[RELZ] CaliberX ammunition resource

Post » Sun Jan 02, 2011 10:46 pm

http://www.newvegasnexus.com/downloads/file.php?id=39981 is released on Nexus.

CaliberX is a fusion of FluidFire's Caliber mod for NV with the xCalibr Ammo Pack from FO3. It provides a comprehensive, eye pleasing upgrade to Obsidian's complex and interesting ammunition system. CaliberX adds popular new rounds to the game, and extends the vanilla ammo with powerful new options. Then it throws your game into overdrive with hi-resolution bullets and shell casings, detailed world objects, accurate weights, scaled ballistic data and alternate ballistic options, casing weight & recovery, and enhanced features for modders.

CaliberX goes beyond FO3 CALIBR and xCAL in that it provides not only an ammo standard, but an ammo DISTRIBUTION standard as well. No longer will mods overwrite each others vendor list changes. No longer will weapon modders need to learn FNVs whole ammo list system or how to use the AddItemToLeveledList command. Plug and play baby.

CaliberX adds:

.22-250
.30-30
.30 Carbine
.30-06
.300 WinMag
.303 British
.338 Lapua Magnum
.380 ACP
.40 S&W
.40-70 Sharps
.408 Cheytac
.416 Barrett
.45 ACP
.45LC (45 Colt)
.454 Casull
.458 SOCOM
.50 Action Express
.500 S&W Magnum
.50-70 Gov't
5.45x39mm, used by AK74
5.7x28mm P90
6.5mm Grendal
6.8mm SPC
7.62x54mm Rimmed Russian
7.62x39mm used by AK47
8.57mm Mauser
7.5x55mm Swiss
7.62x25mm Tokarev
9x39mm Subsonic
9x18mm Makarov
RPG

All new calibers come complete with unique world object, ammolist; leveled spawn, loot and vendor lists; weighted casings, caselists, and recovery settings; linked projectile data and unique bullet mesh, unique high res shell casing; activation quest and confirmation message.

Multiple options for projectile data include pistol/rifle/SMG/silent options featuring different sound, flash, speed and impact settings.

New rounds can be activated simply by calling a prepared quest. When called, the quest will set an active flag for that round, add ammo lists to the appropriate vendor and loot lists, then shut down. If another mod tries to distribute the same round, the quest script tests positive the ammo is already active and goes back to sleep.

AAmmo global short is attached to all new vendor ammo lists, allowing modders to control global availability of new ammo (default is Chance None == 0)
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Tiffany Carter
 
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Post » Sun Jan 02, 2011 8:38 pm

Your description page states, "No longer will mods overwrite each others vendor list changes. No longer will weapon modders need to learn FNVs whole ammo list system or how to use the AddItemToLeveledList command. Plug and play baby." There's no real explanation as to what this really means or how it works. So, I'd like some clarification.

I'm working on a mod that adds new ammunition to the game, and I want to use CaliberX as the base. Should I overwrite all of the ammo formlists that my mod uses, or is there some special way that ammo needs to be added to the formlists?
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Wayne W
 
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Post » Sun Jan 02, 2011 12:03 pm

Just a small bug report: you've got the AmmoFlamerFuel record pointing at Ammo\FlamerFuelred.nif, but that mesh doesn't appear to exist in CaliberX.bsa, Fallout - Meshes.bsa or the loose files included with CaliberX. I was getting missing mesh indications in-game for Flamer Fuel.

On a lighter note, there appears to only be one (very) minor cosmetic conflict with WMX; the 40mm projectile fired from Thump-Thump will use the vanilla model rather than the new CaliberX one.
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Anne marie
 
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Post » Sun Jan 02, 2011 5:12 pm

http://www.newvegasnexus.com/downloads/file.php?id=39981 is released on Nexus.

CaliberX is a fusion of FluidFire's Caliber mod for NV with the xCalibr Ammo Pack from FO3. It provides a comprehensive, eye pleasing upgrade to Obsidian's complex and interesting ammunition system. CaliberX adds popular new rounds to the game, and extends the vanilla ammo with powerful new options. Then it throws your game into overdrive with hi-resolution bullets and shell casings, detailed world objects, accurate weights, scaled ballistic data and alternate ballistic options, casing weight & recovery, and enhanced features for modders.


Thank you for this mod, I found one small issue in the 45-70 ammo you have "projectiles\45_70governmentprojectile" you left the .nif off.
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jess hughes
 
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Post » Sun Jan 02, 2011 2:47 pm

Neat, I'll have to update ZL Armaments to use this for my 9x39 ammo! Thanks as always!
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suniti
 
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Post » Sun Jan 02, 2011 8:26 am

Thanks for the bug reports guys. All confirmed, including missing .nif extensions for the 40 70 and 50 70.

Antistar, thump-thump uses the 40mmGrenadeProjectileUnique which points to the new mesh. What projectile data are you using?

Thanto - Not much to explain. Everything is set up for you. All you need to do is start a quest associated with your desired ammo. Each new round has a quest which will execute some like this when called:

Set ActivatedCaliber338Lapua to 1

;Full Loot
AddItemToLeveledList LootAmmoNVBullets10 LootAmmo338 1 1 1
AddItemToLeveledList LootAmmoNVBullets100 LootAmmo338 1 1 1
AddItemToLeveledList LootAmmoNVBullets75 LootAmmo338 1 1 1
AddItemToLeveledList LL2Tier4AmmoGunsAll25 LootAmmo338 1 1 1
AddItemToLeveledList LL2Tier4AmmoGunsAll50 LootAmmo338 1 1 1
AddItemToLeveledList LL2Tier4AmmoGunsAll75 LootAmmo338 1 1 1
AddItemToLeveledList LL2Tier4AmmoMixedAll25 LootAmmo338 1 1 1
AddItemToLeveledList LL2Tier4AmmoMixedAll50 LootAmmo338 1 1 1
AddItemToLeveledList LL2Tier4AmmoMixedAll75 LootAmmo338 1 1 1
AddItemToLeveledList LL2Tier4AmmoMixedGunsAll25 LootAmmo338 1 1 1
AddItemToLeveledList LL2Tier4AmmoMixedGunsAll50 LootAmmo338 1 1 1
AddItemToLeveledList LL2Tier4AmmoMixedGunsAll75 LootAmmo338 1 1 1
AddItemToLeveledList LL2Tier4AmmoMixedAll LootAmmo338 1 1 1
AddItemToLeveledList LL2Tier4AmmoMixedGunsAll LootAmmo338 1 1 1
AddItemToLeveledList LL2Tier4AmmoAll LootAmmo338 1 1 1
AddItemToLeveledList LL2Tier4AmmoGunsAll LootAmmo338 1 1 1
AddItemToLeveledList LL2Tier4AmmoAll50 LootAmmo338 1 1 1

;half loot
AddItemToLeveledList LL2Tier4AmmoAllLow LootAmmo338 1 1 1

;vendor ammo normal
AddItemToLeveledList VendorAmmoBullets100 VendorAmmo338 1 1 1
AddItemToLeveledList VendorAmmoGunsTier5 VendorAmmo338 1 1 1

;vendor ammo armor piercing

;vendor ammo hollowpoint
AddItemToLeveledList VendorAmmogunsTier5 VendorAmmo338HollowPoint 1 1 1
;once done, stop quest.
showMessage CaliberMessage338Lapua
stopquest CaliberActivateQuest338Lapua

Check the readme for details on creating your own quest. BTW - the other reported bug is a typo in the readme. The sample code uses incorrect quest names. Cut and paste from the listing below it.

If you really want to be spiffy, add the following block to your ammo activation quest script and major ammo vendors will add the new rounds immediately.

;########################### Refresh Vendor Inventories
VendorChestRedRockArmoryREF.resetInventory
VendorContainer188GunrunnerREF.resetInventory
VendorContainer188MichelleREF.resetInventory
VendorContainerAngeloREF.resetInventory
VendorContainerBlakeREF.resetInventory
VendorContainerChetREF.resetInventory
VendorContainerDaleBartonREF.resetInventory
VendorContainerGunRunnerHQREF.resetInventory
VendorContainerNellisMunitionsREF.resetInventory
VendorContainerNovacWastesMerchantREF.resetInventory
VendorContainerPrimmDenMerchantREF.resetInventory
VendorContainerWastelandMerchant01REF.resetInventory
VendorContainerWastelandMerchant02REF.resetInventory
VendorContainerQuartermasterBardonREF.resetInventory
MickMerchantBoxREF.resetInventory
VendorContainerCarterNVREF.resetInventory
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Shiarra Curtis
 
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Post » Sun Jan 02, 2011 10:06 am

Antistar, thump-thump uses the 40mmGrenadeProjectileUnique which points to the new mesh. What projectile data are you using?


Sorry, I must've been a bit vague there. WMX contains an edit to that record; reducing its speed, since in WMX, Thump-Thump doesn't have a 'long barrel' by default - it uses the same weapon mod to do that as the standard Grenade Rifle. The 40mmGrenadeProjectileUnique record in FalloutNV.esm (and Caliber.esm) has a much higher projectile speed than the standard 40mmGrenadeProjectile record to account for Thump-Thump having that 'long barrel' by default.

So the override to 40mmGrenadeProjectileUnique in WMX overrides the one in Caliber, restoring the vanilla appearance of the projectile in the process. Like I said though, it's a very minor cosmetic conflict in my mind; you can barely see the projectile for a fraction of a second when firing grenade launchers in FNV. Unless it shows them in slow-motion in VATS... don't know if it does; I don't remember seeing it, but then I don't use VATS that much.
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sam smith
 
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Post » Sun Jan 02, 2011 11:29 pm

Earache42, I think I was a bit unclear. Suppose I have 2 mods, each that include 1 new ammo type each in the vanilla 5.56mm caliber, A and B. Each mod modifies the already existing and active formlist for 5.56mm ammo to include its respective ammo. The problem this creates is that the ammo usage formlist is overwritten by whatever is loaded last, because they each modify the same formlist. So, if mod A is loaded before B, then while the player may be able to craft ammo A, only B will be usable in 5.56mm weapons; A will become useless junk, voiding the whole purpose of loading mod A. This is the specific problem I wish to avoid. The description of your mod suggested that there was a method to accomplish this (the new distribution method) but gave no explanation as to what that method was. That is what I'm looking for.

In fact, if two mods modify the LootAmmo338 formlist, then I think the same problem would exist, wouldn't it?
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Ray
 
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Post » Sun Jan 02, 2011 10:32 am

Antistar - I'll add a mesh override the next time I build the BSA, but whether it gets picked up depends BSA load order. Note there are two 40mm meshes in vanilla. I'd only replace the one in the \projectiles directory.

thantos_ - Ah, I did misunderstand. CaliberX is designed to distribute included ammo, not facilitate the integration of 3rd party loads. I'll have to give that some thought. First consideration is for you to build a script using AddFormToFormlist to add your new rounds to the AmmoList entry for the caliber, then use AddItemToLeveledList to add your new rounds to the various loot and vendor leveled lists. You will still need to make your own spawn list, but you can clone existing one easily enough. What I don't know is how to detect if a mod has done this and reset the activated flag should the caliber already be active.
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Amanda Leis
 
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Post » Sun Jan 02, 2011 8:12 am

It might be a good idea to have CaliberX create a series of formlists, one for FullLoot, one for HalfLoot, etc., to which all modders should add their ammo as appropriate via quest. Your mod would run a quest afterwards that would then distribute all ammo in the FullLoot list as appropriate, then HalfLoot as appropriate, etc. This way, each modder would only have to be concerned about a few formlists rather than having to go through every single vendor list for every single new piece of ammo.

I suppose there's no way to avoid the problem I mentioned without using a quest that adds ammo to the lists. There's not really a simpler way to do it, I think.
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Claire Jackson
 
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Post » Sun Jan 02, 2011 11:50 am

CaliberX will handle adding the rounds to the various tiered and convoluted lists used for loot and vendor inventories. To add new caliber variations, you will still need to add your rounds to the caliber specific loot and vendor lists. It is preferred you do this via script, at which time you can also set the active flags to 0 and call the activation script so everything gets updated.

Not easy at all.
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Franko AlVarado
 
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Post » Mon Jan 03, 2011 1:05 am

Earache42, I think I was a bit unclear. Suppose I have 2 mods, each that include 1 new ammo type each in the vanilla 5.56mm caliber, A and B. Each mod modifies the already existing and active formlist for 5.56mm ammo to include its respective ammo. The problem this creates is that the ammo usage formlist is overwritten by whatever is loaded last, because they each modify the same formlist. So, if mod A is loaded before B, then while the player may be able to craft ammo A, only B will be usable in 5.56mm weapons; A will become useless junk, voiding the whole purpose of loading mod A. This is the specific problem I wish to avoid. The description of your mod suggested that there was a method to accomplish this (the new distribution method) but gave no explanation as to what that method was. That is what I'm looking for.

In fact, if two mods modify the LootAmmo338 formlist, then I think the same problem would exist, wouldn't it?


Creating an automatic merged patch with FNVEdit should fix that. I'm assuming a bashed patch would too, but I'm not really familiar with garybash.
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Elisabete Gaspar
 
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Post » Sun Jan 02, 2011 9:54 am

CaliberX v304 is released and adds classic legacy ammo 14mm, 2mmEC, 4.7mm caseless, and HN Needles.


CaliberX is designed for weapon modders primarily, but ammo modders can code to CaliberX and benefit from the standardized distribution.

Say for example I want to add an incendiary .408 round. As usual, I would create an ammo entry (ammo408inc), an ammo leveled list (ammo480inc25) and a vendor list (vendorammo408inc).

To work with CaliberX, I would write a quest script for autoexecution along the following lines.

scn MyNewRoundQuest

Begin GameMode

Addformtoformlist AmmoList408Cheytac ammo408inc ; allows players to select new round
AddItemToLeveledList LootAmmo408 ammo480inc25 1 10 1 ; adds 10 instances of the 25% chance list
AddItemToLeveledList LootAmmo408Half ammo480inc25 1 5 1 ; adds 5 instances of the 25% chance list
AddItemToLeveledList VendorAmmo408 vendorammo408inc 1 10 1 ; adds 10 instance to the vendor's list

Set ActivateCaliber408Cheytac to 0 ; reset primary distribution flag
Set ActivatedCaliber408Cheytac to 0 ; reset secondary distribution
Startquest CaliberActivateQuest408Cheytac ; redistributes the caliber with the new round added

StopQuest MyNewRound : stops quest when work completed

End
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Sarah Knight
 
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Post » Sun Jan 02, 2011 7:56 pm

CaliberX v304 is released and adds classic legacy ammo 14mm, 2mmEC, 4.7mm caseless, and HN Needles.


Found one other typo "projectiles\44magnumRprojectile.nif"
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Kristian Perez
 
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Post » Sun Jan 02, 2011 5:12 pm

Thanks robber804. Fix is now incorporated in the v3.05 release, which also solves the CTD issue when engaging securitron. Apparently, robots do not like to recover their brass. :)
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quinnnn
 
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Post » Sun Jan 02, 2011 9:59 pm

Thanks robber804. Fix is now incorporated in the v3.05 release, which also solves the CTD issue when engaging securitron. Apparently, robots do not like to recover their brass. :)



Thank you for creating CaliberX! If i remember afte falloutNV was released you said you had no plans for porting it over, I am glad things changed.
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Karl harris
 
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Post » Sun Jan 02, 2011 12:54 pm

Does that change also apply to sentry bots? Noticed my game still crashed when viewing a fight with caliber enabled(Sentry bots, fiends and ncr all going at it). To be fair though, I have a 40ish mods installed, and I was using the same save that I tested 3.04 on.
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Paula Ramos
 
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Post » Sun Jan 02, 2011 10:20 am

Version 3.1 of CaliberX is released.

New features include:

1. Full vanilla style recipes for all ammo types. For makers of third party reload mods, the integrated recipes can be disabled by setting global ammoXcookbook to 0.
2. Vendor refresh is now instantanious when new rounds are added (primary arms merchants only).
3. Purchasable shell casing boxes are now available at primary arms merchant. Getting this balanced required the addition of a new vendorammocasings LL to the merchants crates. Third party merchants will need to add this LL if they want to sell casings.
4. New modders resource CaliberDebugReset quest will disable all Caliber rounds when called. Ideal for testing your activation scripts.
5. 9mmP added to special ammo list. Shotgun primers added to GunrunnerHQ.
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Jinx Sykes
 
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Post » Mon Jan 03, 2011 2:13 am

Noticed one small thing, I don't know if its a bug or not. I'm running the current CaliberX, BoE, and your new Ammo dump, and I can't make 5.45x39 rounds at a reloading bench. My repair is at 100, and I have the handloader perk. I really like that AK 74, missed it from FO3.
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Cathrin Hummel
 
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