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 +
I'm not banning energy weapon ammo from the library, but consider the above quote before requesting. Do you need a new type?