Detailed description





For the curious ones



- The heaviest items in-game with this mod are your weapons and armor + certain objects that make sense to be somewhat heavy (like some of the junk you can pick up - say, a vacuum).

- Most items have weight (ammo, casings, caps, random junk, etc.)

- The weight of items is in pounds. Writing this just in case.


- I used Internet Movie Firearms Database for referencing gun weight. Because I'm not a gun nerd.

- Heavy weaponry will be EXTREMELY HEAVY. I assumed that heavy weapons are meant to be used in Power Armor. If you don't like that, there's a "No Heavy Weapons" version. "No Heavy Weapons" version excludes flamers, miniguns, missile launchers, gatling lasers, grenade machineguns, fat mans and their respective ammo (if unique, such as fat man ammunition).


- I copied the ammo and casings weight from Realistic Ballistic Overhaul by Mshane951-Scouter408-RadioFloyd2351-Amwizard-doot2077. Because I'm not a gun nerd. Kudos to the RBO.

- That also means that it's safe to overwrite RBO if you use it (also there would be no conflicts anyway).

- I based the weght of energy weapons off the potentitally-non-existent Chinese laser rifle prototype (ZKZM-500) and whatever I couldn't find in the IMFD article on New Vegas weaponry, I tried to look up similar WW2-era weapons. Did I mention that I'm not a gun nerd?

- In my not-a-gun-nerd-opinion, the mine models in game look like WW2 tank mines, not anti-personnel mines. So I assigned them tank mine weights. It balances out well and I liked how it played, even if it's not entirely realistic (because the mines are kind of small).


- I didn't cover ALL in-game items. First, I edited the item weights by looking at in-game world models, and I couldn't always decode what the developers meant by this or that blurry blob or random pile of metal. Second, it probably doesn't help that I'm not American and therefore I might not recognize certain items common in the US (tare, packaging) and instead used an alternative available to me in my country. Third, I considered some default weights reasonable and so I left those items alone - you will not find those items in the script. A good few items in game are pretty confusing, so I wouldn't know how heavy they would be or what the developers intended them to be. In that case, I either didn't change them or had to "wing" the weight of the items to what felt right to me.


- Power Armor is not affected AT ALL. Because there are different approaches to PA. If you assume that Power Armor is a bunch of pieces you can just wear on your body, these pieces should probably be pretty heavy (?) If PA is something you see in FO4 or the Fallout TV, then it probably doesn't matter how much individual pieces weigh even if they are extremely heavy. The approaches are very different, and I didn't want to touch any of it.


- This mod ONLY changes item weight. That means certain items will have more value than others. This will affect the game balance, too. There are mods that change that balance; this mod is about weight of the items only.


- Quest items are not affected, so they're likely weightless unless the developers made them NOT weightless. I believe that items which cannot be removed from your inventory shouldn't have weight.


- Money is not affected because "Caravan Legion money" refuses to be altered. So caps and NCR dollars don't weigh anything for consistency (unless you want to believe Mars blessed the denarii; then you can go ahead and remove the ";" from the script before the "money lines")


- You were warned about the accuracy of this mod.


If you don't like how this mod affects the game balance, don't use it. Make your own or use this one as a base.


I personally find a 1-pound bag of potato chips to be a rather annoying element of make-belief even for the sake of "game balance" (however you perceive it), so I made a small mod. You can, too.


If you *do* like the item weights, here are the carry weight settings I use in JSawyer Ultimate:


# fCarryWeightBase (float, min = 0.0) [default = 50.0]

# Base carry weight of a character, before the addition of any Strength bonuses.

fCarryWeightBase=50.0


# fCarryWeightSTRMult (float, min = 0.0) [default = 10.0]

# The carry weight bonus added to a character for each point of Strength.

fCarryWeightSTRMult=10.0


You can use these in Lone Star as well AFAIK. Have fun.