[RELz] Community Ammunition Library, CALIBR

Post » Fri Feb 18, 2011 6:24 pm

That's why I'm gonna add a note for every weapon I make when I mod to explain why and how things were done
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Janette Segura
 
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Post » Fri Feb 18, 2011 10:53 pm

Name: .338 Lapua Magnum
Short name: .338
Value: 2
Clip Rounds: 10

Sako TRG-42 mod by vashts1985 uses that round but with his own MPAmmo mod, but I was hoping if it is added to CALIBR, the mod could be updated to support CALIBR.
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Brooke Turner
 
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Post » Fri Feb 18, 2011 8:18 pm

Re: .30-30 and non ACP .45 cal:

Is there a mod that needs them?


Path of the Gunslinger needs them, and several other mods my team is working on.
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Naazhe Perezz
 
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Post » Fri Feb 18, 2011 10:37 pm

Do you think if people "donated" meshes/textures for your mod, you'd use them?
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Elena Alina
 
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Post » Sat Feb 19, 2011 9:30 am

Name: .338 Lapua Magnum

30-30 and non ACP .45 cal

I'll add them then.

Do you think if people "donated" meshes/textures for your mod, you'd use them?

I don't know, I haven't though about it yet.
I've resisted adding features as much as possible, there has been suggestions about adding projectile models for example, and I've rejected them all since they don't add to the core intention of helping with compatability. Adding ammo boxes would make the download larger, add more files making it harder to un/install, and generally make everything a little more complex for everyone. It would also not help making things more compatible.

It would, however, make things easier for mod-makers and mod compilation makers. It would also help level editors since they can place ammo boxes without fear that they will "explode" (ie fly away due to Havok physics) if the user installs a mod that changes the box.
It should be "most or nothing" for it to be worth the drawbacks though, I'd like to have boxes for all of the common calibers. Also, the new boxes should look nice. :)
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James Wilson
 
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Post » Sat Feb 19, 2011 7:36 am

So maybe one universal mesh, multiple textures for the different ammo boxes?

I'm glad you care about compatiblity though. It's a good thing to keep in mind in the long run.
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Heather Stewart
 
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Post » Fri Feb 18, 2011 8:33 pm

It's the reason for the mod, and always the first consideration. :)

Varied meshes are fine IMO, as long as they fit the ammo type. Magasine-style "containers" like the vanilla 5.56 ammo isn't so good though. It looks silly with an AK mag next to a G3. :)
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u gone see
 
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Post » Sat Feb 19, 2011 4:59 am

Custom ammo boxes would be a nice feature in my opinion. It would all be new content, so from that standpoint it works with the intent of CALIBR. Go for it!
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Javier Borjas
 
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Post » Sat Feb 19, 2011 3:15 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:

Ok, that's out of my system now. Making CALIBR has given me an increased interest for ammo, as you may have noticed...



In FOOK only ppl with PA can use miniguns cause i know all too well how unrealistic the use of miniguns is without some sort of augmentation.

That's why it doesn't change anything if the minigun would use 5mm or 12,7mm, the problems with realism would be the same (the weight one can btw be ignored, you carry in RPG's anyways always a totaly unrealistic amount of stuff), its in any case impossible for a human being to use it.

Btw i'd say the point of a minigun is to fire a lot and heavy ammo (that's what they are used for on ships / aircraft). :)


Also agree with Mez about the new ammo boxes, go for it (i would have done it sooner or later for FOOK but it's actualy better if this will be part of CALIBR).
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Lewis Morel
 
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Post » Sat Feb 19, 2011 3:18 am

Linkesauge, it would be best just to make it 7.62x51 NATO rather than 5mm. The M134, the most widely used minigun (mounted on helicopters and some ground vehicles), uses 7.62x51 NATO.
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mishionary
 
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Post » Sat Feb 19, 2011 8:47 am

Linkesauge, it would be best just to make it 7.62x51 NATO rather than 5mm. The M134, the most widely used minigun (mounted on helicopters and some ground vehicles), uses 7.62x51 NATO.



ya i know but that one is a small minigun, smaller than the ones in FO3.

Anyways, don't want to derail the thread but a reason NOT to use 5,56mm or NATO would be simply balance reasons. Miniguns kinda need their own ammo or else you get other weapons that get ammo too easily.
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Angela Woods
 
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Post » Fri Feb 18, 2011 10:20 pm

Hey Linkes, maybe you could make textures for the different CALIBR ammo boxes. You have a nack for the texturing thing.
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Anthony Santillan
 
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Post » Sat Feb 19, 2011 8:58 am

Access to the CALIBR ammunition through the console:

/player.additem itemcode quantity/

itemcode ammotype
01101bf4 5.45x39mm Round
01101bf5 7.62x39mm Round
01101bf6 7.62x51mm Round
01101bf7 7.62x54mmR Round
01101bf8 9x39mm Subsonic Round
01101bf9 .50 BMG Round
01101bfa 7.62x25mm Tokarev Round
01101bfb .38 Special Round
01101bfc 9x18mm Makarov Round
01101bfd 9x19mm Round
01101bfe .45 ACP Round
01101bff 14mm Round
01101c00 .50 AE Round
01101c01 2mm EC Round
01101c02 HN Needler Cartridge
01101c03 4.73x33mm Caseless Round
01100ea6 .22LR Round
01105303 .44-40 Winchester Round
01105304 .32-20 Winchester Round
01105305 .30-30 Winchester Round
011059ac .30-06 Springfield Round
01106053 .30 Carbine Round
011066fa .380 ACP Round
01106da1 .357 Magnum Round
01107aef .416 Barrett Round
01108196 .357 SIG Round
0110883d .455 Webley Round
01108ee4 40mm Grenade
01108ee5 5.7x28mm Round
01108ee6 4.6x30mm Round
0110958d 12.7x108mm Round
0110958e 14.5x114mm Round
01109c35 Rocket Propelled Grenade
01109c36 .45 Long Colt Round

Mod index /first 2 digits of the itemcode/ substitution may needed.
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Adam
 
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Post » Sat Feb 19, 2011 2:38 am

Substituting the first 2 digits is not necessary with an ESM mod, which is actually the whole point. That way it can function as a library. :)
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Kristina Campbell
 
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Post » Fri Feb 18, 2011 11:39 pm

Hello,

Name: 7.92x33mm Kurz
Short name: 7.92x33mm
Value: 2
Clip Rounds: 30

Thanks.
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Phoenix Draven
 
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Post » Fri Feb 18, 2011 7:20 pm

Just wondering if the ammunition used has anyway of modifying the actual damage you do

I did some field tests with a gun that uses CALIBR ammo vs a gun that uses vanilla ammo

The one with CALIBR ammo has lower listed dmg than the gun that has vanilla ammo

Its weird that in killing efficiency, seems the gun with the CALIBR ammo is killing stuff a lot more efficiently than the one that uses vanilla ammo.

By all means this is not a complaint, just throwing it out there.


Vanilla ammo:
[img]http://s13.photobucket.com/albums/a254/rzrn1125/?action=view¤t=ScreenShot2.jpg[/img]


CALIBR ammo:
[img]http://s13.photobucket.com/albums/a254/rzrn1125/?action=view¤t=ScreenShot1.jpg[/img]


And dont mind the almost ad infitum ammo, i waste ammo like no tomorrow.
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Amber Ably
 
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Post » Sat Feb 19, 2011 10:00 am

Substituting the first 2 digits is not necessary with an ESM mod, which is actually the whole point. That way it can function as a library. :)


Umm, yes it is. All modules have a load order hex ID, ESMs included. Even the Fallout3.esm has a hex ID: "00".

The proper way of listing non-Vanilla hexIDs is to substitute the first two digits with "xx". Therefore, the .357 SIG would be "xx108196". Therefore, it gives no incorrect information to new people who do not know how the load order HexIDs work and compels them to learn.
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Maddy Paul
 
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Post » Sat Feb 19, 2011 5:37 am

Just wondering if the ammunition used has anyway of modifying the actual damage you do

I did some field tests with a gun that uses CALIBR ammo vs a gun that uses vanilla ammo

The one with CALIBR ammo has lower listed dmg than the gun that has vanilla ammo

Its weird that in killing efficiency, seems the gun with the CALIBR ammo is killing stuff a lot more efficiently than the one that uses vanilla ammo.

By all means this is not a complaint, just throwing it out there.


Vanilla ammo:
[img]http://s13.photobucket.com/albums/a254/rzrn1125/?action=view¤t=ScreenShot2.jpg[/img]


CALIBR ammo:
[img]http://s13.photobucket.com/albums/a254/rzrn1125/?action=view¤t=ScreenShot1.jpg[/img]

And dont mind the almost ad infitum ammo, i waste ammo like no tomorrow.

It could just be that the weapon using cALIBR has less spread, and is silenced. But, that's not left or right to the ammo, since cALIBR adds ammo, not weapons.
Unless it has a certain flag checked(ignore DR), and that flag does something on ammo, but I find that unlikely. The part where it's tagged. I'm fairly sure it means something if it's tagged.
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Maeva
 
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Post » Sat Feb 19, 2011 2:31 am

"Ignores Normal Weapon Resistance" is stated to be unused in the GECK wiki, and says so in the original version of the document written by Bruce Nesmith, a gamesas dev.
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Wayne Cole
 
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Post » Fri Feb 18, 2011 7:59 pm

Hmm i guess its in how the weapon is made.

Im used to the old fallout2 ammo system where the ammunition also has something to do with the overall damage that you do.
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Miguel
 
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Post » Sat Feb 19, 2011 6:21 am

Hmm i guess its in how the weapon is made.

Im used to the old fallout2 ammo system where the ammunition also has something to do with the overall damage that you do.

It's pretty much always the weapon doing the damage, except when one using explosions, which uses damage in the explosion, and on the projectile, but most of it's in the big boom.
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Budgie
 
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Post » Fri Feb 18, 2011 7:35 pm

Here's one I'd really like to see placed in the game along with some weapons that use it:

Name: 6.8mm Remington SPC
Short name: 6.8mm
Value: 3
Clip Rounds: 30

I'm really surprised no one has mentioned this round yet, since it seems to be getting quite popular in the shooting community. Several rifles are now available chambered for this round, including the LWRC M6 Series and Barrett M468.

http://en.wikipedia.org/wiki/6.8mm
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bimsy
 
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Post » Sat Feb 19, 2011 12:41 am

You should add:

http://www.fallout3nexus.com/downloads/file.php?id=5961

And

http://www.fallout3nexus.com/downloads/file.php?id=4968

To the first post.
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Genevieve
 
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Post » Sat Feb 19, 2011 12:16 am

On the same note as Gasolineh, I've found a mod called http://www.fallout3nexus.com/downloads/file.php?id=5059, which adds a metric a**load of new guns all using cALIBR ammo, on a scale that rivals FEV or FOOK(OK, maybe not fook), and the Classic Weapons mod in terms of how often you can find them.
Sure, it has three esp files, one esm, and the readme is kind of hard to understand, but it's a great mod.
I use 20th Century EVIL Bland, which adds the guns to the game all over, in the hands of pretty much every possible foe that isn't a animal, and venders, without replacing any old weapons(though the Extreme one does that, and Light only gives them to venders).
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Roberta Obrien
 
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Post » Fri Feb 18, 2011 10:00 pm

Umm, yes it is. All modules have a load order hex ID, ESMs included. Even the Fallout3.esm has a hex ID: "00".

The proper way of listing non-Vanilla hexIDs is to substitute the first two digits with "xx". Therefore, the .357 SIG would be "xx108196". Therefore, it gives no incorrect information to new people who do not know how the load order HexIDs work and compels them to learn.

Respectfully, but I believe you are incorrect. While ESM's do have a load order index, this does not seem to change the in-game hex ID. This is how ESM's are different, and it's what allows it to act as a master for ESP mods.

Here's one I'd really like to see placed in the game along with some weapons that use it:

Name: 6.8mm Remington SPC

Do you have an actual mod in mind that uses it? I prefer not to add calibers without purpose, since it adds needless complexity.
Name: 7.92x33mm Kurz

And the same question for you. :)

http://www.fallout3nexus.com/downloads/file.php?id=5961
http://www.fallout3nexus.com/downloads/file.php?id=4968
On the same note as Gasolineh, I've found a mod called http://www.fallout3nexus.com/downloads/file.php?id=5059, which adds a metric a**load of new guns all using cALIBR ammo, on a scale that rivals FEV or FOOK(OK, maybe not fook), and the Classic Weapons mod in terms of how often you can find them.

I'll add them.
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Juliet
 
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