[WIP] Wasteland CALIBR ammo press

Post » Fri May 13, 2011 7:34 am

Hiya :)

This will become what the title says:
An ammo press located in the wasteland and capable of pressing most of or all ammo types in CALIBR (Rockets excluded).
The Pitt will be required and the quest will have to be completed to use the WL ammo press.

It is a continuation of HugePinballs excellent work on the ammo press for FOOK2. He gave his permission and support and this project is not mine alone but his also.

What is done so far:
- a ammo press in the wasteland pressing ammo (some CALIBR ammotypes but not all by far yet)
- dependent on only FO3 and the Pitt (and CALIBR of course)
- uses more misc items than vanilla

What has to be done:
- put in more ammotypes (not all of them will be in the first release ;) )
- optimize scripting to use FormLists to make adding more items easier (FOSE will be needed)
- balancing the ammotypes (this point will never really be finished, methinks ;) ) in regard of mateial usage for pressing
- ... (something i forgot or didn`t think of yet)
- ... (something i forgot or didn`t think of yet)

What it won`t do:
- adding new ammotypes, that is what CALIBR is for
- adding projectiles and eye candy, that is what eXCALIBR does
- messing with ammo weight and value, that is done by many mods

This will propably screw with game balance because it adds a way to get ammo and convert ammo from "easy to get ammo" to "hard to get ammo" (with some loss, but still ...)

As things are now, following values are assigned to the ammotypes:
(those are not monetary values but material values to calculate the amount aof ammo you get)
This List is not complete and not final!
  • 10mm ______ 4
  • .32 ________ 4
  • 5.56mm _____ 4
  • .44 magnum __ 15
  • .308 ________ 10
  • 5mm ________ 4



So of the ammotypes in CALIBR, which do you think are the most important and what material-value should they get?
Please bear complexity and rarity in mind (e.g. 5,7mm ammo will NOT get a value of 4 but more in the range of 10 or even more as it is not common, not even in military usage), and that is a way to get rid of surplus ammo of ammotypes you don`t use and an additional way to aquire ammunition.
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Hilm Music
 
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Post » Fri May 13, 2011 11:35 am

not sure how the ammo press in the pitt works but i have an idea, you know how the blueprints for the nuka grenade and bottlecap mines works? how about you put blueprints for each of the diffenert ammo types scattred in the waste and sellable by certain npcs (or maybe a special npc that just sells ammo blueprints and the materails to make them) and have about three blueprints for each one so you make more ammo for the same amount of matrail as your blueprints level goes up. not sure if its a good idea but it would add a bit more use for caps and could probaly make it just a bit harder then find the materails and make an infinite number or bullets without having to do anything special.
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Franko AlVarado
 
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Post » Fri May 13, 2011 3:59 pm

i have been waiting for something like this.
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Laura Richards
 
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Post » Fri May 13, 2011 6:07 pm

Looking forward to this as well. Its a great way to support players who prefer using actual ammunition types without flooding the zone as it were.

regarding calibr types wanted, here's my top 12 wish list:

.357 magnun
.45 auto
.416 barrett
.444 Marlin
5.7mm
6.8mm spc
7.62x54 rimmed
7.62mm Nato
9x39mm subsonic
.50 AE
.500 S&W
.50 BMG

Question: Will the scripts be structured so it will be easy to do an xCALIBR CP to replace the ammo names with xCal names?
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Ronald
 
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Post » Fri May 13, 2011 7:04 am

Question: Will the scripts be structured so it will be easy to do an xCALIBR CP to replace the ammo names with xCal names?

If they do not touch the FormIDs, which they should not, it would be entirely compatible without patches.
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Roisan Sweeney
 
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