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Name: CALIBR
Version: 1.4
Date: 2010-08-15
Category: Weapons
Recommended: Fallout Mod Manager
Author: Tubal
Source: http://www.fallout3nexus.com/downloads/file.php?id=3447
Forum: http://forums.bethsoft.com/index.php?showtopic=965300

Description
===========
The Community Ammunition Library (CALIBR) is an attempt to standardise the ammunition used by different weapon addons and modifications.
Two mods that add weapons in the same caliber will not otherwise be able to use each others ammunition (assuming they do not use existing FO3 ammunition), leading to conflicts or duplicated but incompatible ammunition.

Location
========
The new ammunition isn't implemented into the game without mods that use it, but a random selection can be bought from a vendor introduced in an optional esp: CALIBRxMerchant.esp. He wanders between the Muddy Rudder in Rivet City and Paradise Falls.

Details
=======
This is a mod sprung from discussions back in november, that never quite died down.

Basically it's an ESM file containing a lot of AMMO forms, and not much else. If no compatible mods are installed it does nothing at all, no existing information is changed. Modders can use the library when designing weapons mods to make their weapons cmplatible with others using the same caliber, which saves the players from having different versions of the same ammunition in their inventory. Mods using the library can themselves distribute ammunition for their guns, and it will be usable for all weapons using the same caliber that are CALIBR compatible. Overhaul mods using the library will also compatible with separate player-added weapons.
If you have a weapon mod, or are making one, please consider making it CALIBR compatible, for your users' sake. :)

There was a lot of concern in the original thread that the library would lead to ammunition the player couldn't use found in loot, overflowing merchants and other problems. As the mod is made it does not change anything in a vanilla FO3 installation, leaving this to mod-makers instead to insure as much compatability as possible.

+ How to make a mod CALIBR compatible +
When loading your mod in the GECK, check the CALIBR.ESM as well. Edit your weapons to use the CALIBR-prefixed ammunition types (if you aren't using standard FO3 calibers that is). That is all it takes.
If you have a mod that is already depending on more than one master (eg Fallout3.esm and Anchorage.esm) you will also have to change bAllowMultipleMasterLoads to 1 in GECKCustom.ini, located in My Documents\My Games\Fallout3.

+ How to safely add items and ammo to an existing merchant +
Short explanation: Create a new container, fill it, and place a persistent (important) copy owned by the merchant in the "VendorChestsCell" cell.
Longer explanation:
1) Open the Geck as usual, and load the mod you will be using to add the ammunition (or make a new mod). Make sure you also check the CALIBR.esm.
2) In the Object Window, look up World Objects->Container. Find a suitable container, "Footlocker01Empty" for example.
3) Write a new ID in the ID slot. It's a good modding habit to choose ID names with a unique prefix, CALIBR uses "CALIBRx" as it's prefix for example. This will make it easier to find your custom objects later. You can leave Name unchanged if you want to.
4) Make sure Respawns is checked, and that the other boxes are unchecked.
5) Empty the Item List if necessary, and add the items and leveled lists you want to add to the merchant.
6) Click OK. The Geck should now ask you if you want to create a new form, choose Yes.
7) In the Cell View window, find the cell "VendorChestsCell".
8) Put your container in this cell, anywhere is fine.
9) Double-click the container in the Render Window, click the Ownership tab, and make sure the merchant you intend to give the ammunition to is selected.
10) Important: Make sure Persistent Reference is checked. This will allow the merchant to 'find' the chest when calculating inventory.
11) Click Ok.
12) Save your mod as usual.
13) Activate the mod and start the game to make sure everything is configured correctly.

The merchant should now stock the new items in his/her store, without conflicts with other mods.
Merchants commonly use leveled lists, and nested leveled lists (lists within lists), with various settings to make sure they have a seemingly random inventory. Explore the existing vendor chests by filtering for "VendorChest" in the Object Window, and clicking the Container menu (or *All at the bottom) for examples of how Bethesda does it.

+ Calibers added so far + Version 1.4

Rifle Rounds:
4.73x33mm Caseless (H&K G11)
.50 BMG (Barrett M82)
5.45x39mm (AK74)
7.62x39mm (AK47, AKM)
7.62x51mm (H&K G3, M14, FN FAL and many more)
7.62x54mmR (Dragunov, PKM)
9x39mm (Russian silenced cartridge)
.30-06 Springfield (M1 Garand, common hunting cartridge)
.30 Carbine (M1 Carbine)
.416 Barrett (Barret M99)
12.7x108mm (Russian HMGs and anti-material rifles)
14.5x114mm (Russian HMGs and anti-material rifles)
7.92x57mm Mauser (Common hunting cartridge)
6.8x43mm Remington SPC (New intermediate cartridge)
20x102mm (20mm cannons...)
.303 British (Extremely common in WW1&2)
.338 Lapua Magnum
.338 Winchester Magnum
.22 Magnum
22-250 Remington
.444 Marlin
.375 H&H Magnum
7.7x58mm Arisaka (Imperial Japanese Rifle Cartridge; used in Arisaka Type-99 and LMG Type-99)
.223 Remington
7.92x33m Kurz (StG44 )
6.5 Grendel (21st Century Assault Rifle Round gaining popularity among competitive shooters)
5.8x41mm Chinese (QBZ-95, Standard chinese rifle caliber)

Pistol/SMG rounds:
9x19mm (SIG Sauer P226, Beretta M9, various Glocks and many more)
9x18mm (Russian alternative to 9x19, several pistols and SMGs)
7.62x25mm (Tokarev and others)
.50 AE (Desert Eagle, not many others)
.45 ACP (M1911, Thompson SMG etc)
.38 Special (many revolvers)
.380 ACP (MAC-11 SMG)
.357 Magnum (first "magnum" caliber)
.357 SIG (semi-auto caliber comparable to .357 Magnum)
.45 Long Colt
.40 S&W
.32 ACP (Walther PPK as used by James Bond)
.454 Casull
.500 S&W Magnum
.45 GAP
.45 Super
.45 Winchester Magnum
.460 Rowland
.460 S&W
9x25mm Dillon
7.62x38mmR (Nagant Revolver, )
8x22mm Nambu (Imperial Japanese Pistol Cartridge; used in Nambu Type-14 Pistol)
5.8x21mm Chinese (QSZ-92, Standard chinese pistol caliber)

Multi-purpose rounds
.22LR
.44-40 Winchester
.32-20 Winchester
.30-30 Winchester
5.7x28mm (FN P90)
4.6x30mm (H&K MP7)
45-70 Government

Others
25x59mm Grenade
40mm Grenades
Rocket Propelled Grenades
25x41mm Grenade (XM-25 / XM-29 / HK-OICW)
10 Gauge Shotgun (Any nameless double barrel)
20 Gauge Shotgun (Saiga-20k; very popular for some reason)
.410 bore [gauge*/caliber?] (Thunder5 Revolver, Safir T-14, Saiga .410 (also very popular for some reason)

From earlier Fallout games:
14mm (14mm Pistol)
2mm EC (Gauss rifle and pistol)
HN Needler Cartridge (Needler Pistol)

Installation
============
This archive is distributed as a FOMOD-ready zip-archive.
It allows you to manually extract and install like most other mods but it also allows you to use the Fallout Mod Manager and import this archive with all the settings pre-configured for a FOMOD file.
Pick which method you are going to use for installation:

Manual Installation
- = or = -
FOOM Installation

Manual Install
--------------
1. Extract this archive to any folder and then copy the contents to Fallout's Data folder. You can ignore or delete the "fomod" folder.
2. Start the Fallout 3 Launcher (or preferably FOMM since the default launcher is buggy) click Data Files, and enable the .esp/.esm file(s).

FOMM Install
------------
Create the FOMOD (Do this section only once)
1. Start Fallout Mod Manager.
2. Click the Package Manager button
3. Click the Add New button, find and select the archive.

Enable the new mod by double-clicking it.

Uninstallation
==============
Pick which method you are going to use for uninstall based on how you installed it:

Manual Uninstall
- = or = -
FOMM Uninstall

Manual Uninstall
----------------
1. Start Fallout Launcher, click Data Files, uncheck the .esp/.esm file(s).
2. Delete the files/folders with a CALIBR prefix.

FOMM Uninstall
--------------
1. Start Fallout Mod Manager.
2. Click the Package Manager button
3. Disable the mod by double-clicking it.

Upgrade
=======
To upgrade, simply install the new versions over the old one.
CALIBR upgrades are backwards compatible.

Incompatibility
===============
CALIBR should not cause conflicts.
The merchant in the optional esp may be affected by mods that modify the Muddy Rudder or Paradise Falls. Specifically, he may have problems finding his marker, and not be able to complete his travel package. This only applies if the areas are heavily modified, and does not affect other aspects of the mod.


History
=======
1.4, 2010/08/15 - Updated with new calibers.
1.3, 2009/12/18 - Updated with new calibers.
1.2, 2009/09/13 - Updated with a few calibers.
1.1, 2009/04/22 - Updated with a few calibers.
1.0, 2009/03/10 - Release version.
0.7, 2009/02/14 - Third public beta. Added 380 ACP, .357 Magnum, 30-06, .30 Carbine. Also added Form List of existing weapons to possibly serve as a base for more advanced functionality in the future.
0.6, 2009/02/06 - Second public beta, added optional merchant and Winchester ammo.
0.5, 2009/01/30 - First public beta

Contact
=======
Send a PM to Tubal (me) at the bethsoft forums:
http://forums.bethsoft.com/?showuser=105770

Credits
=======
Thanks for technical help to qzilla, and also Reinhart Menken.

Thanks to LHammonds for the Readme Generator this file was based on, and to the Fallout Nexus for file hosting.

Thanks to Eraser who started the thread ultimately leading to this library.

Licensing/Legal
===============
You must contact me and obtain my permission before modifying any part of this library.
Reposting it is fine, as long as credits and a link to the FO3 Nexus files or the forum thread is given.
Thank you.