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While I can see a point in not "editing" as you stated; anyone wishing to mod a custom projectile for any MFC using weapon is currently required to do exactly that. It makes more sense for the library to do it first and establish a clean base to work from thereafter.
I disagree. IMO a library should do as little as possible. I can quite easily do all kinds of useful changes, but that just gives modders one more thing to remember, and many probably won't.
I'm sure there will be overhauls and weapon mods up to our ears soon, I prefer to let them decide for themselves.
I've run into another issue CALIBR could address, but it's moving increasingly far away from its original remit. Impact data is defined on the weapon, so you can't make alternate ammo that changes projectile colour or it looks odd (ultraviolet 'blue' beam lasers with red impact effects)... unless you override the default impact data by putting a fake explosion on the projectile and specifying the impact data on that explosion to be green/blue/whatever. To prevent everyone having to make their own fake explosions when we only need a standard 4-5, CALIBR could include them and instructions for using them in the readme for modders. Alternatively, is this just getting to the point where I should stop hassling you and spin off an entirely separate energy weapons resource?
I'm a bit more open to new resources than I was in CALIBR. As long as it doesn't add (much) to the download size, doesn't change anything by default, and is useful, I'll listen.
E: Argh, another idea, at least this one's not 'energy weapons hijack lol'. Finding an unused existing ammo and turning it into a 0-weight, unplayable 'companion ammo' and adding it to every ammo list would be helpful. Thanks to the "index 0 ammo is default ammo" stuff any mod that attempts to add infinite ammo for companion weapons by adding an infinite ammo to the list for their weapons will accidentally screw up that weapon (as addformtoformlist adds at index 0). Making it an existing, unused ammo rather than a new form would allow for other mods to use it in the same way in their own esps, and be compatible with CALIBR and CALBRated weapons.
If there's an unplayable ammo at index 0, don't the weapon just go down the list until it finds something?
If I wanted to see 25mm Incendiary rounds added to use in the base 25mm Grenade Machine Gun, would that be best to go through CALIBR and have them added there or are things much more flexible in FO:NV that adding variants of the base ammunition don't matter?
Variants on existing ammo is possible for anyone to add, although you may want to use a script method. Add it to the AmmoList25mmGrenade form list.
And if i read the thread right, you won`t consider ammo of FO3-CALIBR unless requested?
If so, i`d like to request the following:
- 9x39mm http://en.wikipedia.org/wiki/9x39mm
2 variants here and because its design, the base one shoud be "somewhat AP" (lowering DT) and the other one maybe more so
- SP-5 (standard-AP)
- SP-6 (extra-AP)
- 6.8mm SPC http://en.wikipedia.org/wiki/6.8_mm_Remington_SPC
i can`t guarantee for the second one, but the 9x39mm will be used im my upcoming weapon mod.
Well... I might add some on my own, but since it's going to be 10 times as much work as in Fo3 I want to keep the number of calibers to some sort of limit.
I'll add them to the list.
Great you are doing this, was hoping someone picked this up.
My wishes are no-brainers but wanted to express them anyways (a shame they werent included in the first place)
.45 ACP
7,62x39mm*
* (maybe ít should have a slight DT-reduction by default, standard military FMJ ammo penetrates quite well compared to say 5.56nato.)
I'll add them, since you're right about the no-braining. Weapon damage should represent the default AP though. (If you disagree, mod it.

)
Also, a tentative announcement: CALIBR for New Vegas will probably be somewhat more feature rich than for Fo3, and named differently. I'm discussing with a few people about additional things that can be useful in a standard (without bloating it or adding clutter in-game!) but it hasn't been finalised yet, and some technical questions remain.
I want to get it out as soon as possible though, I've had several requests to port Fo3 CALIBR already from people who want to port Fo3 weapon mods.