Fallout New Vegas:

==================
Weapon Mods Expanded

Version: 1.1.4
Date: 03-11-2015
Author: Antistar (Joseph Lollback)
E-mail: josephlollback@hotmail.com
==================


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

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

My Weapon Mod Kits (WMK) mod for Fallout 3 was the inspiration for Obsidian's implementation of the weapon modding system in Fallout New Vegas; something which I am quite proud of and flattered by. I like Obsidian's take on it; enough that I wanted to add to it... 'expand' upon it, you might say.

Weapon Mods Expanded (WMX) for Fallout New Vegas expands upon the base game's weapon modding system in the following ways:

- ALL weapons get the maximum of three applicable weapon mods; this includes unique weapons.
- Unique weapons can be modified with the same weapon mods as their common counterparts.
- Some existing weapon mods (from the base game) are newly applied to weapons besides their defaults...
- But many more are weapon mods newly added by WMX.
- Some weapon mods can be applied to multiple different weapons.
- New crafting possibilities for the more low-tech weapon mods (mainly melee weapon mods).
- Some unique weapons without a common counterpart (for example That Gun and This Machine) receive one.
- New and altered art assets to visually depict most of the new weapon mods.
- Chance to find weapon mods in loot.
- More weapon mods available from merchants (to compensate for more types being available).
- WMX also contains numerous fixes for visual bugs in weapon meshes and textures.

===============
2. RANGED WEAPON MODS
===============

Here is a list of all ranged weapons and weapon mods, and how they apply to one another:


***Changed Weapon Mods***

9mm Pistol Scope -> Small Handgun Scope
10mm Pistol Laser Sight -> Laser Sight
Grenade Rifle Long Barrel -> 40mm Launcher Long Barrel
Hunting Shotgun Choke -> 12 Gauge Shotgun Choke
Laser RCW Recycler -> Laser Recycler
Laser Rifle Beam Splitter -> AEP/AER Laser Beam Splitter
Laser Rifle Focus Optics -> AEP/AER Laser Focus Optics
Laser Rifle Scope -> AEP/AER Laser Scope
Plasma Rifle Mag. Accelerator -> Plasma Weapon Mag. Accelerator
Trail Carbine Scope -> Lever Carbine Scope


***Key***

* = Vanilla weapon mod
+ = New weapon mod (or existing one newly applied)


***Handguns***

.223 Pistol / That Gun
+ Laser Sight - Decreases spread, adds laser sight effect.
+ .223 Pistol Long Barrel - Increases damage (+15%).
+ Small Handgun Scope - Adds short-range scope.

.357 Magnum Revolver / Lucky
* .357 Revolver Long Barrel - Increases damage (+10%).
* .357 Revolver HD Cylinder - Increases durability (+50%).
+ .357 Revolver Custom Action  - Increases rate of fire.

.44 Magnum Revolver / Mysterious Magnum
* .44 Revolver Heavy Frame - Increases durability (+50%).
* .44 Revolver Scope - Adds a close to mid range scope.
+ .44 Revolver Long Barrel - Increases damage (+10%).

9mm Pistol / Maria
* 9mm Pistol Extended Mags - Increases ammunition capacity (+7).
* Small Handgun Scope - Adds short-range scope.
+ 9mm Silencer - Silences the weapon. 

10mm Pistol
* 10mm Pistol Extended Mags - Increases ammunition capacity (+4).
* Laser Sight - Decreases spread, adds laser sight effect.
* 10mm Pistol Silencer - Silences weapon.

12.7mm Pistol
* 12.7mm Pistol Silencer - Silences the weapon.
+ 12.7mm Pistol Extended Mags - Increases ammunition capacity (+3).
+ Laser Sight - Decreases spread, adds laser sight effect.

Hunting Revolver / Ranger Sequoia
+ Hunting Revolver HD Cylinder - Increases durability (+50%).
+ Hunting Revolver Long Barrel - Increases damage (+10%).
+ Hunting Revolver Scope -  Adds a close to mid range scope.

Silenced .22 Pistol
+ Sil. .22 Pistol Ext. Mags - Increases ammunition capacity (+8).
+ Laser Sight - Decreases spread, adds laser sight effect.
+ Sil. .22 Pistol Long Barrel - Increases damage (+20%).


***SMGs***

9mm SMG / Vance's 9mm SMG
* 9mm SMG Drums - Increases ammunition capacity (+30).
* 9mm SMG Light Bolt - Increases rate of fire.
+ 9mm Silencer - Silences the weapon.

10mm SMG
* 10mm SMG Extended Mags - Increases ammunition capacity (+10).
* 10mm SMG Recoil Comp. - Decreases spread.
+ 10mm SMG Light Bolt - Increases rate of fire.

12.7mm SMG
* 12.7mm SMG Silencer - Silences the weapon. 
+ Laser Sight - Decreases spread, adds laser sight effect.
+ 12.7mm SMG Light Bolt - Increases rate of fire.

Silenced .22 SMG
* Sil. .22 SMG Exp. Drums - Increases ammunition capacity (+60).
+ Laser Sight - Decreases spread, adds laser sight effect.
+ Sil. .22 SMG Long Barrel - Increases damage (+20%).


***Shotguns***

Caravan Shotgun
+ 20 Gauge Shotgun Choke - Decreases spread.
+ Caravan Shotgun Improved Parts - Increases durability (+50%).
+ 20 Gauge Sawn-off Stock - Decreases weight (C.S. -1, S.S. -3).

Hunting shotgun / Dinner Bell
* 12 Gauge Shotgun Choke - Decreases spread.
* Hunting Shotgun Long Tube - Increases ammunition capacity (+3).
+ Hunting Shotgun Composite Stock - Decreases weight (-3.5).

Lever-Action Shotgun
+ 20 Gauge Shotgun Choke - Decreases spread.
+ Lever-Action Shotgun Improved Parts - Increases durability (+50%).
+ Lever-Action Shotgun Long Tube - Increases ammunition capacity (+2).

Riot Shotgun
+ 12 Gauge Shotgun Choke - Decreases spread.
+ Riot Shotgun Drums - Increases ammunition capacity (+10).
+ Riot Shotgun Improved Parts - Increases durability (+50%).

Sawed-off Shotgun / Big Boomer
+ 12 Gauge Shotgun Choke - Decreases spread.
+ Sawed-off Shotgun Improved Parts - Increases durability (+50%).
+ Sawed-off Shotgun Maple Stock - Decreases weight (-1.5).

Single Shotgun
+ 20 Gauge Shotgun Choke - Decreases spread.
+ Single Shotgun Improved Parts - Increases durability (+50%).
+ 20 Gauge Sawn-off Stock - Decreases weight (C.S. -1, S.S. -3).


***Rifles***

Anti-materiel Rifle
+ Anti-Mat. Rifle Custom Action - Increases rate of fire.
+ Anti-Mat. Rifle Composite Stock - Decreases weight (-5).
+ Anti-Mat. Rifle Improved Muzzle Brake - Increases damage (+10%).

Assault Carbine
* Assault Carbine Extended Magazines - Increases ammunition capacity (+6).
+ Assault Carbine Light Bolt - Increases rate of fire.
+ Carbine Suppressor - Silences the weapon.

Battle Rifle / This Machine
+ Battle Rifle Composite Stock - Decreases weight (-5).
+ Battle Rifle Long Barrel - Decreases spread.
+ Battle Rifle Scope - Adds long-range scope.

BB Gun / Abilene Kid LE BB Gun
+ BB Gun Custom Mechanism - Increases rate of fire.
+ BB Gun Improved Parts - Increases durability (+50%).
+ BB Gun Increased Pressure - Increases damage (+25%).

Brush Gun
* Brush Gun Forged Receiver - Increases durability (+50%).
+ Brush Gun Long Tube - Increases ammunition capacity (+2).
+ Lever Carbine Scope - Adds mid-range scope.

Cowboy Repeater / La Longue Carabine
* Cby. Rep. Custom Action - Increases rate of fire.
* Cby. Rep. Long Tube - Increases ammunition capacity (+4).
* Cby. Rep. Maple Stock - Decreases weight (-1.5).

Hunting Rifle
* Hunting Rifle Custom Action - Increases rate of fire.
* Hunting Rifle Extended Mag - Increases ammunition capacity (+5).
* Hunting Rifle Scope - Adds long-range scope.

Light Machine Gun
* Light MG Expanded Drums - Increases ammunition capacity (+110).
+ Light MG Improved Rifling - Increases damage (+15%).
+ Light MG Recoil Comp. - Decreases spread.

Marksman Carbine / All-American
+ 5.56mm Carbine Extended Mags - Increases ammunition capacity (+6).
+ Marksman Carbine Improved Rifling - Increases damage (+12.5%).
+ Carbine Suppressor - Silences the weapon.

Service Rifle
* Svc. Rifle Forged Receiver - Increases durability (+50%).
* Svc. Rifle Upgraded Springs - Increases rate of fire.
+ 5.56mm Carbine Extended Mags - Increases ammunition capacity (+6).

Sniper Rifle / Gobi Campaign Scout Rifle
* Sniper Rifle Carbon Fiber Parts - Decreases weight (-5).
* Sniper Rifle Suppressor - Reduces weapon noise.
+ Sniper Rifle Extended Mags - Increases ammunition capacity (+5).

Trail Carbine
* Lever Carbine Scope - Adds mid-range scope.
+ Trail Carbine Custom Action - Increases rate of fire.
+ Trail Carbine Laminate Stock - Decreases weight (-2).

Varmint Rifle / Ratslayer
* Varmint Rifle Extended Mags - Increases ammunition capacity (+3).
* Varmint Rifle Night Scope - Adds long-range night scope.
* Varmint Rifle Silencer - Silences the weapon.


***Energy Weapons - Pistols***

Alien Blaster
+ Alien Blaster Experimental Mag. Accel. - Increases speed of alien projectile.
+ Extended Alien Power Cells - Increases ammunition capacity (+5).
+ AEP/AER Laser Scope - Adds scope.

Plasma Defender
+ Plasma Defender External Heatsink - Increases durability (+50%).
+ Plasma Defender Inline Mag. Accel. - Increases speed of plasma projectile.
+ Plasma Defender Scope - Adds short-range scope.

Plasma Pistol
+ Plasma Pistol Added Injector Cylinders - Increases rate of fire.
+ Plasma Pistol Thickened Chamber Casing - Increases durability (+50%).
+ Plasma Weapon Mag. Accelerator - Increases speed of plasma projectile.

Laser Pistol / Pew Pew
+ AEP/AER Laser Beam Splitter - Creates two beams that together do increased damage (+30%).
+ AEP/AER Laser Focus Optics - Increases damage (+15%).
+ AEP/AER Laser Scope - Adds scope.

Pulse Gun
+ Pulse Gun Extra Battery Socket - Doubles ammunition capacity.
+ Pulse Gun Extra Bulbs - Increases durability (+50%).
+ Pulse Gun Recycler Core - Replenishes ammunition (1/4 shots).

Recharger Pistol
* Laser Recycler - Laser RCW: replenishes ammo (1/4 shots). Rechargers: increases ammo regen. rate.
+ Recharger Experimental Core - Increases ammunition capacity (+5).
+ Recharger Supercharger Coil - Increases damage (+15%).


***Energy Weapons - Rifles***

Gauss Rifle / YCS/186
+ Gauss Rifle Composite Stock - Decreases weight (-2).
+ Gauss Rifle Exp. Cell Assembly - Doubles ammunition capacity.
+ Gauss Rifle Improved Mag. Shielding - Increases durability (+50%).

Laser RCW
* Laser Recycler - Laser RCW: replenishes ammo (1/4 shots). Rechargers: increases ammo regen. rate.
+ Laser RCW Composite Stock - Decreases weight (-1).
+ Laser RCW Scope - Adds medium-range scope.

Laser Rifle / AER14 Prototype
* AEP/AER Laser Beam Splitter - Creates two beams that together do increased damage (+30%).
* AEP/AER Laser Focus Optics - Increases damage (+15%).
* AEP/AER Laser Scope - Adds scope.

Multiplas Rifle
+ Plasma Rifle Dual-Cell Harness - Doubles ammunition capacity.
+ Multiplas Upg. Discharge Init. Capacitors - Increases rate of fire.
+ Multiplas Magnetic Stabiliser - Decreases Spread.

Plasma Rifle / Q-35 Matter Modulator
* Plasma Weapon Mag. Accelerator - Increases speed of plasma projectile.
+ Plasma Rifle Dual-Cell Harness - Doubles ammunition capacity.
+ Plasma Rifle Synchronised Aperture Stabilisers - Increases rate of fire.

Recharger Rifle
+ Laser Recycler - Laser RCW: replenishes ammo (1/4 shots). Rechargers: increases ammo regen. rate.
+ Recharger Experimental Core - Increases ammunition capacity (+5).
+ Recharger Supercharger Coil - Increases damage (+15%).

Tri-beam Laser Rifle
+ Tri-beam Laser Rifle Dual-Cell Harness - Doubles ammunition capacity.
+ Tri-beam Laser Rifle Polished Emitter - Decreases Spread.
+ Tri-beam Laser Rifle Sawn-off Stock - Decreases weight (-3).


***Heavy Weapons***

Flamer
* Flamer Expanded Tanks - Increases ammunition capacity (+60).
+ Flamer High Pressure Fuel System - Increases rate of fire.
+ Reinforced Fuel Hoses - Increases durability (+50%).

Gatling Laser
* Gat. Laser CF Frame: Decreases weight (50%).
* Gat. Laser Focus Optics - Increases damage (+30%).
+ Embedded Laser Sight - Decreases spread, adds laser sight effect.

Incinerator / Heavy Incinerator
+ Incinerator Extra Tanks - Doubles ammunition capacity.
+ Incinerator Stripped Down - Decreases weight (-4).
+ Reinforced Fuel Hoses - Increases durability (+50%).

Minigun / CZ57 Avenger
* Minigun Damped Subframe - Reduces spread.
* Minigun High-Speed Motor - Increases rate of fire.
+ Minigun Chromed Barrels - Increases durability (+50%).

Plasma Caster
* Plasma Caster HS Electrode - Increases rate of fire.
+ Plasma Caster Improved Parts - Increases durability (+50%).
+ Embedded Laser Sight - Decreases spread, adds laser sight effect.

Tesla Cannon / Tesla-Beaton Prototype
+ Tesla Cannon Improved Shielding - Increases durability (+50%).
+ Tesla Cannon Internal Battery - Doubles ammunition capacity.	
+ Tesla Cannon Scope - Adds medium-range scope.


***Explosive Weapons***

Fat Man
* Fat Man Little Boy Kit - Decreases weight (50%).
+ Fat Man Increased Pressure - Increases range (+25%).
+ Fat Man Internal Wiring - Increases durability (+50%).

Grenade Launcher
+ 40mm Launcher Chromed Barrel - Increases durability (+50%).
+ 40mm Launcher Long Barrel - Increases range (+100%).
+ Grenade Launcher Maple Stock - Decreases weight (-4).

Grenade Rifle / Thump-Thump
* 40mm Launcher Long Barrel - Increases range (+100%).
+ 40mm Launcher Chromed Barrel - Increases durability (+50%).
+ Grenade Rifle Maple Stock - Decreases weight (-2).

Grenade Machinegun / Mercy
* Grenade MG High-Speed Kit - Increases rate of fire.
+ Grenade MG Internal Stabiliser - Reduces spread.
+ Grenade MG Tempered Barrel - Increases durability (+50%).

Missile Launcher / Annabelle
* Miss. Launcher Guidance Sys. - Decreases spread.
+ Miss. Launcher Aux. Tube - Doubles ammunition capacity.
+ Miss. Launcher Composite Frame - Decreases weight (-5).

===============
3. MELEE WEAPON MODS
===============

Modifying melee weapons is a fairly different business to modifying firearms and energy weapons. Mechanically there isn't as much to differentiate one melee weapon from another; not compared to the myriad potential differences between firearms, at least. With melee weapons, you generally swing at the enemy... and that's about it; so you're going to see a lot of commonality throughout the list of melee weapon mods below.

It would also be very unlikely to just find a custom grip precisely made to fit your makeshift plank with nails, or chunk of rebar and concrete - so with these things in mind, the crafting system becomes very important to melee weapon mods in WMX. For a large number of the weapon mods below, you won't be finding them as-is. You will, however, be finding the parts you need to build the exact weapon mod you want.

For example, finding a hammer and a box of nails would allow you to make a 'Bunch Of Nails' weapon mod to apply to a baseball bat (or a pool cue, or a rolling pin...). It's worth keeping this in mind when browsing the list of melee weapon mods below. Also, check out the Crafting Weapon Mods section for more information on the crafting possibilities in WMX.


***One-Handed Melee***

Cattle Prod
+ Cattle Prod Aluminium Frame - Decreases weight (-1).
+ Cattle Prod Silicone Grip - Increases attack speed.
+ Cattle Prod Surge Protector - Increases durability (+50%).

Cleaver / Chopper
+ Cleaver Silicone Grip - Increases attack speed.
+ Cleaver Tempered Blade - Increases durability (+50%).
+ Universal Sharpener - Increases damage (+10%).

Combat Knife / Chance's Knife
+ Combat Knife Silicone Grip - Increases attack speed.
+ Combat Knife Tempered Blade - Increases durability (+50%).
+ Universal Sharpener - Increases damage (+10%).

Dress Cane
+ Dress Cane Concealed Blade - Increases damage (+10%).
+ Dress Cane Gecko-Skin Grip - Increases attack speed.
+ Dress Cane Hardwood Haft - Increases durability (+50%).

Hatchet
+ Hatchet Hardwood Haft - Increases durability (+50%).
+ Hatchet Silicone Grip - Increases attack speed.
+ Universal Sharpener - Increases damage (+10%).

Knife
+ Knife Silicone Grip - Increases attack speed.
+ Knife Tempered Blade - Increases durability (+50%).
+ Universal Sharpener - Increases damage (+10%).

Lead Pipe / The Humble Cudgel
+ Barbed Wire Bundle - Increases damage (+10%).
+ Lead Pipe Silicone Grip - Increases attack speed.
+ Lead Pipe Solid Core - Increases durability (+50%).

Machete / Liberator
+ Machete Gecko-Skin Grip - Increases attack speed.
+ Machete Tempered Blade - Increases durability (+50%).
+ Universal Sharpener - Increases damage (+10%).

Machete Gladius
+ Machete Gladius Gecko-Skin Grip - Increases attack speed.
+ Machete Gladius Tempered Blade - Increases durability (+50%).
+ Universal Sharpener - Increases damage (+10%).

Police Baton
+ Police Baton Alloy Shafts - Increases durability (+50%).
+ Police Baton Lead Core - Increases damage (+10%).
+ Police Baton Silicone Grip - Increases attack speed.

Ripper
+ Ripper High-Speed Motor - Increases attack speed.
+ Tungsten Carbide Chainsaw Teeth - Increases durability (+50%).
+ Universal Sharpener Deluxe - Increases damage (+10%).

Rolling Pin
+ Bunch Of Nails - Increases damage (+10%).
+ Rolling Pin Hardwood Haft - Increases durability (+50%).
+ Rolling Pin Silicone Grip - Increases attack speed.

Shishkebab
+ Shishkebab Silicone Grip - Increases attack speed.
+ Shishkebab Tempered Blade - Increases durability (+50%).
+ Universal Sharpener Deluxe - Increases damage (+10%).

Straight Razor / Figaro
+ Straight Razor Gecko-Skin Grip - Increases attack speed.
+ Straight Razor Tempered Blade - Increases durability (+50%).
+ Universal Sharpener - Increases damage (+10%).

Switchblade
+ Switchblade Gecko-Skin Grip - Increases attack speed.
+ Switchblade Tempered Blade - Increases durability (+50%).
+ Universal Sharpener - Increases damage (+10%).

Tire Iron
+ Barbed Wire Bundle - Increases damage (+10%).
+ Tire Iron Galvanisation - Increases durability (+50%).
+ Tire Iron Silicone Grip - Increases attack speed.


***Two-Handed Melee***

9 Iron / Nephi's Golf Driver
+ Barbed Wire Bundle - Increases damage (+10%).
+ Golf Club Galvanisation - Increases durability (+50%).
+ Golf Club Gecko-Skin Grip - Increases attack speed.

Baseball Bat
+ Baseball Bat Gecko-Skin Grip - Increases attack speed.
+ Baseball Bat Hardwood Haft - Increases durability (+50%).
+ Bunch Of Nails - Increases damage (+10%).

Bumper Sword / Blade Of The East
+ Bumper Sword Gecko-Skin Grip - Increases attack speed.
+ Chrome Bumper - Increases durability (+50%).
+ Universal Sharpener - Increases damage (+10%).

Chainsaw
+ Chainsaw High-Speed Motor - Increases attack speed.
+ Tungsten Carbide Chainsaw Teeth - Increases durability (+50%).
+ Universal Sharpener Deluxe - Increases damage (+10%).

Fire Axe / Knock Knock
+ Fire Axe Hardwood Haft - Increases durability (+50%).
+ Fire Axe Silicone Grip - Increases attack speed.
+ Universal Sharpener Deluxe - Increases damage (+10%).

Nail Board
+ Barbed Wire Bundle - Increases damage (+10%).
+ Nail Board Hardwood Haft - Increases durability (+50%).
+ Nail Board Silicone Grip - Increases attack speed.

Pool Cue
+ Bunch Of Nails - Increases damage (+10%).
+ Pool Cue Hardwood Haft - Increases durability (+50%).
+ Pool Cue Silicone Grip - Increases attack speed.

Rebar Club
+ Barbed Wire Bundle - Increases damage (+10%).
+ Rebar Club Silicone Grip - Increases attack speed.
+ Rebar Club Reinforcing Rods - Increases durability (+50%).

Shovel
+ Shovel Hardwood Haft - Increases durability (+50%).
+ Shovel Silicone Grip - Increases attack speed.
+ Universal Sharpener - Increases damage (+10%).

Sledgehammer
+ Sledgehammer Hardwood Haft - Increases durability (+50%).
+ Sledgehammer Silicone Grip - Increases attack speed.
+ Sledgehammer Spiked Head - Increases damage (+12.5%).

Super Sledge / Oh, Baby!
+ Super Sledge Silicone Grip - Increases attack speed.
+ Super Sledge Nanofluid Coolant - Increases durability (+50%).
+ Super Sledge Tenderiser Plates - Increases damage (+10%).

Thermic Lance
+ Thermic Lance High-Pressure Oxygen Feed - Increases attack speed.
+ Thermic Lance Magnesium Rods - Increases damage (+10%).
+ Thermic Lance Titanium Frame - Decreases weight (-5).


***Hand-To-Hand***

Ballistic Fist
+ Ballistic Fist Chromed Barrels - Increases durability (+50%).
+ Ballistic Fist 'Hydra' Config. - Increases damage (+10%).
+ Padded Glove Insert - Increases attack speed.

Bladed Gauntlet / Cram Opener
+ Bladed Gauntlet Tempered Blades - Increases durability (+50%).
+ Padded Glove Insert - Increases attack speed.
+ Universal Sharpener - Increases damage (+10%).

Boxing Gloves / Golden Gloves
+ Boxing Glove Lightweight Filling - Decreases weight (-3).
+ Boxing Glove Oil - Increases durability (+50%).
+ Padded Glove Insert - Increases attack speed.

Boxing Tape
+ Extra Boxing Tape - Increases damage (+10%).
+ HD Boxing Tape - Increases durability (+50%).
+ Padded Glove Insert - Increases attack speed.

Brass Knuckles
+ Knuckle Duster Padding - Increases attack speed.
+ Steel Knuckles - Increases durability (+50%).
+ Weighted Knuckles - Increases damage (+10%).

Displacer Glove / Pushy
+ Displacer Glove High-Power Speaker - Increases damage (+10%).
+ Electro-Glove Surge Protector - Increases durability (+50%).
+ Padded Glove Insert - Increases attack speed.

Dog Tag Fist / Recompense of the Fallen
+ Dog Tag HD Chains - Increases durability (+50%).
+ Dog Tag Silicone Silencers - Increases attack speed.
+ Universal Sharpener - Increases damage (+10%).

Mantis Gauntlet
+ Mantis Gauntlet Laminated Carapace - Increases durability (+50%).
+ Padded Glove Insert - Increases attack speed.
+ Universal Sharpener - Increases damage (+10%).

Power Fist
+ Padded Glove Insert - Increases attack speed.
+ Power Fist Tenderiser Plate - Increases damage (+10%).
+ Power-Glove Surge Protector - Increases durability (+50%).

Spiked Knuckles / Love and Hate
+ Knuckle Duster Padding - Increases attack speed.
+ Steel Knuckles - Increases durability (+50%).
+ Weighted Knuckles - Increases damage (+10%).

Zap Glove / Paladin Toaster
+ Electro-Glove Surge Protector - Increases durability (+50%).
+ Padded Glove Insert - Increases attack speed.
+ Zap Glove Supercharged Plate - Increases damage (+10%).

===============
4. CRAFTING WEAPON MODS
===============

WMX adds a number of new crafting recipes to the workbench crafting menu, as well as several new items (listed below) to be used as parts in these recipes. Most of these recipes are for melee weapon mods, but a couple are for ranged weapon mods. All of them fall under a new crafting menu category: "Weapon Mods".

These are the new items added by WMX to be used as crafting parts. They can be bought from merchants or scavenged from the Wasteland:
- Blade Blank
- Box of Nails
- Hardwood Log
- Silicone Rubber Block
- Small Spring


***Crafting Recipes (Workbench)***

20 Gauge Sawn-off Stock
- Requires: 20 Repair
- Ingredients:
---- Bonesaw (1)
---- Whet Stone (1)

Bunch Of Nails
- Requires: 15 Repair
- Ingredients:
---- Box of Nails (1)
---- Hammer (1)

[Weapon] Galvanisation*
- Requires: [30-50] Repair
---- Forceps (1)
---- Hot Plate (1)
---- Metal Cooking Pot (1)
---- Pilot Light (1)
---- Scrap Metal (2)

[Weapon] Gecko-Skin Grip*
- Requires: [20-50] Repair
- Ingredients:
---- Scissors (1)
---- Tanned Gecko Hide (1)
---- Wonderglue (1)

[Weapon] Hardwood Haft*
- Requires: [15-60] Repair
- Ingredients:
---- Bonesaw (1)
---- Hardwood Log (1)
---- Whet Stone (1)

Lead Pipe Solid Core
- Requires: 30 Repair
- Ingredients:
---- Hot Plate (1)
---- Lead (150)
---- Metal Cooking Pot (1)
---- Pilot Light (1)

Police Baton Lead Core
- Requires: 35 Repair
- Ingredients:
---- Hot Plate (1)
---- Lead (150)
---- Metal Cooking Pot (1)
---- Pilot Light (1)

Svc. Rifle Upgraded Springs
- Requires: 75 Repair
- Ingredients:
---- Scrap Metal (1)
---- Small Spring (2)

[Weapon] Silicone Grip*
- Requires: [15-65] Repair
- Ingredients:
---- Scalpel (1)
---- Scissors (1)
---- Silicone Rubber Block (1)
---- Wonderglue (1)

[Weapon] Tempered Blade*
- Requires: [20-70] Repair
- Ingredients:
---- Blade Blank (1)
---- Forceps (1)
---- Hot Plate (1)
---- Pilot Light (1)
---- Whet Stone (1)

Universal Sharpener**
- Requires: 50 Repair
- Ingredients:
---- Duct Tape (1)
---- Scrap Metal (1)
---- Whet Stone (2)

Universal Sharpener Deluxe**
- Requires: 75 Repair
- Ingredients:
---- Duct Tape (1)
---- Scrap Metal (1)
---- Small Spring (1)
---- Whet Stone (2)


*There are a number of variants of these recipes; one for each discrete weapon mod. Eg: 'Fire Axe Hardwood Haft', 'Baseball Bat Hardwood Haft', etc. The ingredients are the same across these variants, but the skill requirements and output vary.

**These recipes also have 'breakdown' counterparts; largely so that accidentally making the wrong one is not punishing.

===============
5. Requirements
===============

- Fallout New Vegas (patched to at least v1.4)

========================
6. INSTALLATION/UNINSTALLATION
========================

Please follow these instructions exactly. If you have not performed a step described here, or you have performed extra steps that are *not* described here, please don't ask me for help if something isn't working for you. I will not know what you have done, and therefore will likely not be able to help you.



***Tools***

These are useful - near essential, in fact - tools for using FNV mods in general (not just WMX). The instructions below refer to these tools.

- 7-Zip (http://www.7-zip.org)
- Fallout Mod Manager (FOMM) (http://www.nexusmods.com/newvegas/mods/36901) OR:
- Nexus Mod Manager (NMM) (http://www.nexusmods.com/newvegas/mods/modmanager/)
- FNVEdit (http://www.nexusmods.com/newvegas/mods/34703)



***Installation - Automatic***

- If currently using another mod that alters or adds to weapon modification of the vanilla weapons in Fallout New Vegas, UNINSTALL IT FIRST following the uninstallation instructions that (hopefully) came with the mod, and create a clean save (load your save game with the mod/s in question uninstalled, save your game again, and quit).

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

- It is recommended to load WeaponModsExpanded.esp near the bottom of your load order - or at least after any other mods that edit vanilla weapons. You can change the load order of your plugins by clicking and dragging in FOMM/NMM.

- ArchiveInvalidation *may* be necessary if you have not performed it already. It can be performed with FOMM/NMM, or you can try this tool: http://www.nexusmods.com/newvegas/mods/35935



***Installation - Manual***

- If currently using another mod that alters or adds to weapon modification of the vanilla weapons in Fallout New Vegas, UNINSTALL IT FIRST following the uninstallation instructions that (hopefully) came with the mod, and create a clean save (load your save game with the mod/s in question uninstalled, save your game again, and quit).

- Using 7-Zip, extract the contents (everything - ALL files and folders) of the WeaponModsExpanded.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 FOMM/NMM - place a tick in the box next to WeaponModsExpanded.esp.

- It is recommended to load WeaponModsExpanded.esp near the bottom of your load order - or at least after any other mods that edit vanilla weapons. You can change the load order of your plugins by clicking and dragging in FOMM/NMM.

- ArchiveInvalidation *may* be necessary if you have not performed it already. It can be performed with FOMM/NMM, or you can try this tool: http://www.nexusmods.com/newvegas/mods/35935



***Upgrading from an earlier version of WMX***

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

- Manual: Simply overwrite the already-installed WMX files with the files from the new version, following the instructions above. You do NOT need to uninstall WMX first.

- Ensure that your load order is still configured correctly; updating plugins can cause your load order to change.

- Update your automatic merged patch (or create one if you haven't already) following the instructions below.

- Load your game and continue playing.



***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:

- 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***

RECOMMENDED: Uninstalling WMX requires that you first remove any WMX weapon mods (or weapon mods that are not applicable to a weapon in the default game) that you have attached to weapons in your save game. At the time of writing the only way to do this is with The Weapon Mod Menu (http://newvegas.nexusmods.com/mods/44515). Failure to do so will result in crashes to desktop. The alternative to using The Weapon Mod Menu is to follow the old-style WMX uninstall process detailed below:


Legacy Info: IMPORTANT: Uninstalling WMX requires that you first remove any weapons modified with WMX weapon mods (or with weapon mods that are not applicable to that weapon in the default game) from your inventory, and from anywhere you can access them in-game. Failure to do so will result in crashes to desktop. Follow these instructions:

- In-game, you will find an item in the Aid section of your Pip-Boy called [WMX Uninstall Menu]. Click on this item and carefully follow the instructions that appear on-screen.

- After uninstallation is complete, it is a good idea to create a clean save (by loading the save game and then saving it again) before doing anything else.

=====================
7. PLAYING THE MOD
=====================

No special knowledge is really needed to play the game with WMX installed; the new content is integrated seamlessly into the game. In case it's helpful though, here's a list of points of information regarding the mod:


- The new weapon mods are sold by the same merchants who sell weapon mods in the base game.

- The first time the game is loaded with WMX installed, two notes will automatically be added to your Pip-Boy that list all the weapons and which weapon mods can be applied to them. One list is sorted by weapons (it's the list found in the Description section of this readme), so you can look up a weapon and see which weapon mods apply to it. The other list is sorted by weapon mod, so you can look up a weapon mod and see which weapons it can be used on. As of WMX v1.1, two more notes (in addition to the above two) will also be added. They are the same as the above two notes, but they cover Melee/Unarmed weapon mods instead.

- WMX incorporates a Mod Configuration Menu (MCM) which will be available if MCM (http://www.nexusmods.com/newvegas/mods/42507) is installed. This menu provides the following options:
--- Add/remove WMX-related Pip-Boy notes.
--- Add/remove WMX Uninstall Menu.
--- Reset WMX Merchant Inventories: Respawns merchants' inventories of WMX items only. Helpful after installing a WMX add-on with new items (otherwise it's a cheat).

- .223 Pistols are non-unique, less powerful versions of the unique weapon 'That Gun'. They are sometimes carried by people armed with Service Rifles, and can be found in some stores.

- Battle Rifles are non-unique, less powerful versions of the unique weapon 'This Machine'. They are sometimes carried by people that might otherwise be armed with Hunting Rifles, and can be found in some stores.

- In the base game, unique weapons can't be modified, and many of them are in fact 'pre-modified' with the same weapon mods that can be applied to their common counterparts. Where relevant, WMX removes these 'integrated' weapon mods so that these unique weapons can be modified by the user with the same weapon mods as their common counterparts. This results in some unique weapons being slightly less powerful than in the base game when they're unmodified, but *more* powerful than in the base game when they *are* modified.

- Hunting Revolvers are no longer scoped by default - but they (and the Ranger Sequoia) can be modified with a Hunting Revolver Scope.

- Riot Shotguns no longer have drum magazines by default - they have a box magazine instead, which holds ten rounds rather than twelve rounds. However, they can be modified with the 'Riot Shotgun Drums' weapon mod, which upgrades their ammo capacity to twenty.

- Besides the various visual bugs in weapon meshes and textures that WMX fixes, it also fixes a couple of issues with Torres and Gloria Van Graff. Without going into technical detail, they would not sell items appropriate to the player's level if the player had previously visited them at a lower level. In addition, Torres (and Michelle at 188 Trading Post, too) was not correctly set to sell Miscellaneous items (which include weapon mods), even though she had been given Miscellaneous items to sell.

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

Q) I have a question I want to ask. Is there something I should do before contacting the author?
A) Yes. Please read the entirety of this readme through carefully first. Asking a question relating to something already covered in this readme will only waste your time, as I will simply direct you to "please read the readme".

Q) I've discovered a bug and I can't wait to tell you/the world about it!
A) This can't be stressed enough. *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) Can I criticise you for implementing something in WMX 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) I've got a weapon mod for this weapon but it's not giving me the option to apply it. What's going on?
A) It's most likely a conflict with another mod that also edits vanilla weapons. If you have this mod loading after WMX in your load order, it will override WMX's changes. Try loading WMX near (or at) the bottom of your load order, as noted in the installation instructions above. If you want to find out exactly which mods are conflicting, you can open your entire load order in FNVEdit, and look at the weapon records you're having problems with. (Very basic knowledge of FNVEdit required, obviously.)

Q) Help! I can't find the precise weapon mod I want for sale the moment I start looking! Is WMX broken?
A) No. The weapon mods available from merchants (and found in loot) are determined randomly; and some are rarer than others. You may want to try the Mail Order Catalogs mod (http://www.nexusmods.com/newvegas/mods/47712), which has support for WMX and lets you order the exact weapon mod/s you want. As an aside, I was considering adding a similar feature to WMX itself - but then Mail Order Catalogs made that unnecessary.

Q) Can you tell me why I should use WMX rather than [other mod that expands on weapon modification in Fallout New Vegas]?
A) This isn't something I can really answer for you; I'm obviously biased in favour of my own mod. I've provided a lot of information on what WMX offers on its Nexus page; both in the form of an exhaustive range of screenshots and in this readme itself. There should be more than enough information available for you to make an educated decision on whether WMX appeals to you or not.

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) FOMM/NMM/whatever is telling me that animation (.kf) files in EVE are conflicting with animation files in WMX. What should I do?
A) They're the same animations (by Joefoxx) in both mods, so it doesn't matter if one set overwrites the other.

Q) Is WMX 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.

Q) What about texture replacers for the vanilla weapons? Are they compatible with WMX?
A) They will usually work (technically speaking), but may result in weapons that have their textures changed by WMX weapon mods looking different to their unmodified variant (in that the texture replacer only affects the unmodified variant). A compatibility patch will usually be required in such cases.

Q) Will you make WMX 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.nexusmods.com/newvegas/mods/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 doing so using the GECK, once you learn the basics.

Q) Will you add the ability to remove weapon mods from weapons?
A) This functionality is available through The Weapon Mod Menu (http://www.nexusmods.com/newvegas/mods/44515), which is fully compatible with WMX.

Q) Will you add crafting recipes for *all* weapon mods?
A) No plans to do so at this time. Almost all of the weapon mods for ranged weapons - and many of the melee weapon mods too - are just too specialised and intricate to be cobbled together at a workbench from scraps found in the wasteland.

Q) Can you add more than three applicable weapon mods to a weapon - or the option to choose between two or more weapon mods to apply to a particular 'slot' on a weapon?
A) No; the weapon-modification system in FNV has a hard-coded limit of three weapon mods per weapon.

Q) Why so few visible weapon mods for Unarmed weapons?
A) The short answer is 'technical limitations'. The long answer is that weapons that conform closely to the hands (like gloves or knuckle-dusters) need to be rigged to the skeleton, meaning their mesh files need to be implemented via 'armour add-ons'. These armour add-ons can only be defined on a weapon-by-weapon basis, rather than a weapon mod by weapon mod basis, meaning the mesh can't be changed when a weapon mod is applied. This meant that a lot of the weapon mods for Unarmed weapons had to be ones without a visible effect on the weapon.

Q) Why am I seeing 3D exclamation points, flashing/swapping textures and/or missing texture notifications instead of items from the WMX mod?
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 wasn't installed correctly. In the case of texture issues - not missing mesh issues - it may also point to an ArchiveInvalidation issue. In both cases, please follow the Installation instructions above.

Q) I'm seeing floating revolver speedloaders, laser sights not switching on, strange behaviour with heavy weapons and their backpacks, etc. Is this caused by WMX?
A) No. In my experience (and in the reports I've had from users) this has been linked to the Pip-Boy Readius mod (and any other mods that work in a similar way) - and it will happen whether WMX is present or not. To make it really clear, this is not a compatibility issue between WMX and Readius; it is (unfortunately) an issue with Readius itself. See the Known Issues section below for other (vanilla) bugs that can cause similar issues.

Q) Will you tell me how to cheat to get the weapon mods 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) Why is the game crashing to desktop when I interact with this weapon, after uninstalling WMX?
A) This happens if WMX was not uninstalled correctly. Be sure to follow the uninstallation instructions above closely.

Q) Why is the game stalling/crashing on startup after I've installed this add-on for WMX?
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. WMX add-ons will almost always need to load *after* WeaponModsExpanded.esp (but follow the installation instructions for the add-on in question carefully), and WeaponModsExpanded.esp cannot be renamed.

===============
9. 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.

============================
10. CONFLICTS / KNOWN ISSUES
============================

- WMX is not compatible with other mods that alter modification (with weapon mods) of vanilla weapons in Fallout New Vegas. Such mods will need to be uninstalled before installing WMX.

- Mods that directly edit vanilla weapons will conflict with WMX. Compatibility patches are usually required in these cases. (Though in a pinch you might get away with just loading WMX after the conflicting mod, as noted in the installation instructions above.)

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

- WMX 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. 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.nexusmods.com/newvegas/mods/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.

- Addendum to the above: at the time of writing, the current version of Joefoxx's animations seem to have an issue with the Laser Pistol (in WMX or otherwise). The simplest way to fix this is to delete this file: \Steam\steamapps\common\fallout new vegas\Data\meshes\characters\_1stperson\1hpattack3.kf


- Aiming down the sights with the weapons given iron-sights by WMX (e.g. the Laser Rifle) may not work very well with the 'True Iron Sights' gameplay setting disabled. At the time of writing there is an add-on in the WMX Compatibility Grab-bag (downloaded separately) that can fix this, but it may conflict with other WMX compatibility patches you may want to use, so this is how to fix this issue yourself:

- Move or delete the following files from \Steam\SteamApps\common\Fallout New Vegas\Data\meshes\characters\_1stperson\
--- 1hpaimis.kf
--- 1hpattack3is.kf
--- 2hrattack4is.kf

- Some knowledge of the GECK or (preferably) FNVEdit required: Enable the 'Don't Use 1st Person IS Animations' flag on the weapon/s in question.


- The modified variants of the Shiskebab are currently not using custom meshes, as they were causing some display issues with the weapon's flames and backpack.



There are several bugs in Fallout New Vegas itself that have an impact on WMX:

- Applying an 'Increases Durability' weapon mod to a weapon that is currently fully repaired can actually degrade its condition. Any condition level besides 100% appears to be fine. Should be much less likely to occur with the FNV official patches installed.

- It seems that modified weapons given to companions appear as unmodified weapons while they are carrying them.

- Changing clothes can cause issues with certain animated sections (e.g. laser sight beams, speedloaders, etc) of equipped weapons. Un-equipping and re-equipping the weapon will usually fix this.

- Speedloaders for revolver-type weapons can be incorrectly displayed lodged in the back of the weapon (but only in third-person) until the first time the weapon is fired/reloaded after equipping it.

================================
11. CREDITS
================================

- Any aspect of WMX not specifically mentioned here in the credits can usually be assumed to be the work of Antistar (Joseph Lollback - that would be me). In addition, many of the things mentioned here had additional work done to them by me. If you need to know nitty-gritty specifics for whatever reason, just ask me.

- Many meshes and textures included in this mod are 'remixed' Bethsoft/Obsidian assets. They should be self-evident to anyone familiar with FNV, but if you're unsure about the origins of something and wish to know, again don't hesitate to ask.

- Fixed/tweaked vanilla weapon animations are by Joefoxx.
- Many, many icons by The 3rd Type (and many by me too).
- Tape, Svc. Rifle Forged Receiver and Svc. Rifle Upgraded Springs icons by bronod.
- Awesomefied Multiplas, Plasma Rifles and Plasma Pistol - plus tweaked Incinerator, Laser Rifle and Tri-beam - by MadCat.
- Recharger Coil, Laser Pistol Shifter and Splitter variant meshes by TheTalkieToaster.
- 'Improved Caravan Shotgun', 'Improved Lever-Action Shotgun' and 'Improved Single Shotgun' textures by Millenia (some changes/additions).
- Plasma Defender scope mesh and textures by DaiShi (some changes).
- 'Anti-Materiel Rifle Improved Muzzle Brake' mesh and textures by AlexScorpion (some changes, UVW map remade).
- Heat shield mesh (but not texture) used for 'Riot Shotgun Improved Parts' by RedRogueXIII (some changes, UVW map remade).
- Iron-sight mesh for Laser Pistol, Pew Pew, Laser Rifle and AER14 Prototype from mesh by RedRogueXIII (significant changes).
- Battle Rifle scope by Crash Down (some changes, UVW map remade).
- Fixed Machete mesh and normal/spec texture by Arlekin.
- Thanks go to RoyBatterian for trawling the nif files for technical issues.
- A metal texture from http://wojtar-stock.deviantart.com was used as a base in the Heat shield texture for the Riot Shotgun Improved Parts.
- 'Eraser' font by David Rakowski.
- 'Impact Label' font by Tension Type.
- 'Stencil Gothic' font by Brain Eaters.
- Some royalty-free vector art from www.vectorstock.com
- Some clipart courtesy of FCIT (http://etc.usf.edu/clipart/).
- Some clipart courtesy of www.computerclipart.com
- Some clipart from www.arthursclipart.org
- Some clipart from www.clker.com

- Last but not least, thanks go to everyone who contributed assets, suggestions or their time as a tester during the development of WMX.

==========================
12. MODDER'S RESOURCE INFO
==========================

- Please ask my permission before releasing mods that alter, are based on, or use assets from WMX.

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

==========================
13. CONTACT INFORMATION
==========================

My e-mail address is josephlollback@hotmail.com

=========================
14. 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.

=================
15. VERSION HISTORY
=================

Version 1.1.4 (03-11-15)
- Gave .223 Pistol correct sight FOV.
- Enabled correct normals lighting on sections of a number of weapon meshes.
- Cleared "No low level processing" flag on Alexander, Blake, Dale, Gloria and Torres; apparently helps them to refresh their merchant inventories properly.

Version 1.1.3 (03-03-14)
- Sniper Rifle (unmodified) now using alternate mesh, as intended in v1.1.2. This has no visible effect unless you're also using WMX-WRP.

Version 1.1.2 (28-01-14)
- Added MCM menu.
- New icons by T3T for Hunting Revolver and .44 Magnum Revolver.
- Tweaks to several meshes by MadCat221:
--- Incinerator meshes (more visually distinct from Heavy Incinerator).
--- Laser Rifle meshes (fixes to vanilla issues, improved iron-sights).
--- Tri-beam Laser Rifle meshes (improved iron-sights).
- Ex-NCR weapon merchant at 188 should more reliably sell WMX-added items now.
- Dual Cell weapon mod for Multiplas now doubles ammo capacity as intended (rather than tripling it, as before).
- Weapon mods are no longer given the 'MOD:' prefix by WMX. (It supports Project Nevada's item sorting system doing this automatically though, and is recommended.)
- Weapon mod description clarification: "Increases condition" changed to "Increases durability".
- .223 Pistol stats changed to match 5.56mm Pistol (GRA) stats. (Mostly minor changes. Mainly; more expensive, less durable, but lighter and higher critical chance.)
- Battle Rifle stats changed to match Battle Rifle (GRA) stats. (Mostly minor changes. Mainly; less durable and slightly slower, but cheaper and does slightly more damage.)
- Joefoxx's Rifle 1st person Accuracy Fix is now included (this is an animation file).

Version 1.1.1 (29-10-11)
- Added missing crafting recipes for 'Straight Razor Tempered Blade' and 'Switchblade Tempered Blade'.

Version 1.1 - The 'Nails' update (06-09-11)
- Major content update:
--- Added weapon mods for Melee and Unarmed weapons.
--- Added crafting recipes for many Melee/Unarmed weapon mods - and for a couple of ranged weapon mods.
--- Added several new items to be used as parts for the above-mentioned crafting recipes.
- There is no longer the chance for .223 Pistols to replace Service Rifles in loot and on NPCs - instead there is now the chance for them to be found *as well as* Service Rifles.
- Further improvements to Plasma Rifle and Multiplas meshes by MadCat (glowing port holes).
- Texture set assignment fix for Lucky (HD Cyl + Long Barrel variant).
- Michelle at 188 Trading Post now sells miscellaneous items, as (it seems) intended by Obsidian. (This includes weapon mods.)

Version 1.0.9 (07-07-11)
- Behind-the-scenes changes in aid of compatibility with FNV patch 1.4.
- 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. (See v1.0.2 changelog, below, for more info.)

Version 1.0.8 (13-06-11)
- Increased number of WMX-added weapon mods available at many merchants.
- Increased price of most rate-of-fire-increase weapon mods added by WMX.
- Increased price of Plasma Defender weapon mods.
- Further fixes to issues with Torres' merchant inventory; she now actually offers better items if the player joins the Brotherhood Of Steel - as intended.

Version 1.0.7 (17-05-11)
- Numerous stat changes to weapons to bring them in line with the changes made in the recent official FNV patch (patch 1.3).
- Overhauled weapon mod prices to be in line with changes made in the abovementioned patch.
- Minor vanilla bugfixes to .357 Magnum Revolver and Lucky meshes (shells are no longer ultra-shiny/bright).
- Minor texture set assignment fix to Hunting Revolver and Ranger Sequoia statics.

Version 1.0.6 (02-04-11)
- Behind-the-scenes change to how vendors stock the .223 Pistol and Battle Rifle; should be more reliable now.
- Added dedicated world models for modified variants of Grenade Machinegun and Mercy; fixes issues related to dropping them.

Version 1.0.5 (12-03-11)
- Added iron-sights to Tri-Beam Laser Rifle.
- Tri-Beam Laser Rifle now uses iron-sights correctly.
- Reduced rate of fire increase given by '.357 Revolver Custom Action' weapon mod.

Version 1.0.4 (15-02-11)
- Added iron-sights to Laser Pistol, Laser Rifle and AER14 Prototype meshes.
- Made various fixes to Laser Pistol, Pew Pew, Laser Rifle and AER14 Prototype meshes (mostly fixing vanilla issues left over from FO3).
- Laser Pistol, Pew Pew, Laser Rifle and AER14 Prototype now use iron-sights correctly.
- Added Joefoxx's bullpup reload animations (not used in WMX main; resource for add-ons).

Version 1.0.3 (11-02-11)
- WMX now includes fixed/tweaked vanilla weapon animations by Joefoxx.
- That Gun is now visually distinct from the .223 Pistol.
- All weapon mod item names now have the prefix 'MOD:'.
- Weapon mod item descriptions now describe Increased Damage as a percentage increase, rather than a specific integer; improves compatibility and also interacts better with things like ammo types that affect a weapon's damage. Note that this change does not affect the damage increase gained from these weapon mods in any way.
- The above point did prompt a review of the Increased Damage mod effect values used by certain weapons, however. The following weapons had this value tweaked (increased slightly, in almost all cases): .44 Magnum, Mysterious Magnum, Anti-Materiel Rifle, Hunting Revolver, Ranger Sequoia, Light Machine Gun, Marksman Carbine, All-American and Recharger Rifle.
- In-game notes listing weapons and weapon mods updated to reflect the above changes to weapon mod item descriptions. Some minor tidying, also.
- 'Fat Man Increased Pressure' weapon mod now increases range by 25% (down from 50%).
- Changed scope mod design for Brush Gun to accommodate shells being ejected from the top of the weapon if it has the Brush Gun Forged Receiver weapon mod applied; now uses scope from La Longue Carabine.
- Battle Rifle Long Barrel variant now uses correct third-person model.
- Vance's 9mm Submachine Gun (unmodified variant) now uses correct world model.
- Minor mesh fix for Hunting Revolvers (better smoothing on cylinder).
- Corrected glow-dot placement on iron-sights in .44 Magnum (Heavy Frame) mesh.
- Improved Recharger Pistol iron-sight 'zeroing'.
- Tweaked .223 Pistol/That Gun laser sight beam effect alignment.
- Reverted attack animation used by Recharcher Pistol to default (no longer needed to be changed, thanks to Joefoxx's animations).
- Recharger Rifle now has its own repair formlist, rather than using the Laser Rifle one (Recharger Rifles can no longer be repaired with Laser Rifles, in other words).
- Battle Rifle added to the 'WeaponRiflesLIST' formlist (meaning it now counts towards the challenge 'The Big Squeezy', like This Machine does).
- .223 Pistol added to the 'PerkCowboyWeapons' formlist (meaning it is now affected by the 'Cowboy' perk, as That Gun is).
- .223 Pistol (plus 10mm Pistol, 10mm SMG and That Gun) added to the 'TheProfessionalWeaponsList' formlist (meaning that these weapons are now affected by the perk 'The Professional' - as they should be, according to the perk description).
- .223 Pistol and Battle Rifle added to the 'NVAllWeapons' formlist (involved in being frisked for weapons).

Version 1.0.2 (31-01-11)
- Added Weapon Repair Kit to repair formlists of all ranged weapons as a workaround for the (vanilla) 'degrade' bug encountered when trying to use a Weapon Repair Kit on a weapon that has been modified with an 'Increase Max. Condition' weapon mod. See the Playing The Mod section for more information.
- Ranged weapons that lacked a repair formlist have been given one.
- Grenade Launcher has been given its own repair formlist (rather than using the Minigun repair formlist as in vanilla FNV).
- Ratslayer (unmodified variant) now uses correct world model.
- Non-'Improved Parts' variants of the Caravan Shotgun no longer semi-forced to use the vanilla Caravan Shotgun textures.

Version 1.0.1 (22-01-11)
- Fixed tangent space for a range of weapon meshes.
- Fixed alpha-sorting issue on AER14 Prototype stock.
- Reduced chance of finding weapon mods in loot.
- Laser RCW, Plasma Defender and Recharger Pistol now affected by Energy Resistance (same as all other Energy weapons).
- Changed ejected shell casing mesh used by several weapons (in line with what's in the Community Bugfix Compilation).

Version 1.0 (16-01-11)
- Initial public release.