[RELz] Community Ammunition Library, CALIBR

Post » Sat Feb 19, 2011 6:06 am

Thanks - that fix was easy enough. I still need to locate some of the script variables though. I'm sure it's easy enough - just that I've only been fooling around with the GECK for a week or so, and I don't know how everything is supposed to be structured. I'll try to take a fresh look at it again at some point.
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Kelly Upshall
 
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Post » Sat Feb 19, 2011 5:24 am

Name: Rocket Propelled Grenade
Short name: RPG Round
Value: 75
Clip Rounds: 1

Mods that use that particular Ammo are starting to pop up, like the one below...

http://www.fallout3nexus.com/downloads/file.php?id=5134
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Yonah
 
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Post » Sat Feb 19, 2011 6:29 am

is there a mod that makes vashts1985 mods compatible with calibr?


http://www.fallout3nexus.com/downloads/file.php?id=4399 One .esp does replacers for Vanilla weapons/ammo, and the other does it solely for Vashts1985's weapons, and is standalone.

-- Griffinhart
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Veronica Martinez
 
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Post » Fri Feb 18, 2011 8:20 pm

Thanks - that fix was easy enough. I still need to locate some of the script variables though. I'm sure it's easy enough - just that I've only been fooling around with the GECK for a week or so, and I don't know how everything is supposed to be structured. I'll try to take a fresh look at it again at some point.

Ok, I just took another look at it and the variables I couldn't place are globals. Now that I know they're there, and how to create new ones, I should be able to do this.
(btw, i created a new account so my userid matches with my account on nexus)
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Mel E
 
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Post » Sat Feb 19, 2011 3:37 am

http://www.fallout3nexus.com/downloads/file.php?id=4399 One .esp does replacers for Vanilla weapons/ammo, and the other does it solely for Vashts1985's weapons, and is standalone.

-- Griffinhart


thanks!! now his weaps can be enjoyed with out worring about running out of ammo.
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Emily Martell
 
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Post » Fri Feb 18, 2011 10:37 pm

I'm sorry if this is a silly question, but will the mod user need to have CALIBR installed to run a mod which uses CALIBR?
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Adrian Powers
 
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Post » Sat Feb 19, 2011 9:59 am

I'm sorry if this is a silly question, but will the mod user need to have CALIBR installed to run a mod which uses CALIBR?

In fact, yes, yes they will. Kinda hard to run the game with a missing master file, in my experience.
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Ana Torrecilla Cabeza
 
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Post » Sat Feb 19, 2011 8:03 am

In fact, yes, yes they will. Kinda hard to run the game with a missing master file, in my experience.


Oh, I didn't realise it was a master file. I suppose that's what I deserve for skim reading the OP :facepalm:
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Juanita Hernandez
 
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Post » Sat Feb 19, 2011 4:47 am

I understand that it is good too have a standardized platform for weapon mods, but i think if every gun gets its real ammo it makes the game too complicated and maybe less fun.

Imagine you play a mod that gives you the following guns: MP7, P90, MP5, MAC. I think gameplay wise these guns would fall into the same category of SMG's.
Now you play a mod where you find less ammo (e.g FWE) and have all these guns in your inventory. When all these guns use their real life rounds like in the description above, every gun would need its own ammo type and you'd find less ammo for one specific gun because the ammo you find would be distributed between all these ammo types .
If I have 50 rounds for SMG A and find a slightly better SMG B do not want to find another ammo type so that I can use it.

Imo the vanilla system is reasonable enough. It has one ammo type for 1 specific type (gameplay wise) of weapon (e.g 5.56mm for assault rifles, .308 for snipers, 10mm for semi auto pistols and smg's, ...)

Of course it all depends on how the modders set up their mods.

Yup, that was one of my original concerns. I haven't been following this project as much recently, but I believe Tubal did implement the Form List suggestion I made - any idea if modders are using that? If yes, then something can be done about this problem. If not, then it'll be entirely up to the modders.

But if we have that list, then a script could run and squish several similar ammo types together, and change all the guns that use the differentiated versions to use the "squished" version. It'd be done completely during run-time (i.e. no file nightmare of having dozens of different patches), and would be entirely up to the user.

I have three Oblivion projects, plus I'm now helping out on OBSE, and I don't have huge amounts of free time to begin with, so in all likelihood, I will not get to this project in the near future. If anyone is interested, however, I would definitely be willing to help/answer questions.

That flag doesn't appear do actually do any difference though, I've checked. I made 2 identical 10mm pistols (new versions to make sure other mods didn't screw with them), and 2 new 10mm ammo types, one with the flag ticked. They did the same damage with or without the flag, as tested on both an unarmoured NPC and one with power armour. Also, the GECK wiki says it's "No longer used".
I'm guessing it's a leftover from Oblivion.

In Oblivion, Ghosts and similar monsters had "Normal Weapon Resistance", in that regular iron and steel could not injure them. Silvered, Dwemer (Dwarven), Elven, and Daedric weapons had that flag checked to indicate that they ignored that resistance. I don't know if creatures in Fallout can still have that stat, but if not, the flag to ignore it won't do anything. If they can, then it will.
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Bones47
 
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Post » Sat Feb 19, 2011 3:49 am

Oh, I didn't realise it was a master file. I suppose that's what I deserve for skim reading the OP :facepalm:

No, I didn't mean because the file is a esm, I mean because if a esp uses data from any other esp/esm, that esp/esm must be loaded or the game will crash on load. There was a mod for Oblivion that somehow wasn't effected by this, but I never used it. Can't even remember what it was for, to tell the truth, but aside from that one mod, all mods with masters must have the master loaded as well, other wise it's a CTD while loading.
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Heather beauchamp
 
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Post » Sat Feb 19, 2011 12:29 am

I just uploaded a http://www.fallout3nexus.com/downloads/file.php?id=5423 to add compatibility for ammo types used in FOOK to The Pitt's Ammo Press. I'm posting this here in case anyone wants to expand the Ammo Press compatibility to more CALIBR or other ammotypes, you are free to use my mod as a guide. Adding additional ammotypes to the press is trivial, but tedious, otherwise I might have tried to make a kind of template including all the CALIBR ammo.

Also, I could use some suggestions on a couple points from people who know ammo better than me.

First - I had split the list of ammo types into another submenu in order to fit things on the Terminal screen. I've tentatively grouped them into 'Pistol rounds', 'Rifle rounds', and 'Heavy rounds', with Shotgun shells separate. Rather than type them all out, I have a http://www.fallout3nexus.com/downloads/images/5423-1-1238987117.jpg on the mod page. If anyone has any suggestions about how to more appropriately group these, I'd appreciate it.

Second - the press uses weighted values to which ammo types provide more usable material (and thus also require more material to make). I had to guess at values for the new ammo based on their $ value, size, the existing ammo weighted values, and just what I thought. I know these could use work - and maybe also modify the default values. Here's the existing values:
DLC01ammo10mmValue			2DLC01ammo308caliberValue	15DLC01ammo32caliberValue		5DLC01ammo44magnumValue		15DLC01ammo556mmValue			3DLC01ammo5mmValue			1DLC01ammoMetalIngotValue	100DLC01ammoMissleValue		25 (not used)DLC01ammoScrapMetalValue	20DLC01ammoShotgunShellValue	10

and the values I choose for ammo used in FOOK:
Ammo127mmDU				2 (replaces 5mm in FOOK)Ammo8mmDU				8 (new in FOOK)CALIBRxAmmo22LR			3CALIBRxAmmoPistol45ACP	16CALIBRxAmmoPistol50AE	17CALIBRxAmmoPistol9x19	2CALIBRxAmmo50BMG		30CALIBRxAmmo545x39		3CALIBRxAmmo762x39		4CALIBRxAmmo762x51		4

Again, any suggestions are welcome.

The mod is available http://www.fallout3nexus.com/downloads/file.php?id=5423.
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kat no x
 
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Post » Fri Feb 18, 2011 10:24 pm

Does anyone know if FO3's 5mm round is based on any real-world round? I'm updating my ammo press mod with production values bases on actual weight, and I can't find a specific match on the web, and since you can't use search terms less than 4 chars in these forums, I'm stuck on that one. If it's made up, could someone suggest a similar sized round or a weight?

BTW - if anyone has questions about modding the ammo press for anything else, i'm happy to help. It's pretty easy, but I could at least point you to the right places.
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Luna Lovegood
 
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Post » Sat Feb 19, 2011 9:35 am

Does anyone know if FO3's 5mm round is based on any real-world round? I'm updating my ammo press mod with production values bases on actual weight, and I can't find a specific match on the web, and since you can't use search terms less than 4 chars in these forums, I'm stuck on that one. If it's made up, could someone suggest a similar sized round or a weight?

BTW - if anyone has questions about modding the ammo press for anything else, i'm happy to help. It's pretty easy, but I could at least point you to the right places.

Here is what I found:

http://en.wikipedia.org/wiki/5_mm_caliber :foodndrink:
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Roberto Gaeta
 
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Post » Sat Feb 19, 2011 4:20 am

My opinion is that the minigun ammo is a light cartridge, like the 5.7x28mm, to reduce the weight on the weapon (which would still be considerable) and reduce recoil (which would still be considerable).

Name: Rocket Propelled Grenade
Short name: RPG Round
Value: 75
Clip Rounds: 1

I'll add it.
75 seems a bit excessive for the cost though? A regular missile costs 50 caps, and it's a much larger weapon. I'll set it to 40, and if I get complaints I'll change it in the next update. :)

Also adding .45 Long Colt on request.

I've been neglecting CALIBR for a while, partly since I feel it's 95% complete already, but I'll keep updating as needed. Just not as timely. ;)
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Suzie Dalziel
 
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Post » Fri Feb 18, 2011 6:37 pm

please consider adding .30-30 and a non ACP version of .45 cal.?

Thanks, and if you decide against it, no biggie.
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louise fortin
 
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Post » Sat Feb 19, 2011 12:45 am

Does anyone know if FO3's 5mm round is based on any real-world round? I'm updating my ammo press mod with production values bases on actual weight, and I can't find a specific match on the web, and since you can't use search terms less than 4 chars in these forums, I'm stuck on that one. If it's made up, could someone suggest a similar sized round or a weight?

BTW - if anyone has questions about modding the ammo press for anything else, i'm happy to help. It's pretty easy, but I could at least point you to the right places.



5mm is a 'pseudo reality' round according to all the info I can find, and I had to go to the library to find that sparse info. Web searches were a bust.


It exists, but mainly in weapons labs.

From the very very little I can find out about it, (3 examples) it appears that the 5mm round first appeared in comics and video games and some bright weapons researcher decided it might actually make a good low-recoil round for a personal mini-gun, although I am seeing more in reference to rocket propelled ammo these days (caseless ammo) than low-recoil ammo.

Lets face it, 5mm is a very low impact round.

I would guestimate it would weigh around the same as either a .22 FMJ or perhaps a .38 ball round if its a heavy grain load. Also, it might weigh as much as a 5.56 or 7.62mm if its a depleted uranium round (dems heavy).
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LuBiE LoU
 
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Post » Sat Feb 19, 2011 1:23 am

http://www.fallout3nexus.com/downloads/file.php?id=3447 v1.1.

please consider adding .30-30 and a non ACP version of .45 cal.?

Is there a mod that needs them?
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cheryl wright
 
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Post » Sat Feb 19, 2011 12:09 am

That's the reason why i replaced the 5mm round in FOOK with the 12,7mm DU.

5mm doesn't make any sense for the minigun. The minigun is a heavy weapon and obviously worn by troops with PA and you wouldn't arm these guys with something that doesn't have some serious penetration and 5mm is just wrong for this.
In real life you have a few miniguns which use a small calibr (5,56m / NATO) but most of them use much bigger ones and we are talking here about 30-40mm...
I figured that this is even for PA guys too much simply due to practical reason so i went with a more average one ie 12,7mm (also referenced to as BMG) which is also used by many real world miniguns.

I have actualy no idea why the fallout lore went with 5mm in the first place. It doesn't exist in RL, can be easily confused with 5,56mm and there would have been plenty of real world ammo which would be more appropriate.
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Izzy Coleman
 
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Post » Sat Feb 19, 2011 9:03 am

Linkesauge, do you have any idea of how much 12.7mm rounds with depleted uranium cores would weigh? It's almost twice as heavy as lead, and even regular 12.7mm is a caliber not normally used in infantry weapons. Besides the weight, the recoil generated by firing it would be far too much even for a power armoured soldier. Even a 5.56mm minigun will have over 100kg (200lbs) of constant force pushing him backwards. The GAU-19/A 12.7mm gatling gun has on average 230kgs of recoil (ref wikipedia). I know it's SciFi, but c'mon! :D
The point of a minigun isn't to have heavy ammunition, it's to fire a lot of it!

Of course, I'm not making FOOK, I'm not even using it, so ignore my ranting if you want. :)

Why they went with 5mm for the Fo3 minigun I have no idea. Or why they chose 5.56mm for the assault rifles, that both should be 7.62mm! Why not make it a 5.56mm minigun and go with 7.62mm for the AR's like normal people?! :sad:

[/rant]

Ok, that's out of my system now. Making CALIBR has given me an increased interest for ammo, as you may have noticed...
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My blood
 
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Post » Fri Feb 18, 2011 10:23 pm

I use CALIBR in my MP5 Pack, Tubal. They use 9x19 (the real counterpart). Once again thanks for the great resource!
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jesse villaneda
 
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Post » Fri Feb 18, 2011 8:49 pm

Well the originals games used 5mm for the minigun. In FO2 and tactics the yintroduce progressively bigger, and better miniguns, first was the avenger that still used the 5mm but shot even faster, then the vindicator that used 4.7mm caseless for (in tactics it was used in 7.62mm) light weight high velocity. Then finally you have the MEC Gauss minigun in tactics for the ultimate in anti-armor PA portable systems.

The purpose of the minigun isn't to take out tanks, thats what the bigger gatling guns are for. Miniguns are for infantry area suppression mainly. So you want to shot lots of ammo in a very short time. Also you need to carry lots of ammo hence the light 5mm round.
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Kristina Campbell
 
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Post » Sat Feb 19, 2011 7:57 am

I use CALIBR in my MP5 Pack, Tubal. They use 9x19 (the real counterpart). Once again thanks for the great resource!

Added it to the list.

The models look great btw. :)
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Sammygirl
 
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Post » Sat Feb 19, 2011 10:29 am

That's cool. With my poor barter skill I'll end up paying that much anyway.

By the way, I've never dropped any of your ammo into the worldspace. Do they have their own unique mesh/textures for different ammo boxes?
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Brandon Wilson
 
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Post » Sat Feb 19, 2011 8:01 am

Or why they chose 5.56mm for the assault rifles, that both should be 7.62mm!

Technically, they use different 7.62mm ammunitions. The chinese AR which is based on the AK obviously uses the 7.62x39mm while the R91 American Assault Rifle which is clear that is based on the G-3 if you at it with the geck, fires in real life a 7.62x51mm, which again is closer to the .308 that the sniper rifle uses. But this has been discussed up and down the walls, and beth have even that the reason was because they wanted to have a bit more focus on the gameplay, than realism, thus not going by the handbook for us gun nuts.
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Shaylee Shaw
 
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Post » Fri Feb 18, 2011 7:53 pm

Of course I'm aware of the difference between 7.62x51 and 7.62x39. ;)
IMO there's no real reason, even for gameplay, to name them 5.56 though. What would be different if they did? Those who don't know the difference still wouldn't. but those who do would be happier.

By the way, I've never dropped any of your ammo into the worldspace. Do they have their own unique mesh/textures for different ammo boxes?

Yes and no. I made a simple re-texture of the 10mm box (I think it was), and use that for all the new types. They all look like brown cardboard boxes. Modders can change it if they want, but I don't think anyone has yet. :)
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Ezekiel Macallister
 
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