[WIPz] CALIBR New Vegas

Post » Sun May 08, 2011 7:52 am

Yep, the question's just whether or not to supply extra lists specifically for them beyond the AmmoListMicroFusionCell etc. that will remain unchanged & unadded to. If the AER14 prototype does get its own separate MFCLaserGreen list, modders are going to have to make variant Green laser ammo to add to it in addition to the Red they'll be adding to the new MFCLaser list, and clutter up recipe lists and vendor inventories with green versions of their variant power cells that will see very little use, when there's already going to be a lot of extras added.


Alternatively, they could use FVSE functions to find out what the currently-equipped weapon is and switch out the proper ammo. So if you've got your Red Laser Shooter and you've got Super Special Ammo that you want to load into it, that Super Special Ammo would have Red Laser Shooter and Green Laser Shooter variants. When you've equipped your Red Laser Shooter, a script on the Super Special Ammo checks the Red Laser Shooter's ammo list and goes 'Hey, does this use the RedLaserAmmoList or GreenLaserAmmoList?' When it figures out that it uses the RedLaserAmmoList, it switches out its regular Super Special Ammo type with the Super Special Ammo (Red) type.
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Sylvia Luciani
 
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Post » Sun May 08, 2011 1:30 am

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?


For an even better example of how impact data sets should have had an override on the ammo form.... Buckshot alt ammo for the grenade launchers. There was a real-world munition meant for close-range pinches for grenadiers before someone got the bright idea of the M203 that basically turned the thumper into a shotgun.

I tried making just that... and the impact for each buckshot pellet made a grenade explosion impact effect (sans explosion object). :bonk:
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Trevor Bostwick
 
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Post » Sun May 08, 2011 1:59 pm

Yeah. I've decided since my relentless energy weapon spam seems to have killed this thread, I'll post one about a energy weapons resource (tentatively named Frequency) on Friday when I've got a free day.
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*Chloe*
 
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Post » Sun May 08, 2011 5:15 am

Yeah. I've decided since my relentless energy weapon spam seems to have killed this thread, I'll post one about a energy weapons resource (tentatively named Frequency) on Friday when I've got a free day.


REL one and I'll make PLAwesomefied its first adherent. :)
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sarah
 
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Post » Sun May 08, 2011 10:04 am

my relentless energy weapon spam seems to have killed this thread

No, my internet just got fried for a few days (and the net filter at work blocks gamesas....). I'll make a proper reply tomorrow. :)
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Ross
 
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Post » Sun May 08, 2011 5:06 am

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?

My wish list at the moment is:

25mm Incendiary
25mm Pulse
40mm Pulse
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Devils Cheek
 
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Post » Sun May 08, 2011 8:33 am

first and most important: Thank you for doing this, Tubal, its much apprechiated! :)

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
    • standard ("ball")
    • AP
    • HP


i can`t guarantee for the second one, but the 9x39mm will be used im my upcoming weapon mod.
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Mrs. Patton
 
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Post » Sun May 08, 2011 1:41 pm

Quotes may be edited for length. :)

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
    • standard ("ball")
    • AP
    • HP


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.
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GEo LIme
 
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Post » Sun May 08, 2011 5:22 am

(runs off to add new explosives ammo...) New Vegas just became a bit more deadlier. :nuke:

You don't mind if I rat you out as an accomplice when the securitrons come for me do ya?
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Alex Vincent
 
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Post » Sun May 08, 2011 10:10 am

I have 100 Sneak, so knock yourself out...
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stevie trent
 
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Post » Sun May 08, 2011 12:59 pm

http://geck.gamesas.com/index.php/AddFormToFormList


I used this for an ammo mod, but this function adds additions at index 0. The ammunition cycles in the same order the list indexes in. So my new ammo was always the first one equipped when switching weapon.

The NVSE form list functions have the ability to add at certain indexes/the end of list though, I think.
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Darren
 
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Post » Sun May 08, 2011 7:02 am

I'm not following the NVSE development closely but ListAddForm adds to the end of the list (if no index is given) in FOSE. I'm assuming it will be ported pretty quickly since it appears to be a relatively simple function.
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Marnesia Steele
 
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Post » Sun May 08, 2011 10:35 am

I'd like to see 7.62x51mm NATO, I know it's basicly the same as .308, but if we use the default game as a guide we have .223 as well as 5.56. 7.62x51 could be put in the same frame work as .223, added to the ammolist.308, avalable to buy as a bulk ammo type, more powerful then 308 but also causes more wear on guns. I'd also like .30-06 Springfield as I am sure ww2 firearms like the m1 garand, M1918 BAR and M1903 Springfield will be popular and added at some point.

?.30-06 Springfield

?standard

?AP

?Incendiary

?7.62x51mm NATO

?standard

?AP
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Kelsey Anna Farley
 
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Post » Sun May 08, 2011 4:51 pm

how`s it coming? :)

or is this the first release:
http://www.newvegasnexus.com/downloads/file.php?id=37769
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^~LIL B0NE5~^
 
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Post » Sun May 08, 2011 10:41 am

how`s it coming? :)

or is this the first release:
http://www.newvegasnexus.com/downloads/file.php?id=37769


Kind of wondering that myself, especially as that link is down now and I want to use the resource in a mod I am making.
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Alan Cutler
 
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Post » Sun May 08, 2011 6:41 pm

So is this project dead then?
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Miragel Ginza
 
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Post » Sun May 08, 2011 9:05 am

Looks like this went nowhere, fast.
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Lyndsey Bird
 
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Post » Sun May 08, 2011 8:24 am

I'm quite confused as to how this managed to somehow die off...


... I mean, didn't it look like things were going along just fine? Strange, then, that suddenly it would drop off the face of the map... especially what with how important a resource it is to modders. I hope that maybe it's just some kind of a temporary delay... like maybe something came up, or a computer exploded... or something like that.

It would be rather sad if this is, in fact, the end of 'CALIBR' for New Vegas.

Oi...
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Flutterby
 
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