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Name: The Weapon Mod Menu

Author: Pelinor
Version: 1.2
Download: http://www.newvegasnexus.com/downloads/file.php?id=44515
Last Modified: Mar. 02, 2013
===============
Description:
===============
Provides a new weapon modification menu for adding/removing weapon mods.
===============
Details:
===============
The Weapon Mod Menu replaces the existing menu when choosing to "Mod" a weapon i
n the PipBoy. You use it by pressing "X" as you normally would to open the mod m
enu.
There are four main features added by The Weapon Mod Menu:
-Removal of attached weapon mods
-Specific information on the amount of improvement each mod gives
-Information about all of the weapon's mods, even if you don't own any of them
-The number of available mods in your inventory

A very special thanks goes to schlangster, who created the new NVSE functions th
at make this mod possible.
===============
Requirements:
===============
Fallout New Vegas
New Vegas Script Extender (NVSE) from: http://nvse.silverlock.org/
Fallout Mod Manager (FOMM) from: http://www.newvegasnexus.com/downloads/file.php
?id=36901
- Optional -
The Mod Configuration Menu (MCM) from: http://www.newvegasnexus.com/downloads/fi
le.php?id=42507
===============
Installation:
===============
The Fallout Mod Manager (FOMM) installer is the preferred installation method.
1. Extract The Weapon Mod Menu.fomod from the archive.
2. Launch FOMM
3. Select "Package Manager"
4. Select "Add FOMod" and open to The Weapon Mod Menu.fomod
5. Select The Weapon Mod Menu and "Activate"
===============
Un-Installation:
===============
1. Launch FOMM
2. Click "Package Manager"
3. Select The Weapon Mod Menu and click "Deactivate"
===============
Updating:
===============
1. Launch FOMM
2. Select "Package Manager"
3. Select The Weapon Mod Menu and "Deactivate"
4. Right-click The Weapon Mod Menu and "Delete"
5. Install the new version
===============
F.A.Q.:
===============
Q. Does this mod work with WME, WMX, or others that add weapon mods?
A. Yes. This mod was designed to be universal and apply to any weapon that can b
e modified without needing compatibility patches.
Q. Does this mod work with DarNified UI fonts?
A. Yes. The menu will check for DarN fonts and adapt accordingly.
Q. Why does my game crash when trying to mod a certain weapon?
A1. This can happen (even without this mod) when you try to mod a weapon that us
es mods from a plugin that is no longer in your load order. Remove any weapon mo
ds added by WME, WMX, etc. from weapons before disusing those plugins.
A2. This can also happen if you have an error in the weapon form. Load your mods
with FNVEdit and look for any errors in the weapon. One or more of the weapon's
mods could be trying to use invalid FormIDs.
Q. Why am I told a weapon "cannot be modified" even though I know it can?
A. See the answer above to crashing when modifying certain weapons.
Q. Does this mod have controller support?
A. Yes, although with limited functionality. You will be able to modify your equ
ipped weapon if you press "X" on your keyboard, which works even when using a co
ntroller. You can close the menu with the "E" or "X" keys.
Q. Why can I not interact with any mods that are grey?
A. This happens when you don't have any of the mod items in your inventory. You
will be able to see the mod information, but not interact with them.
Q. Why does my character equip the weapon every time I want to modify it?
A. The unique nature of the weapon mod functions requires the weapon to be equip
ped for them to work. It is also necessary to re-equip any equipped weapons afte
r modding so the weapon model is updated.
Q. I deactivated The Weapon Mod Menu, so why can't I use "X" to mod weapons like
before?
A. You need to uninstall The Weapon Mod Menu to return to using the default menu
. The menu files are altered to prevent the default menu from opening when the n
ew one is open.
Q. I am told to update NVSE. Where do I get it?
A. http://nvse.silverlock.org is where you will find the NVSE download. If the v
ersion you see on the website is not 2 beta 12 or higher, you will need to clear
the browser cache and refresh the page. Ctrl+F5 will do this for most browsers.
Q. Do you have plans for future updates?
A. Not at the moment. I will consider requests/suggestions, though.
===============
Compatibility:
===============
FOOK 0.80's "Repair In Combat" feature can prevent The Weapon Mod Menu from work
ing when you press the "X" key. You can get around the issue by going into the M
CM options for FOOK and enabling the "Repair In Combat" option. If it's already
set to enabled, disable and enable it again. Then save your game, quit to deskto
p, and it should work when you load the save again.
No other compatibility issues are known or expected.
===============
History:
===============
1.1 - Added detection for reversed mouse buttons; added "Reverse Mouse Buttons"
MCM option; center text if mod type is None; made PCShortcutLabel visible if usi
ng controller; added version info to NVSE warning
1.2 - Fixed bug where weapon forms without 1st or 2nd mod can't be modded; added
"Show all weapon mods" MCM option (if disabled, hides mods not in inventory); m
ade use of MCM 1.4+ INI storage to keep settings across all characters; changed
count text to "Extra" if mod is equipped and "Available" if not
===============
Contact:
===============
Send a private message to Pelinor at New Vegas Nexus or at the Bethesda forums.
===============
License/Legal:
===============
The contents of this package are not to be redistributed by anyone without permi
ssion.

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