[RELz] Community Ammunition Library, CALIBR

Post » Sat Feb 19, 2011 5:52 am

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.
~

Sadly, that is not true. Otherwise there would be conflicts between any mod using a esm and the fallout3.esm file, even the DLC.
I have cALIBR loaded at spot 05, which means that when I go to add ammo, I have to add a 5 before any code, otherwise I'm choosing to add a item from fallout3.esm.
The .22LR round(first on in the mod) has a ID of 05100ea6, so I would have to use 5100ea6 X to add any of this ammo.
I'd like to point out that Anchorage.esm has a ID in it of XX000243, and yet, there are over 243 entries in the fallout3.esm. MUCH more. It has 808968 entries. How come they don't conflict?
Because they have different load order hexes. Thus, one won't have a issue with these two mods, because they have a unique header.

One can have a esp file adding items as a master file for another esp adding items, because they both will have a unique ID, even if they both use ea6 as a formID.
Ingame HEX id changes with load order. Master files are mainly used so one can easily add it as a master to another file in the GECK/CS. They are also used so people can't make their own edits to the master file without a esp file.
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Angela Woods
 
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Post » Sat Feb 19, 2011 10:50 am

I really like the concept of this mod, but is there any way to actually consolidate the ammunition utilized in the game. I hate opening an ammo box and finding both 5.56 NATO and 5.56 Round. At least there is a weapon that specifies 5.56 NATO, but when you find something like 5.45x39 mm and 5.45x39 mm Round, they both have the same short name (I think), but only one of them works for the weapon I am currently using.

Muttering and rambling on .....
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Alex [AK]
 
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Post » Sat Feb 19, 2011 8:12 am

sieboldii: Make sure all your weapon mods are CALIBR-compatible, that's the purpose of the library.

Sadly, that is not true.

You are correct, I had to check for myself to believe it. :)
I assumed the way ESM's worked was that they didn't renumber hex ID's, but I suppose they must use some other way of keeping track of them through load-order changes etc.
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kyle pinchen
 
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Post » Sat Feb 19, 2011 1:39 am

request

Name: 5.7x28mm SS190
Short name: 5.7x28mm
Value: 3
Clip Rounds: 30


used in the FN FiveSeven and FN P90



I saw mention of custom boxes for each of the ammos i can do this

heres a demo of the above ammo box

[img]http://img30.imageshack.us/img30/4396/57x28box.gif[/img]

PM me if you want me to do the rest
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Rodney C
 
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Post » Sat Feb 19, 2011 3:07 am

Already in there:
  • 5.7x28mm (FN P90)

SS190 is just one variant of the caliber. Since Fo3 doesn't allow for different ammunition types (eg armour piercing, hollow point) I don't either. :)
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Jodie Bardgett
 
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Post » Fri Feb 18, 2011 11:37 pm

I would like an old round from FO 1&2 added

Name: .223
Short name: .223
Value: 2
Clip Rounds: 50
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Del Arte
 
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Post » Sat Feb 19, 2011 3:07 am

It's already in vanilla Fo3 under the name 5.56mm. :)

5.56mm and .223 are almost identical, with only minor differences. See the wikipedia page for more information: http://en.wikipedia.org/wiki/.223
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DAVId MArtInez
 
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Post » Sat Feb 19, 2011 12:36 am

I have removed the Calipr compatible S.T.A.L.K.E.R. weapons add-on from my mod list because it changes the 5.56 mm ammo found in game to one or two 5.56 rounds and an exorbitant amount of 5.56 NATO rounds.
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Nicole Coucopoulos
 
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Post » Sat Feb 19, 2011 4:02 am

5.56mm isn't touched by CALIBR though, since it's a vanilla caliber.
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Soph
 
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Post » Sat Feb 19, 2011 12:24 am

5.56mm isn't touched by CALIBR though, since it's a vanilla caliber.


True, but the S.T.A.L.K.E.R. add-on seems to change to amount of 5.56 mm found. Where ever you normally find 5.56 mm you now find 100s of 5.56 NATO and only one or two standard 5.56 rounds. Deactivation of the add-on restores the normal amount of 5.56 rounds.
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Enie van Bied
 
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Post » Sat Feb 19, 2011 1:41 am

What about 5.7x28mm ?

Opps..did not see it , ignore.
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YO MAma
 
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Post » Fri Feb 18, 2011 6:51 pm

It's already in vanilla Fo3 under the name 5.56mm. :)

5.56mm and .223 are almost identical, with only minor differences. See the wikipedia page for more information: http://en.wikipedia.org/wiki/.223




Yes, but I have been working on a "truer to FO" mod for a long while, and it would be nice to have the actual round without having to change the entry in the plugin, since in FO 1/2 the hunting rifle uses the .223, most of the other rounds I dont mind as much, but the hunting rifle and .223 pistol were pretty much what I used in those games, so it just feels wrong. Besides, Calibr already has rounds that are either close, or right on the money, since the assualt rifle used 7.62 (unless Im grossly mistaken, Im just now getting around to weapons, so I havn't done any amount of real research yet) so it kinda takes care of itself.

My other alternative is to not worry about calibr and just ahck away at it in the GECK, thats what I was origionally doing, remioving the .32, renaming it the .223, changing the .32 pistol to yet another 10mm, and creating the 2mm EC, but I got kinda exctied when I saw that Calibr has already added 2mm EC, since I havn't figured out how to get loot lists to drop more then one or two rounds at a time, but anyway...........
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Genevieve
 
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Post » Sat Feb 19, 2011 8:35 am

True, but the S.T.A.L.K.E.R. add-on seems to change to amount of 5.56 mm found. Where ever you normally find 5.56 mm you now find 100s of 5.56 NATO and only one or two standard 5.56 rounds. Deactivation of the add-on restores the normal amount of 5.56 rounds.

toxas mods are ALWAYS glitchy. if people would help him out then it wouldnt be so bad.
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Luis Reyma
 
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Post » Fri Feb 18, 2011 8:29 pm

True, but the S.T.A.L.K.E.R. add-on seems to change to amount of 5.56 mm found. Where ever you normally find 5.56 mm you now find 100s of 5.56 NATO and only one or two standard 5.56 rounds. Deactivation of the add-on restores the normal amount of 5.56 rounds.

Since I haven't seen his mod I wouldn't know why it's doing that, but CALIBR doesn't touch vanilla ammo.

Yes, but I have been working on a "truer to FO" mod for a long while, and it would be nice to have the actual round without having to change the entry in the plugin

Why don't you just rename that ammo yourself? You can do that in your mod without breaking compatability with others, although it means all 5.56mm weapons will now use ammo named .223.
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Haley Cooper
 
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Post » Sat Feb 19, 2011 3:53 am

Why don't you just rename that ammo yourself? You can do that in your mod without breaking compatability with others, although it means all 5.56mm weapons will now use ammo named .223.



Fairly true, and I was actually going to go with that, replacing the .32 since thats the slot it takes up from FO 1&2, but thanks anyway, was trying to make it so it played as nicely as possible with other mods, but as focused as Im trying to make it, I spose I should give it up.
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Tanya
 
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Post » Sat Feb 19, 2011 1:06 am

I'm not sure what you mean by playing nice. Between vanilla and CALIBR all the ammunition in Fo1-3 should be represented, and then some. The only issue (I think) is that 5.56mm is named differently between the old and the new games. Renaming it in your mod will remove that issue while not introducing any new ones. I don't think having the Chinese assault rifle also firing .223 is a problem since, as I said, they are nearly identical. You're even going the right way, .223 always works in 5.56mm weapons, but the other way around may not work due to different chamber pressures.

There is the other issue of missing support for AP and other ammo variants, but that's not something that CALIBR can help with at this point.
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MR.BIGG
 
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Post » Sat Feb 19, 2011 12:06 am

Hey there, I tried CALIBR today, but for some reason I can't figure, the game freezes when I reach the main menu with it installed. I've tried it several times, both with it installed and not, and it's consistent. I have checked the ESM in TES4VIEW, so I'm aware that it doesn't change anything and such, but nonetheless it's happening. The brotherhood guy's face appears, but I never get the menu choices or my mouse cursor and have to hard reset. Anyone know what the hell is going on? Thanks.
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SEXY QUEEN
 
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Post » Sat Feb 19, 2011 4:33 am

Off the top of my head is sounds like a missing master error. Use FOMM and make sure the calibr.esm loaded after fallout.esm. Other than that I can't think of anything that would cause that error.

Also, don't use the Fallout launcher, since it messes up the load order.
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Emma louise Wendelk
 
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Post » Sat Feb 19, 2011 9:44 am

Nope, it's not that, I've got CALIBR down at 07, and Fallout.esm where it belongs up at the top at 00. It's not like I need Calibr or anything, since I have one unified weapon mod that I maintain myself and as such don't have to worry about compatability, but it's still annoying to know that there's a potential problem that might show up with other things.
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kelly thomson
 
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Post » Sat Feb 19, 2011 2:39 am

Well, then I'm stumped. You're the first to mention it though, so hopefully (for my sake) it's an error with your setup somehow. I'll keep it in mind if I hear about it again though.
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Kay O'Hara
 
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Post » Fri Feb 18, 2011 7:17 pm

Yes, but I have been working on a "truer to FO" mod for a long while, and it would be nice to have the actual round without having to change the entry in the plugin, since in FO 1/2 the hunting rifle uses the .223, most of the other rounds I dont mind as much, but the hunting rifle and .223 pistol were pretty much what I used in those games, so it just feels wrong. Besides, Calibr already has rounds that are either close, or right on the money, since the assualt rifle used 7.62 (unless Im grossly mistaken, Im just now getting around to weapons, so I havn't done any amount of real research yet) so it kinda takes care of itself.

My other alternative is to not worry about calibr and just ahck away at it in the GECK, thats what I was origionally doing, remioving the .32, renaming it the .223, changing the .32 pistol to yet another 10mm, and creating the 2mm EC, but I got kinda exctied when I saw that Calibr has already added 2mm EC, since I havn't figured out how to get loot lists to drop more then one or two rounds at a time, but anyway...........


The 5.56x45mm round is actually a bit more of a round than the .223 that it's based on.
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teeny
 
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Post » Sat Feb 19, 2011 7:55 am

Is this topic still active and the project still supported?
EDIT: Nvm, I got confused since thread reached 200 post limit and was redirected, small wonder all responses looked old.

The CALIBR download page on NEXUS lists the CALIBR current version as v1.2, but v1.1 is all that is available.

v1.2 lists the 7.92x57mm (8mm mauser) as being included, which I now require for a mod update; but there is no v1.2 CALIBR to download on NEXUS or anywhere else I've looked, did the project move to a different hosting?

I also need to request .40 Smith&Wesson (same as .40 Liberty or 10x22mm), an increasingly popular cartridge for Law Enforcement and Self Defense.

I have PM'd on NEXUS forums a few weeks ago for inclusion of these calibers (and a few others), but never received a reply on those forums.

Please reply,
-ein

I require these calibers for 20th Century Weapons, which is about to receive a content update to v3
http://www.fallout3nexus.com/downloads/file.php?id=5059
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Bereket Fekadu
 
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Post » Sat Feb 19, 2011 2:34 am

1.2 is unreleased, but the calibers listed are in the esm waiting for uploading. I was waiting to hear back from a mod author, but I guess I've waited long enough by now.

When you messaged me I had a Fallout vacation and I guess I forgot to answer, are there any more last-minute additions you need?
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Phoenix Draven
 
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Post » Fri Feb 18, 2011 11:31 pm

1.2 is unreleased, but the calibers listed are in the esm waiting for uploading. I was waiting to hear back from a mod author, but I guess I've waited long enough by now.

When you messaged me I had a Fallout vacation and I guess I forgot to answer, are there any more last-minute additions you need?


No problem, I myself took a modding hiatus through the month of July to avoid getting burned out.
My surprise only came when I downloaded a v1.1 (thinking it was v1.2), and discovered my mistake.

I require 8mm Mauser (7.92x57mm), and '.40 S&W' (10x22mm), sometimes referred to as '.40 Liberty' for 20thCenturyWeapons v3.
I will require .303 British/Enfield (7.7mmx56R ['R' for 'Rimmed Cartridge']) and .32 ACP (7.65x17mm) in the very near future for v4 (final version?).

.40 Smith&Wesson/Liberty (10x22mm) :gun:
http://en.wikipedia.org/wiki/.40_S&W

8mm Mauser (7.92x57mm) :gun:
http://en.wikipedia.org/wiki/8mm_mauser

.32 ACP (7.65x17mm) :gun:
http://en.wikipedia.org/wiki/.32_ACP

.303 British/Enfield (7.7mmx56R) :gun:
http://en.wikipedia.org/wiki/.303_British

Those four calibers *should* allow me to finally make the final additions to the 20thCenturyWeapons project, and hopefully complete the small arms portion of the mod project.
CALIBR already appears to have everything else I believe would ever need for small arms. :wub:

I really appreciate your continued dedication and updates to the CALIBR support project.
-ein

EDIT: OOPS; I know that .32 cal is already in vanilla FO3, but .32 ACP cannot be used in revolvers or bolt action rifles, and I'd like to keep it that way.
I might be asking alot in the case of .32 ACP, but 7.62x51mm is included in CALIBR, even though .308 is already in vanilla.
I personally approach the 10mm, .32 cal, and .308 (maybe even 5.56) from vanilla as fictional cartridges, sharing no characteristics between their high-powered CALIBR counterparts aside from name, but that's just me.
(I can live without a CALIBR .223/5.56x45mm, but I'd rather not have to do without a CALIBR .32 ACP)

P.S. - Your early input about GECK additions going into master files and GECK changes going into plugin changes were beyond measure in value;
and I'm not sure I ever truly thanked you for that early contribution to my little project.
http://www.fallout3nexus.com/downloads/file.php?id=5059 wouldn't be nearly as compatible or manageable without that initial input.

Thanks, (again?) :)
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NAkeshIa BENNETT
 
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Post » Sat Feb 19, 2011 10:46 am

You're welcome, and calibers added.

The reason that there's 7.62x51 even though .308 is in vanilla (and why I haven't also added .223) is for balance more than anything. As soon as you add an assault rifle in .308 the ammo supply for sniper rifles would explode! I personally would prefer it if vanilla .308 was renamed to something slightly heavier, just to make it more sniperish.
IIRC someone once argued that vanilla 10mm is .40 S&W (10x22mm), but I'm letting that one slide as well. :)

Edit: Version 1.2 Uploaded@http://www.fallout3nexus.com/downloads/file.php?id=3447.
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Eliza Potter
 
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