[ WIP RELz ] xCALIBR Book of Earache

Post » Thu Jan 17, 2013 9:38 am

http://www.fallout3nexus.com/downloads/file.php?id=14006 is a comprehensive small arms replacer and overhaul featuring hi-res, highly animated weapon models and outstanding textures. It replaces all small arms, bladed melee weapons and all uniques except the MIRV. Lincoln Rifle is retained with upgraded texture.

eXcalibr Book of Earache is designed for the seasoned player looking for a unique experience before we all move to New Vegas.

This mod is more than a replacer. It adds a TON of guns. More than 100 variations including weapons never before seen in Fallout3.

Unlike most weapon mods, this one does not add weapons to enemy or ally weapon lists (spawns), to common vendors, or to a crate outside vault 101. Instead, it gives individual weapons to named NPCs, random encounter NPCs, and specific factions. It then spreads the rest all over the wasteland for you to uncover as you explore.

It is compatible with the lore of Wasteland, the macdaddy game that started this whole thing, but not so much with the Fallout ripoff series. Wasteland featured clean, modern weaponry and was revolutionary for the introduction of selective fire.

The mod is currently a http://www.fallout3nexus.com/downloads/file.php?id=14006 and I plan to have the gold code in early September. I am looking for constructive feedback before I lock the feature set. I would especially appreciate any coding suggestions to enhance performance and stability. I do my best, but my coding skills can be generously described as a blunt instrument (at best).

Features:

  • Replaces all companion weapons with unique, playable guns. Does not replace energy weapons like Ahztek's overhaul, but Paladin Cross and Elder Lyons have been given nice smallguns instead of energy weapons.
  • All vanilla uniques are truly UNIQUE and worth questing for. Miss Launcher is no longer a joke, and even the Zhu-Rong is a weapon to be reckoned with. Missing uniques are added to the gameworld for you to find.
  • 100 additional new weapons are scattered about for you to find. With scores of new weapon scripts, you never know when you are going to stumble across something extraordinary, or stumble into someone else's crosshairs.
  • A huge variety of ammo types are employed. A minimal amount of ammo is spread throughout the wasteland, and all NPCs have required ammo for the weapons they carry. Additional ammo can be added to vendors and loot lists with an optional esp.
  • ALL weapons use highly detailed xCALIBR shells and slugs, and an integrated light version of Shells Rain. Hallelujah, its rainin' shells.
  • A scaled kickback/muzzle rise effect is include for all smallguns. A 7.62mm automatic kicks like a mule. A match grade pistol with a compensator hardly rises at all. An algorithm applies the appropriate kickback for 3rd party weapons.
  • CRAFT AMMO schematics Mod is integrated and updated with xCALIBR names, prices and a baker's dozen of additional ammo types.
  • More variations of the open field reflex scopes introduced with the Munitions Shop.
  • Missile launcher replaced by Toxa's RPG-7. "Withammo" lists and world instanced are updated with proper CALIBR RPG ammo. Schematic to craft RPGs can be found early in the quest so you can convert your missile inventory.
  • Damage levels are higher than vanilla but not as high as FWE. They are competitive to a talented player. Damages are internally balanced.

Quest:

eXcalibr Universe contains a quest for the Book of Earache, a legendary weapons field manual long thought to be lost. This is more or less the back story of how Sy learned to build the great guns that he builds.

Following the quest will unlock the hotkeys for the weapons as well as the ammo schematics required to craft your own. Successful completion will give the player the ability to customize hotkeys and configure the kickback effect.

Hotkeys access the weapon scripts which add features like selective fire, functioning Taclights, enhanced optics modes or adjustable zoom on sniper scopes.

Completion will also unlock several vendor features. NightCaptain Durga will offer for sale most of the mod weapons so you can purchase what you cannot find. A new vendor you meet along the way will offer to upgrade some of the vanilla guns.

The quest starts in the eXcalibr Munitions Shop after you prove your chops by having you pockets full of meat.

Compatibility:

Book of Earache is designed with a minimal footprint to co-exist with as many mods as possible. Obviously, it doesn't work with other replacers, but it was developed and tested with FWE EVE MMM5.x and 20CW installed.

Toxa's arsenal should work fine so long as you load it before this mod.

FOOK2 works weapon wise, but the shop weapons will be very hard to acquire without cheating.

Greater sources of conflict would be Project Beauty or LingsPrettyThings as this mod changes the inventory of dozens of NPCs.

In general, load the xCALIBRuniverse.esp file after all your major mods and you will have a playable game.

NOT quite compatible with WMK. WMK energy weapon upgrades are unaffected by this mod, but the smallgun upgrades will revert to the vanilla model damage ammo etc. This mod has a different approach to weapon upgrades. You want a scope for that gun? Find someone who has a scoped version and kill them for it.
Life in the wasteland is harsh.

NOT compatible with CRAFT Ammo Schematics. Its already baked in and will cause conflicts.

Known Unknowns:


  • For the quest, player must recover ink container from Arlington. Some mod is replacing the ink container quest item with a new object.
  • For the quest, player must access an underground cistern containing a bobblehead. Some mod is setting this door inaccessible.
User avatar
Stephanie Nieves
 
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Post » Thu Jan 17, 2013 6:43 pm

Are you still looking for a HUD indicator for the ammo selector? My plate's pretty full, but if you've got the icons it wouldn't take me that long.

One thing you (or I) could probably do for the icons would be to take a full color image and turn it black and white. Here's a couple of examples:

http://i459.photobucket.com/albums/qq319/DocGKR/9mm_vs_57mm.jpg

http://www.gunpundit.com/wp-content/uploads/2008/11/wolf_762_clip.jpg
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jennie xhx
 
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Post » Thu Jan 17, 2013 1:42 pm

Those screenies cracked me up Imp.

I had not thought about the screen display since we last pvssyd about it. So much I would have liked to put in the mod, but realities of time and space made cutting desired functions out if I ever wanted to release it.

I've noticed you've been stacking your plate pretty high of late, so I'm not going to bother you for the assist. For now. :whistling:
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Brandi Norton
 
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Post » Thu Jan 17, 2013 12:21 pm

I can't understand why there is only three posts in this topic....this mod is awesome!
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Guy Pearce
 
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Post » Thu Jan 17, 2013 1:16 pm

Well I think many are waiting for patches to have it work with MMM 6+ and FWE 6+.

I know I am.
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Myles
 
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Post » Thu Jan 17, 2013 4:58 pm

I developed the mod with FWE 5.x and MMM 5.x installed and it runs flawlessly. I've updated my system to FWE 6.0x and MMM 6.0 and it still runs just fine. There are some overwrites, sure, but no conflicts. If you are waiting for FOIP, you'll be waiting a long time I'm afraid.
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No Name
 
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Post » Thu Jan 17, 2013 5:21 am

Does this go for the main xCalibr and ammunition shop too?
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Andrea Pratt
 
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Joined: Mon Jul 31, 2006 4:49 am

Post » Thu Jan 17, 2013 1:42 pm

While this is probably a rather stupid question, I reckon I might as well ask; what does xCalibr do? I mean, does it actually add in new ammo types, or does it simply improve on the CALIBR ones? To be perfectly honest, I don't really want to deal with an overload of bullet types and so on...

I gotta say, though - this mod does look good. Even though blah blah modern replacer, the weapons look like they'd be fun to use!
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rolanda h
 
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Post » Thu Jan 17, 2013 11:55 am

Of course.

I would recommend re-installing the xCALIBR ammo pack after FWE 6.x, as the xCALIBR resources they install are more than 2 months out of date and kinda svck compared to the newer resources (painted rims instead of genuine mesh, etc).

xCalibr Ammo Pack has not yet been updated for the the latest v1.4 release of CALIBR, but no mods have been released that use the new rounds anyways.
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Taylrea Teodor
 
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Post » Thu Jan 17, 2013 3:29 am

roxahris - xCALIBR is a brand name used by three mods.

xCALIBR Ammo Pack is a resource mod. It takes all the ammo introduced by CALIBR and adds accurate resources for slugs, shells, and boxes. It also caliber specific projectile data, ammo lists, new ammo crates, etc. that can be used by modders.

xCALIBR Munitions shop is a demonstrator for the ammo pack. It add a merchant to Megaton who displays all the pretty boxes and sells a few guns.

xCALIBR Book of Earache is a modern small arms replacer that also spreads new weapons to named NPCs and corpses.
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Dan Stevens
 
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Post » Thu Jan 17, 2013 3:21 pm

Sounds good to me! I just hope my body can take it... :P
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sara OMAR
 
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Post » Thu Jan 17, 2013 2:42 pm

Well, it was hard to find this topic but anyway this is my favorite mod, really great work.
I want to ask if this mod can work flawless with RH_IronSights.

Regards
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SHAWNNA-KAY
 
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Post » Thu Jan 17, 2013 4:07 pm

Looking for help.

Everything working great except for shotguns. They are using a shell that looks like the generic caliber shell "Shotgun Shell (WG 0.10)", which wouldn't bother me other than the fact that no vendors are selling this shell.

Vendors are selling 10 gauge and 20 gauge shells only, and not "Shotgun Shell (WG 0.10)".

Every NPC who has a shotgun has a few "Shotgun Shell (WG 0.10)" on them, and every so ofen I find some in a crate, but I would really like to fix this problem.

I am using BOSS to sort, plus making sure my sort matches what EARACHE42 has in the readne. As I said, all other guns and ammo work fine.

Any ideas?

Load order:

Fallout3.esm
Lings.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Inventory Access.esm
LingsDLC.esm
CRAFT.esm
CALIBR.esm
xCALIBR.esm
xCALIBRuniverse.esm
Vault 101 Revisited.esm
FO3 Wanderers Edition - Main File.esm
EVE.esm
Mart's Mutant Mod.esm
LingsFinerThings.esm
Xepha's Dynamic Weather.esm
RTS NW.esm
DCInteriors_ComboEdition.esm
Project Beauty- Broken Steel.esp
Project Beauty- Point Lookout.esp
CASM.esp
More Hotkeys.esp
UPP - Pack 1.esp
UPP - Pack 2.esp
UPP - Experience Perks.esp
UPP - Quest Perks.esp
UPP - Beverage Perks.esp
Down Under.esp
IntoTheDeepWoods.esp
tubRRCompound.esp
BlackWolf Backpack.esp
ShadySands.esp
01AtM - Firefly Ranch.esp
DCInteriors_DLC_Collectables.esp
FO3 Wanderers Edition - Alternate Travel.esp
WeaponModKits.esp
Sydney Follower.esp
DarNifiedUIF3.esp
Project Beauty.esp
PLFewerItems.esp
BusworldV1.05d.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Optional Restore Tracers.esp
FO3 Wanderers Edition - Optional VATS Halftime.esp
FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp
Return to Shady Sands - FWE weapons rebalance.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
Powered Power Armor.esp
PPA - Operation Anchorage.esp
PPA - The Pitt.esp
PPA - Broken Steel.esp
PPA - Mothership Zeta.esp
PPA - FWE.esp
EVE.esp
EVE Operation Anchorage.esp
EVE - FWE Master Release.esp
EVE - FWE Master Release (Follower Enhanced).esp
EVE Anchorage - FWE DLC Anchorage.esp
EVE - FWE with WeaponModKits.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Point Lookout.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - Zones Respawn.esp
Mart's Mutant Mod - Tougher Traders.esp
Mart's Mutant Mod - Natural Selection.esp
Mart's Mutant Mod - Master Menu Module.esp
Mart's Mutant Mod - FWE Master Release.esp
Mart's Mutant Mod - FWE Master Release + DLCs.esp
Mart's Mutant Mod - FWE Master Release + Project Beauty.esp
LingsPrettyThings.esp
LingsPrettyThings-BrokenSteel.esp
Attentater's Wasteland Economy.esp
Fellout-pipboylight.esp
Fellout-Full.esp
Fellout-Anchorage.esp
Fellout-BrokenSteel.esp
Fellout-PointLookout.esp
Fellout-Zeta.esp
Xepha's Dynamic Weather - Main.esp
Xepha's Dynamic Weather - Anchorage.esp
Xepha's Dynamic Weather - The Pitt.esp
Xepha's Dynamic Weather - Broken Steel.esp
Xepha's Dynamic Weather - Point Lookout.esp
Sydney Follower - FWE Dialog Fix.esp
Sydney Follower - Load Order Fix.esp
JHBSydneyUpdate.esp
xCALIBRuniverse_LingsPrettyThings.esp
xCALIBRuniverse.esp
xCALIBRUniverse - WMK.esp
Michi1.esp <--- MergedPatch

Total active plugins: 108
Total plugins: 142
User avatar
Greg Cavaliere
 
Posts: 3514
Joined: Thu Nov 01, 2007 6:31 am

Post » Thu Jan 17, 2013 10:09 am

Finished the quest, and no schematics for any kind of shotgun shell are showing up at any vendor.... is there some kind of console command I can use to just give myself the schematic?

Interestingly enough... the 12 gauge schematics create "Shotgun Shell (WG 0.10)" ... so in the end, I can use shotguns :)
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Mylizards Dot com
 
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Post » Thu Jan 17, 2013 8:11 am

Some great weapons especially the Sniper Rifle you get off Tenpenny. (after hes dead of course)
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Charlotte Henderson
 
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Post » Thu Jan 17, 2013 7:06 am

Does anyone know what weapon\items to use to repair the The Victory Rifle and Ol Painless, at the moment I cant find anything. :huh:
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Mandi Norton
 
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Post » Thu Jan 17, 2013 9:42 am

Two guns that I have found so far that have look as if they have a scope on them, but aiming doesn't give a scope.

1. the custom hunting rifle you get from Sy right at the beginning by trading in 4 hunting rifles
2. Sy customizes you a .50 Gun... if you take it to the gunrunners they customize it again with a scope.

In both cases, it seems like there is scope there, but not really...
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Stacyia
 
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Joined: Mon Jul 24, 2006 12:48 am

Post » Thu Jan 17, 2013 7:03 pm

Two guns that I have found so far that have look as if they have a scope on them, but aiming doesn't give a scope.

1. the custom hunting rifle you get from Sy right at the beginning by trading in 4 hunting rifles
2. Sy customizes you a .50 Gun... if you take it to the gunrunners they customize it again with a scope.

In both cases, it seems like there is scope there, but not really...

the scope for the hunting rifle is "broken" you can fix it later through customizing it. i'm guessing the Deagle was an oversight.
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Danel
 
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Post » Thu Jan 17, 2013 8:15 am

Having an issue with some of the scripted weapons from this mod. they go thru the firing animation but no projectile comes out can anyone help me out with this.
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Yvonne Gruening
 
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