[RELz] Community Ammunition Library, CALIBR

Post » Sat Feb 19, 2011 4:28 am

All of them are vanilla calibers, so CALIBR doesn't touch them. Also, CALIBR doesn't add weight to the name. I think you have someone else to blame for this. ;)
Probably an ammo-weight mod or an overhaul like FWE or FOOK.


That's great. For me I mean, for you it means a weeks wait. :)
Going on a semi-planned vacation for a few days, I should probably still be back before the weekend though.


ACK! I neglected to include 2 calibers of ammunition I will be needing for the 20thCenturyWeapons v6;

In addition to my previous request, I will also require:

8x22mm Nambu (Imperial Japanese Pistol Cartridge; used in Nambu Type-14 Pistol)
7.7x58mm Arisaka (Imperial Japanese Rifle Cartridge; used in Arisaka Type-99 and LMG Type-99)

That is the complete list;

I apologize for adding these to my request at the last minute.

-ein
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мistrєss
 
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Post » Fri Feb 18, 2011 8:20 pm

ACK! I neglected to include 2 calibers of ammunition I will be needing for the 20thCenturyWeapons v6;

In addition to my previous request, I will also require:

8x22mm Nambu (Imperial Japanese Pistol Cartridge; used in Nambu Type-14 Pistol)
7.7x58mm Arisaka (Imperial Japanese Rifle Cartridge; used in Arisaka Type-99 and LMG Type-99)

That is the complete list;

I apologize for adding these to my request at the last minute.

-ein


Is the intent to never be able to find the right ammo?
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Laura Richards
 
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Post » Sat Feb 19, 2011 4:35 am

Is the intent to never be able to find the right ammo?


Not never, though I admit more difficult. I've considered this position from two perspectives;

On one hand, how often would you expect to find the right ammunition for the gun you happen to be carrying when you meet some random stranger in the wasteland?
Anyone that ever took a good look around the sporting goods isle at their local outlet mall already knows that scavenged ammunition would be a complete crapshoot. At best you might get some bullets that work in the gun they happen to be carrying (if they are even armed), at worst you might only get either shells, or an empty gun.

On the other hand, What some consider difficulty others consider novelty. I personally think the range of caliber and weapon options adds to immersion, though I understand some players may feel slowed down by limited quantities of a large variety of cartridges or even feel pidgeonholed into choosing only weapons from the most common calibers encountered.

The above mostly being opinion, the fact is that I felt the need for 19th/20thCenturyWeapons mod to use over a dozen calibers for no better reason than because:
If I don't use the actual calibers for historic firearms a bunch of history nerds are going to talk alot of 'jive' at me and be all up in my 'grill' talking fast and hard about things like 'realism' and 'reality' and 'in real life', and I myself have been both surprised how many of those people have chosen 19th/20thCenturyWeapons for their wasteland needs, and how tenacious they are about historical canon (especially in a zerging comment flood).

This being the case, the nerds have demanded from me:
~8x22mm Nambu
~7.7x58mm Arisaka
and I must render a sacrifice unto them.

Respect the nerd,
Fear the nerd.

-ein
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Antonio Gigliotta
 
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Post » Fri Feb 18, 2011 11:32 pm

OK, I'm confused.

I have FWE 5.04 installed. CALIBR is included as part of the total package.

5.56 ammo is now called 5.56mm x 45 NATO, however there seem to be a problem. When I use player.additem the console code for the CALIBR ammo seems to be different. I can use the vanilla code and get 5.56 ammo which shows up in my inventory but is not usable in any weapon.

What would be the correct console code for the new ammo?

Are all the ammo codes changed?
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Natasha Callaghan
 
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Post » Sat Feb 19, 2011 9:48 am

Duplicate calibers is what CALIBR is about NOT having, and it doesn't touch vanilla ones. If you have duplicate 5.56 they're from another mod, and I'm pretty sure FWE isn't to blame either. Without seeing your load order I'm guessing you have an additional weapon mod somewhere.

(Still on holiday, but we're not barbarians here. Mobile internetz)
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maya papps
 
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Post » Sat Feb 19, 2011 5:42 am

I've had instances of that problem. Mind you, I only started getting it when I installed http://www.fallout3nexus.com/downloads/file.php?id=11684(and even then, I'm just finding mod added guns that don't take my ammo), which is a neat add on for CALIBR, in of that every type of ammo gets it's own box, many have their own shell casings, and even better, most special ammo has unique bullet meshes and textures(IE 40mm Grenades look more like big ass bullets moving slower, complete with fitting writing on it). It's a great mod, but it has it's downsides.
Fun mod, if you like the EX-41 GL Pump as much as I do.(see also: http://www.fallout3nexus.com/downloads/file.php?id=5059 and http://www.fallout3nexus.com/downloads/file.php?id=12037)
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lucile
 
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Post » Fri Feb 18, 2011 11:15 pm

CALIBR adds new ammunition types to the game. It does not touch any existing (vanilla) ammo and cannot be the source of problems with the 5.56mm ammo.

xCALIBR modifies both vanilla and CALIBR ammo changing names, textures, prices and clip quantities. It emphatically does not change the vanilla EditorIDs for the existing ammo.

You can verify this easily with FO3edit, as shown http://s1039.photobucket.com/albums/a473/earache42/?action=view¤t=xCALIBR-does-not-break-vani.jpg.

Recent releases of FWE have adopted some of the naming conventions introduced by xCALIBR.
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casey macmillan
 
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Post » Sat Feb 19, 2011 10:43 am

Request:

Name: 25mm High Expolsive round (not grenade).
Short name: 25mm HE
Value: 20
Clip Rounds: 50
Used by Soviet Flak and Dismounted AA cannon.
I'd like to see them inside CALIBR instead of FOOK2, specially now that that FWE weapon's pack adds the 25mm Dismounted AA cannon to it.

Name: 8mm Depeted Uranium
Short name: 8mm DU
Value: 4
Clip Rounds: 30
Used by XM8 variants.
Same as above, used by XM8 (specially by Enclave) and some others (including a few uniques). I know maybe it's a FOOK's invention, but the less ammo is added by mods (apart from CALIBR), the best.
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GabiiE Liiziiouz
 
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Post » Sat Feb 19, 2011 2:06 am

Request:

Name: 8mm Depeted Uranium
Short name: 8mm DU
Value: 4
Clip Rounds: 30
Used by XM8 variants.
Same as above, used by XM8 (specially by Enclave) and some others (including a few uniques). I know maybe it's a FOOK's invention, but the less ammo is added by mods (apart from CALIBR), the best.


XM-8 was designed to use NATO standard 5.56x45mm caliber ammunition, and is a redesign of the H&K G-36 able to use STANAG magazines.

8mm DU appears to be a FOOK invention, unless it is a reference to 8mm Mauser (aka - 7.92x57mm German) or 8mm Nambu (aka - 8x22mm Japanese), with DU typically standing for Depleted Uranium.

8mm Mauser
http://en.wikipedia.org/wiki/8mm_mauser

8mm Nambu
http://en.wikipedia.org/wiki/8x22mm_Nambu

XM-8 Rifle System
http://en.wikipedia.org/wiki/XM8_rifle

-ein

BTW - 25mm for the AntiAircraft Cannon is probably either:

25x137mm Autocannon (for many modern fighting vehicles).
(Modern Round used in many ship or vehicle mounted heavy guns, this caliber is the most likely)
http://en.wikipedia.org/wiki/25_mm_caliber

25x163mm Autocannon (for the Hotchkiss AA)
(Aging caliber)
http://en.wikipedia.org/wiki/25_mm_Hotchkiss_anti-aircraft_gun
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Eileen Collinson
 
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Post » Sat Feb 19, 2011 10:23 am

On the GECK ,when I try to load the Fallout3 ESM, Anchorage ESM, and CALIBr ESM, while loading, it says "Multiple master files selected for load. Load operation aborted."


Why does it do this?
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Lance Vannortwick
 
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Post » Fri Feb 18, 2011 9:33 pm

On the GECK ,when I try to load the Fallout3 ESM, Anchorage ESM, and CALIBr ESM, while loading, it says "Multiple master files selected for load. Load operation aborted."


Why does it do this?


Look here: http://geck.gamesas.com/index.php/Category:Data_Files

To load multiple .esms in the GECK, you need to change this setting in the GECKCustom.ini file:

bAllowMultipleMasterLoads=1

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Alan Cutler
 
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Post » Sat Feb 19, 2011 12:33 am

Slight delay. I could make excuses, but you're not interested. :ph34r:

Calibers added to the ESM but I want to do some testing with a certain mod to check if I can make everything work harmoniously. :angel:

Is the intent to never be able to find the right ammo?

CALIBR doesn't add anything to the world, if you don't like the attention to detail that 19th/20th Century Weapons has, don't download it. ;)

[snip]
I'd like to see them inside CALIBR instead of FOOK2, specially now that that FWE weapon's pack adds the 25mm Dismounted AA cannon to it.
[snip]
Same as above, used by XM8 (specially by Enclave) and some others (including a few uniques). I know maybe it's a FOOK's invention, but the less ammo is added by mods (apart from CALIBR), the best.

Two problems here, the first being that I don't want to compete with FOOK for users. If they want to ask me to include calibers into CALIBR I'd be happy to, if not then it's their choice.
The second one is that I prefer calibers to be type-neutral, or whatever I should call it. Fo3 doesn't have ammo switching (yet), so the weapon decides the effect and not the ammo. HE and AP variants are irrelevant.

On the GECK ,when I try to load the Fallout3 ESM, Anchorage ESM, and CALIBr ESM, while loading, it says "Multiple master files selected for load. Load operation aborted."
In addition to the above advice, it's also in the first post. :)
+ 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.

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Emily Shackleton
 
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Post » Fri Feb 18, 2011 10:04 pm

CALIBR 1.4 is out. I wanted to get it up before the FWE release. :)

http://www.fallout3nexus.com/downloads/file.php?id=3447.
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Jade MacSpade
 
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Post » Sat Feb 19, 2011 10:23 am

Sorry, n/a.
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Lynette Wilson
 
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Post » Fri Feb 18, 2011 11:29 pm

Ok new to the mod scene and wondering why not have CALIBR ammo that is the same as vanilla? As in have a 10mm ammo in calibr. such that I could in theroy delete every instance of vanilla ammo, and still have a 10MM round.... is this just my not understanding modding that well? the reason i ask is some mods deal with CALIBR. Like xCALIBR adds more details to the ammo. but if there is not a CALIBR 10MM then the xCALIBR mod may not then modify the vanilla 10MM. not saying it has been done this way, but just as an example.

and second i have seen it mentioned that due to balance issues, that adding an AR that uses 7.62 nato now makes a sniper of the same caliber over powered due to availability of ammo. what is this about? does the loot system realize an assault riflewill need more ammo, and therefore spawn in highr quantities, and if so who cares if the ammo for the sniper is now more plentiful? that is one reason i would find a 7.62 nato sniper is to be sure i had plentiful ammo. or why i would use a standard 9mm gun as ammo for it would be plentiful. i mean if i was in the [censored], i would try to find weapons with plentiful ammo, so i see no problem with this. Am I missing something?
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tiffany Royal
 
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Post » Sat Feb 19, 2011 2:22 am

Ok new to the mod scene and wondering why not have CALIBR ammo that is the same as vanilla? As in have a 10mm ammo in calibr. such that I could in theroy delete every instance of vanilla ammo, and still have a 10MM round.... is this just my not understanding modding that well? the reason i ask is some mods deal with CALIBR. Like xCALIBR adds more details to the ammo. but if there is not a CALIBR 10MM then the xCALIBR mod may not then modify the vanilla 10MM. not saying it has been done this way, but just as an example.
There's no point in having ammo in CALIBR that is the same as vanilla. The purpose of CALIBR is to have an ammo resource that can be used by any mod....so that 7.62mm ammo will work in a gun from both mod A and mod B because the ammo both comes from the same source. Vanilla ammo is already available to every mod since Fallout.esm has to be a master of every mod. xCALIBR or any other mod can already access and change (if it wants) the 10mm ammo from vanilla. If xCALIBR doesn't alter the vanilla 10mm ammo by making it more detailed, then that is a design choice of the creator, not a limitation of either xCALIBR or CALIBR.

and second i have seen it mentioned that due to balance issues, that adding an AR that uses 7.62 nato now makes a sniper of the same caliber over powered due to availability of ammo. what is this about? does the loot system realize an assault riflewill need more ammo, and therefore spawn in highr quantities, and if so who cares if the ammo for the sniper is now more plentiful? that is one reason i would find a 7.62 nato sniper is to be sure i had plentiful ammo. or why i would use a standard 9mm gun as ammo for it would be plentiful. i mean if i was in the [censored], i would try to find weapons with plentiful ammo, so i see no problem with this. Am I missing something?
Balance issues are a huge problem for all mods that add new weapons and armor. Sniper rifles tend to be extremely powerful and extremely useful. This is usually balanced by limited ammunition for them. Assault Rifles need to have plenty of ammo available in order to be useful. Having matching ammo creates a balance issue for some people. Others disagree.
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Lexy Dick
 
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