X
Version 2.300
[Cryo Repeater] New weapon & unique variants added. Added Cryo Repeaters to TTW Chill Factor perk
[NPC] Zach Lee interacts with more objects upstairs (added idle markers)
[Rail Cannon] Decreased damage 400 direct + 70 explosion → 160 direct + 80 explosion (no longer over tuned, has double damage of gauss rifle and causes explosion so more than 240 potential damage, this is before ammo modifiers and perks)
[General] Removed ACR from Great Khans and Honest Hearts Tribals
[Tesla Sniper Rifle] Improved Energy Visuals Plus 2.0 compatibility.
Version 2.202
[ACR] Fixed uniques not having any animation.
Version 2.201
[Rail Cannon] Fixed unique mesh path.
Version 2.200
[Stealth Laser Pistol] New weapon added with corresponding uniques.
[ACR] Added 4 new unique variants
[ACR] Added barrel swap animation when changing out barrels with ACR Barrel Mod Kits. Can be disabled via INI.
[General] Misc. minor fixes.
[General] Unique weapons can be enabled / disabled
[Rail Cannon] New textures by C0nzo
[Rail Cannon] Added new unique variant
[Tesla Sniper Rifle] New animations from Hitman47101
Version 2.150
[General] Gun Shop can be enabled / disabled
[General] Adjusted unique weapons value to be more expensive than regular variants
[Coil Blunderbuss] Fixed misaligned iron sights while moving when aiming
[PP-19 Bizon] Chinese Spec Ops red dot sight attachment decreases spread
[CaliberZL] Added missing shell casing swap
[CaliberZL] Added missing projectile swap
[CaliberZL] Added 2mm EC ammo swap for Railgun (BETA)
[CaliberZL] Added .416 Barrett ammo swap for M82A1 (BETA)
[CaliberZL] ACR Barrel Mod Kits change names based on selected ammo option
[ySI Sorting Ycons] Fixed Katana being classified as blunt weapon
[ySI Sorting Ycons] Fixed Zweihander being classified as hammer weapon
[Dynamic Weapon Spread 2.0] Added support for SMG weapons behavior
Version 2.000
Rextextured ALL WEAPONS except P90 and Rail Cannon. Missing the base assets for those, will likely come at a later time.
Added PP19 Bizon SMG + Unique
Buffed damage on all Zweihander variants.
Added proper impact data sets to all melee weapons.
Fixed ACR screen flash/pop sound bug on draw. Had to revert to older version of the animation, previous bug with misplaced bolt may be present. Better than the alternative.
Added INI option to enable lore friendly names for all weapons (prevents renaming script from running if set to 1)
Fixed ACR 10.5" and 14.5" CaliberZL scripts not working
Version 1.820
Added jam animation to ACR (Thanks Anirvana)
Lowered ACR and MP5 sounds... again (Thanks SkullManEXE)
Removed an empty reference in New Vegas Steel that was causing CTDs.
Jericho animation should now occasionally play a rare unequip animation as intended.
Version 1.810
CaliberZL - Weapons will no longer unequip on game load.
CaliberZL - ACR variants can be configured to use a few different calibers via INI.
[Gunshop] moving behind cash register and upstairs is considered trespassing, credits to Qolore7 for concept
[Gunshop] added 2 chairs, 1 table, 1 fridge for shop owners to eat there
[Gunshop] added 2 chairs, 1 table, 1 fridge for shop owners to eat there
[Gunshop] actually belongs to shop owners
[NPC] Zach Lee has face / weapon / voice like in old Armaments pack
[NPC] Zoey Lee and Zach Lee are more alive, eat food during evening, sleep during night
[NPC] added auto calc stats flag to Zoey Lee for more varied special and skill values
[NPC] added eyebrow, eye color, hair to Zoey Lee (looks the same but won't "fall back" to default configuration in case somebody changes it)
[NPC] added combat style to NPCs
[Cryo Revolver] correctly appears in loot (incorrect weapon in ZLWithAmmoCryoRevolverLoot). "Critical Strike Freeze" description actually appears
[Coil Blunderbuss] shoots 3 projectiles at once, makes sense since it consumes 3 ammo, better damage against armor and competitive to Tri-Beam Laser Rifle. Crit damage adjusted.
[TTW] Set all value change functions to "SetValueAlt". Some TTW users reported high values.
[Titans of the New West 2.0] Added animation compatibility for weapons in Power Armor.
Version 1.801
Added missing INI option to enable Zweihander (oopsie)
Version 1.800
Zweihander added and integrated.
Version 1.750
Huge balance pass across multiple weapons. Many changes, unique weapons should work more as intended now.
Fixed mis-aligned M82 B42 scope.
Added support for CaliberZ, enabled by default. Does nothing of CaliberZ.esm isn't loaded.
Adjuested HPControl for all weapons with lasers. The laser dot now sits at the center of the screen for accurate hip firing!
Version 1.700
New weapon: Cryo Revolver. Uses SEC ammo. Compatible with cryo perks from TTW.
New weapon: Coil Blunderbuss. Early game single shot energy weapon shotgun.
New Railgun animations from Hitman47101!
New functioning laser! All laser attachments added by this mod now use Hopper31's laser script with a few modifications by myself. Lasers now turn off when holstered and turn on when drawn.
Reduced volume of ACR loading and equip sounds. It was deafening.
New M82A1 animations by RageNClear!
Adjusted color & position for many models using laser units.
Probably other small fixes I forgot to document again.
Version 1.600
Added energy katanas.
Fixed pricing values for NV & TTW on multiple entries
Fix alpha transparency on icons
Added missing icons for AS Val, Jericho, and Tesla Sniper Rifle
Version 1.500
Added Tesla Sniper Rifle to leveled lists and vendors as well as one unique.
Added icon to VSS and AS Val (still currently the VSS)
Added INI functionalty for Big Guns skill mods and TTW.
Fixed missing sounds for AS Val/VSS animation set
Version 1.400
Added Jericho 941 pistol to leveled lists and shop inventory.
Added missing uniques to "Curios & Relics" challenge.
Fixed reticle texture on AS Val optic.
Cleaned up red dot texture's alpha map.
Version 1.301
Added missing animations to Evilest of Nines and Conflict Resolver.
Version 1.242
B42 Optics Related - Restored old filepaths for SVD scopes.
Version 1.241
Removed incomplete B42 drop mag config file. I do plan to make it fully compatible (and working) in the future!
Version 1.25
Fixed missing crit chance effect (DummyNVKnife) on weapons that needed it.
SVD animations fixed, both first and third person. The firing animation from Serviammon's set is just a little jumpy but the reloads work now.
Fixed ACR 16" ACOG not having the correct suppressed sound
Added missing entries to terminal and fixes some typos in terminal entries.
Removed redundant scope NIFs
Version 1.24
Fixed FiveseveN Proportions, finally and hopefully for the last time! Thanks Courier1911!
Version 1.23
Added missing NiMaterial nodes on... a lot... of meshes. Textures should look less flat and allow real time reflections to work a lot better.
Version 1.22
Fixed floating bolt in third person ACR animations (Thanks Anirvana)
Fixed environment map reflection on P90 and ACOG scope lenses. You should have a clear, unobstructed view now. Also fixed some ACOG texture name inconsistencies.
Version 1.21
Fixed ACR B42 inspect animation, bolt no longer floats outside of gun.
Version 1.3
Added VSS & AS Val to ZL Armaments shop and leveled lists.
Added exterior and interior gunfire sounds.
Probably other small fixes I forgot to document oopsie
Version 1.2
Many numerous fixes. Vendor now has (temporary) default voice lines. 3rd person MP5 animations have been fixed and added.
ACRs will now populate with random optics on NPCs. Some optics have a higher chance of appearing on certain models.
New unique's added: Angry Waifu (P90), Wet Work (MP5), M-Pimp-5 (MP5), Red Queen's Race (MP5), Errant Faction (FiveseveN)
Version 1.1
Numerous fixes small. Added missing environment masks and cubemaps to weapons that didn't have them. P90 now uses the PEQ Mod for it's laser instead of a separate laser. Added new M82A1 unique.
Version 1.0
Initial release
ZL Armaments Remastered adds many new weapons complete with leveled list integration and a shop location in Westside where you can buy them directly. This mod is both a remake of my old ZL Armaments mod from over a decade ago and will act as an all in one weapon pack for any current and future releases.
I only currently plan to maintain this mod going forward and I hope to update it frequently.
Like this mod? Buy the ZL shirt! All profits will be donated to charity. Yell at Arccharger if they arent.
If using my standalone weapon mods, please disable them first. They use different FormIDs as this weapon pack. Those will be rendered obsolete and incompatible upon this mod's release. You can use the console to add them back into your inventory.
Install and activate with mod manager of your choice. If using any above compatible mods, load this mod after them in the load order.
Q: What weapons are included with this mod? A: See below under the "Weapons Included" heading. The article in the Articles tab, "Weapon Glossary" has further descriptions and details. Or look at the images.
Q: Where do I find these weapons? A: If enabled via the INI (all are enabled by default) the weapons will appear in the Wasteland both in vendors and on NPCs via leveled lists. If you want to buy a weapon directly at a hefty price, head to the ZL Armaments store in Westside, next to the liquor store.
Q: Will you be including [INSERT WEAPON HERE]? A: If I feel like it or think it's a good idea. I don't normally do commissions for mods as it's a hobby and money making is what my day job is for.
Q: Will you make [WEAPON FROM THIS MOD] a standalone? A: No. But you're more than welcome to release a standalone version yourself if you'd like!
Q: Where can I find the uniques? A: Check the article tab, I've documented all the uniques so far as well as their locations.
Q: How do I use the ACR mod kits? A: With an ACR variant equipped, go to the AID tab in your Pipboy's inventory. Use the mod kit and it will swap with the part you used and give back the part that was swapped out.
Q: Is this compatible with [INSERT MOD HERE]? A: Probably, with the exceptions of my old standalone mods and any mod that might modify the exterior building I'm using in Westside. Or any uniques I've placed in the world. If you find incompatibilities, let me know and I'll list them!
Q: Are you bringing back any more weapons from Project Nevada? A: Not the original PN assets, no. Rail Cannon and P90 excluded, of course. I do however have remakes either already released or planned to release.
Q: I want lore friendly names, how do I enable that? A: Open the INI located in the mod's config folder and activate each weapon's preferred name under [NameChoices] by changing the value (ie, set iSVD to 0 if you want the SVD to be named "Chinese Sniper Rifle"). The name changes are reflected in mod kit names as well. The only gun that does not have this option is the ACR as the acronym has been used for a few separate guns over the years. Most of the energy weapons have lore friendly names already. You can now enable lore friendly names for all by changing the first option under [NameChoices] to 1.
Q: I don't like a certain weapon, how do I disable it? A: In the INI, simply set the associated boolean to 0. So if you dont want the FiveseveN enabled, set bFiveseven to 0. Please note that weapons already distributed via leveled lists may still appear for a few in game days if a weapon was removed mid game.
Q: Can I make a patch for your mod and/or use weapons from your mod? A: Yes! Any weapon or attachment mesh or texture is free to use in any project. Just be sure to credit me for using them by linking either this mod or my nexus profile.
Q: Will you ever enable donation points? A: No. This mod uses animation sets from multiple authors and has had quite a few people contribute towards it (see credits). Sharing DP and negotiating percentages complicates things, and I don't want to get bogged down by it.
Huge special thanks to the Another Millenia team & discord! Couldn't have done it without ya'll.
If you enjoy my mods, please consider throwing a donation my way. I make them because I enjoy them, not for any kind of monetary gain. It's not at all required or even encouraged, but it is appreciated.