[RELz] Community Ammunition Library, CALIBR

Post » Fri Feb 18, 2011 11:47 pm

+ Community Ammunition Library +

Version 1.4 Uploaded@http://www.fallout3nexus.com/downloads/file.php?id=3447

+ Contents +
  • Description
  • What it does NOT do
  • Mods using CALIBR
  • How to make a mod CALIBR compatible
  • How to safely add items and ammo to an existing merchant
  • Calibers added so far
  • FormID list
  • Ammunition Request Form
  • A note on energy weapons


+ Description +

Basically it's an ESM file containing a lot of AMMO forms, and not much else. If no compatible mods are installed it does nothing at all, no existing information is changed. Modders can use the library when designing weapons mods to make their weapons comlatible with others using the same caliber, which saves the players from having different versions of the same ammunition in their inventory. Mods using the library can themselves distribute ammunition for their guns, and it will be usable for all weapons using the same caliber that are CALIBR compatible. Overhaul mods using the library will also compatible with separate player-added weapons.
If you have a weapon mod, or are making one, please consider making it CALIBR compatible, for your users' sake. :)

+ What it does NOT do +
  • Change weapon damage.
  • Change weapon range.
  • Change weapon anything.
  • Change textures.
  • Add anything into the game, loot lists, merchants etc
  • It doesn't change anything at all actually.

There was a lot of concern in the original thread that the library would lead to ammunition the player couldn't use found in loot, overflowing merchants and other problems. As the mod is made it does not change anything in a vanilla FO3 installation, leaving this to mod-makers instead to insure as much compatability as possible.

+ Mods using CALIBR +
FallOut3 Overhaul Kit: http://www.fallout3nexus.com/downloads/file.php?id=4448
FO3 Wanderers Edition: http://www.fallout3nexus.com/downloads/file.php?id=2761

Maintaining a complete list was never possible, instead use the http://www.fallout3nexus.com/downloads/advancedsearch.php on the Fallout Nexus and search for CALIBR in the "Description contains" field.

+ How to make a mod CALIBR compatible +
When loading your mod in the GECK, check the CALIBR.ESM as well. Edit your weapons to use the CALIBR-prefixed ammunition types (if you aren't using standard FO3 calibers that is). That is all it takes.
If you have a mod that is already depending on more than one master (eg Fallout3.esm and Anchorage.esm) you will also have to change bAllowMultipleMasterLoads to 1 in GECKCustom.ini, located in My Documents\My Games\Fallout3.

+ How to safely add items and ammo to an existing merchant +
Short explanation: Create a new container, fill it, and place a persistent (important) copy owned by the merchant in the "VendorChestsCell" cell.
Longer explanation:
  • Open the Geck as usual, and load the mod you will be using to add the ammunition (or make a new mod). Make sure you also check the CALIBR.esm.
  • In the Object Window, look up World Objects->Container. Find a suitable container, "Footlocker01Empty" for example.
  • Write a new ID in the ID slot. It's a good modding habit to choose ID names with a unique prefix, CALIBR uses "CALIBRx" as it's prefix for example. This will make it easier to find your custom objects later. You can leave Name unchanged if you want to.
  • Make sure Respawns is checked, and that the other boxes are unchecked.
  • Empty the Item List if necessary, and add the items and leveled lists you want to add to the merchant.
  • Click OK. The Geck should now ask you if you want to create a new form, choose Yes.
  • In the Cell View window, find the cell "VendorChestsCell".
  • Put your container in this cell, anywhere is fine.
  • Double-click the container in the Render Window, click the Ownership tab, and make sure the merchant you intend to give the ammunition to is selected.
  • Important: Make sure Persistent Reference is checked. This will allow the merchant to 'find' the chest when calculating inventory.
  • Click Ok.
  • Save your mod as usual.
  • Activate the mod and start the game to make sure everything is configured correctly.

The merchant should now stock the new items in his/her store, without conflicts with other mods.
Merchants commonly use leveled lists, and nested leveled lists (lists within lists), with various settings to make sure they have a seemingly random inventory. Explore the existing vendor chests by filtering for "VendorChest" in the Object Window, and clicking the Container menu (or *All at the bottom) for examples of how Bethesda does it.

+ Calibers added so far + Version 1.4

Rifle Rounds:
  • 4.73x33mm Caseless (http://en.wikipedia.org/wiki/H%26K_G11)
  • .50 BMG (http://en.wikipedia.org/wiki/.50_BMG#Partial_list_of_.50_BMG_firearms)
  • 5.45x39mm (AK74)
  • 7.62x39mm (AK47, AKM)
  • 7.62x51mm (H&K G3, M14, FN FAL and many more)
  • 7.62x54mmR (Dragunov, PKM)
  • 9x39mm (http://en.wikipedia.org/wiki/9x39mm)
  • .30-06 Springfield (M1 Garand, common hunting cartridge)
  • .30 Carbine (M1 Carbine)
  • .416 Barrett (Barret M99)
  • 12.7x108mm (Russian HMGs and anti-material rifles)
  • 14.5x114mm (Russian HMGs and anti-material rifles)
  • 7.92x57mm Mauser (Common hunting cartridge)
  • 6.8x43mm Remington SPC (New intermediate cartridge)
  • 20x102mm (20mm cannons...)
  • .303 British (Extremely common in WW1&2)
  • .338 Lapua Magnum
  • .338 Winchester Magnum
  • .22 Magnum
  • 22-250 Remington
  • .444 Marlin
  • .375 H&H Magnum
  • 7.7x58mm Arisaka (Imperial Japanese Rifle Cartridge; used in Arisaka Type-99 and LMG Type-99)
  • .223 Remington
  • 7.92x33m Kurz (StG44 )
  • 6.5 Grendel (21st Century Assault Rifle Round gaining popularity among competitive shooters)
  • 5.8x41mm Chinese (QBZ-95, Standard chinese rifle caliber)

Pistol/SMG rounds:
  • 9x19mm (SIG Sauer P226, Beretta M9, various Glocks and many more)
  • 9x18mm (Russian alternative to 9x19, http://en.wikipedia.org/wiki/9x18mm#Firearms_chambered_for_9x18mm_PM)
  • 7.62x25mm (http://en.wikipedia.org/wiki/7.62x25mm#Weapons)
  • .50 AE (Desert Eagle, not many others)
  • .45 ACP (http://en.wikipedia.org/wiki/.45_ACP#Martial_firearms_using_the_.45_ACP)
  • .38 Special (many revolvers)
  • .380 ACP (MAC-11 SMG)
  • .357 Magnum (first "magnum" caliber)
  • .357 SIG (semi-auto caliber comparable to .357 Magnum)
  • .45 Long Colt
  • .40 S&W
  • .32 ACP (Walther PPK as used by James Bond)
  • .454 Casull
  • .500 S&W Magnum
  • .45 GAP
  • .45 Super
  • .45 Winchester Magnum
  • .460 Rowland
  • .460 S&W
  • 9x25mm Dillon
  • 7.62x38mmR (Nagant Revolver, )
  • 8x22mm Nambu (Imperial Japanese Pistol Cartridge; used in Nambu Type-14 Pistol)
  • 5.8x21mm Chinese (QSZ-92, Standard chinese pistol caliber)

Multi-purpose rounds
  • .22LR
  • .44-40 Winchester
  • .32-20 Winchester
  • .30-30 Winchester
  • 5.7x28mm (FN P90)
  • 4.6x30mm (H&K MP7)
  • 45-70 Government

Others
  • 25x59mm Grenade
  • 40mm Grenades
  • Rocket Propelled Grenades
  • 25x41mm Grenade (XM-25 / XM-29 / HK-OICW)
  • 10 Gauge Shotgun (Any nameless double barrel)
  • 20 Gauge Shotgun (Saiga-20k; very popular for some reason)
  • .410 bore [gauge*/caliber?] (Thunder5 Revolver, Safir T-14, Saiga .410 (also very popular for some reason)

From earlier Fallout games:
  • 14mm (14mm Pistol)
  • 2mm EC (Gauss rifle and pistol)
  • HN Needler Cartridge (Needler Pistol)

+ FormID list +
http://img.photobucket.com/albums/v483/Tubal/F3/CALIBRxFormIDList.png.

+ Ammunition Request Form +
I need some information to type into the GECK when I add a new type of ammunition, please use this form to make it easier for me:

Name:
Short name:
Value:
Clip Rounds:

Example of standard FO3 10mm ammo:

Name: 10mm Round
Short name: 10mm
Value: 1
Clip Rounds: 12

Name is typically "Xmm Round", while short name is just "Xmm", with a few variations.
Value is typically 1 for most ammunition, 2 for more powerful rounds like shotgun shells and .44 Magnum, 3 for sniper bullets and between 10 to 250 for the really rare and powerful types.
Clip Rounds is how many bullets you get from a box placed in the world, outside of a container. This ranges from 100 (BB's and minigun ammo), 24 (rifle rounds) 20 (energy cells), 12 (pistol and shotgun shells) down to 1 for the rarest types.

Other fields, like icons and models I leave to the modders using the ammunition. I use the same icon for all entries and assign them the same brown cardboard box, and leave the fancy modelling to others.

+ A note on energy weapons +
Personally I think the current 3 types should be sufficient for most energy weapons, since that's kind of one of their benefits, in-game and IRL (theoreticall anyway :P).

I'm not banning energy weapon ammo from the library, but consider the above quote before requesting. Do you need a new type?
User avatar
Charlie Ramsden
 
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Post » Fri Feb 18, 2011 9:33 pm

CALIBR is now fully integrated into FOOK. :)

Thanks again Tubal for this great modder resource, thats what i call a modding standard. ^^
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John N
 
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Post » Fri Feb 18, 2011 9:38 pm

The Library has .45 ACP, .50AE, and .50BMG rounds. The Library doesn't have .45 Colt, but that's not a highly common round (mostly just used by the Colt Single Action Army Revolver aka "Peacemaker" and replicas).


Hmm missed replying to this on the last thread...
But whoop this is exactly what I wanted, but was too blind to see. :)
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Kay O'Hara
 
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Post » Fri Feb 18, 2011 7:20 pm

Fixed it up and uploaded version 1.0, now with more FOMM data :)
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Dominic Vaughan
 
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Post » Fri Feb 18, 2011 6:18 pm

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.
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Big mike
 
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Post » Sat Feb 19, 2011 6:31 am

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

Exactly. :)
This library only facilitates compatability, game balance is up to others. I wash my hands.

I'm completely the opposite: I get annoyed that the Assault Rifle uses 5.56 instead of 7.62x51mm when it's obviously an H&K G3 (or variant), while the Chinese Assault Rifle doesn't use 7.62x39mm like the magazine curve clearly shows it should. C'mon Bethesda, really? :D
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Bonnie Clyde
 
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Post » Sat Feb 19, 2011 2:18 am

Tubal . . . didn't notice that 1.0 was out. I'll get the archive in FWE updated fairly soon here.

One question, were discussing the FOIP thread about a possible "standard" for repair lists. Have you thought at all about this? For the time being I wouldn't mind having it developed as a completely seperate mod (called "REPAR :)?) where as you said, there could be a few different categories of repair lists that mods could use and a merging untility could combine the lists on a player by player basis. For instance, we migth simply have lists like this:

Pistol - small chamber
Pistol - large chamber
Pistol - revolver
Rifle - small chamber
Rifle - medium chamber
Rifle - large chamber
Miniguns
etc....

Something that works with CALIBR in terms of allowing cross repair between similar types of weapons provided they are also of a comprable chamber (they don't need to be absoltely calibr specific through, that's making the groups too small. Just a through.
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Far'ed K.G.h.m
 
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Post » Sat Feb 19, 2011 10:18 am

Tubal . . . didn't notice that 1.0 was out. I'll get the archive in FWE updated fairly soon here.

Hmm, this could be a reason in itself for a FOIP project: to inform other modders that you've updated :)

I haven't though about a unified repair standard. I don't think it has a place in the CALIBR library as such, (it's not ammo is it? Resist feature creep! ;) ) but it's a good example of what could be put under the FOIP banner. I'll post in the FOIP thread to keep this one clean.
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Rob Smith
 
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Post » Sat Feb 19, 2011 12:48 am

Never mind, I'm posting here anyway:
The http://www.gamesas.com/bgsforums/index.php?showtopic=924681&st=20 was recently resurrected. FOIP is fresher, is obviously being worked on, and if it's going to expand it will more or less fill the same niche as FOCoM right? How large should the scope of FOIP be?
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Jack
 
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Post » Sat Feb 19, 2011 2:29 am

Added the russian/soviet calibers 12.7x108mm and 14.5x114mm on request.
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Cesar Gomez
 
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Post » Sat Feb 19, 2011 2:18 am

Also, 3k+ downloads now, not including those bundled with FWE etc :)
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x a million...
 
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Post » Fri Feb 18, 2011 7:35 pm

Just wanted to mention that http://www.fallout3nexus.com/downloads/file.php?id=4480 also supports CALIBR.

Also great work! :)
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ruCkii
 
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Post » Sat Feb 19, 2011 2:37 am

Added, and thanks. :turtle:
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Travis
 
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Post » Sat Feb 19, 2011 2:05 am

Also, 3k+ downloads now, not including those bundled with FWE etc :)


ya, every FOoK dl is also a calibr dl. ^^
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Elizabeth Falvey
 
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Post » Fri Feb 18, 2011 9:36 pm

Also that. :)
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Niisha
 
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Post » Sat Feb 19, 2011 1:10 am

ammo name: .50 caliber round
shot name: .50cal
weapon: the 50 caliber sniper rifle and some antiair usase pretty rare deadly at long range. massive recoil.
value: 35-40
availebility: rare very rare
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Strawberry
 
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Post » Fri Feb 18, 2011 11:45 pm

Already in there, as .50 BMG. Check the list. :)
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Oscar Vazquez
 
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Post » Sat Feb 19, 2011 5:20 am

oh, oke. i got some pretty good fictional ammo types, are they allowed.
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Kevin Jay
 
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Post » Sat Feb 19, 2011 4:53 am

Is there a mod that needs them? I prefer not to add calibers just for the sake of adding. :)
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GabiiE Liiziiouz
 
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Post » Sat Feb 19, 2011 10:24 am

Request:

Name: 9x19mm Armor piercing Round
Short name: 9x19mm
Value: 3
Clip Rounds: 30
& Ignores Normal Weapon Resistance

This is already being used in http://www.fallout3nexus.com/downloads/file.php?id=4362 for all of his PP-2000 weapons.

I was gonna make an esp for the http://www.fallout3nexus.com/downloads/file.php?id=382 (which uses 9x19mm Parabellum, ofc.) 10mm pistol replacer, for my own personal use, really... But, then I figured I'd give it 9x19mm rounds as it should have, but then I wanted AP rounds, but CALIBR doesn't have AP rounds. Therefore, the request. :P

Kind of more of a broad request, to include AP rounds. I'm just gonna add the M9's to Alex's esp myself and call it a day.
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Lil Miss
 
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Post » Sat Feb 19, 2011 8:51 am

is there a mod that makes vashts1985 mods compatible with calibr?
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Philip Lyon
 
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Post » Fri Feb 18, 2011 7:33 pm

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

What mods would those be? :)
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jaideep singh
 
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Post » Sat Feb 19, 2011 7:29 am

& Ignores Normal Weapon Resistance

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.

What mods would those be? :)

He has made several http://www.fallout3nexus.com/modules/members/index.php?id=320660, but no, I'm not aware of any CALIBR conversions of them.
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Benji
 
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Post » Sat Feb 19, 2011 6:37 am

Are there any plans or WIP for a plugin to make The Pitt's Ammo Press CALIBR compatible, that is allowing the use and creation of CALIBR ammo types? I was taking a look at trying to make one for myself, but I don't understand everything about the GECK or how such things are implemented. Specifically, I couldn't find where a number of variables the terminal script uses are declared, so I could add to or modify them. Also, GECK won't let let me load both CALIBR.esm and ThePitt.esm at the same time (stating multiple masters), so I was unsure how to have the resources from both available.
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maria Dwyer
 
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Post » Fri Feb 18, 2011 8:36 pm

I'm not aware of any CALIBR mod for the Pitt yet, and I haven't actually played it myself so... Read the http://www.gamesas.com/bgsforums/index.php?s=&showtopic=965300&view=findpost&p=13944333 on how to load multiple masters and try again. ;)
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Cartoon
 
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