M1911s - CALIBR Compatible by NosRhyfelwr
Fallout 3 » Weapons
Added: 27/07/2009 - 10:05PM
Updated: 23/04/2011 - 04:48AM

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1.3 Latest version

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Uploaded by NosRhyfelwr


Last updated at 4:48, 23 Apr 2011 Uploaded at 22:05, 27 Jul 2009

v1.3: Updated the way inventory is handled again. Now, in addition to being script-added, the weapons will appear in the merchants' normal inventory after the next game-wide cell reset, when their inventory updates.

Merchants carrying the pistols now include: Moira Brown and Tulip. Lucky Harith will have an initial load of weapons and ammo added to his inventory, but not permanently.

New pistols added, to celebrate fun new cartridges available in CALIBR v1.3. Pistol variants now include:

.22 Long Rifle, 9x19mm NATO, 9x25mm Dillon, 357 SIG, .40S&W, 10mm Auto, .45ACP, 45GAP, 45 Super, and 460 Rowland.

Yeah, I know, no comp on the 460. Didn't have the model for one, so just assume they invented super recoil springs before the apocalypse.

Durability has been reduced on the 45 Super and 460 Rowland models - that extra power is hard on a frame, after all.

Also added a new repair list for the pistols. M1911's can now be repaired with each other, the vanilla 10mm pistol, and scrap metal.

Weapons and ammo have been removed from the Victory Rifle Locker.

v1.2: Changed the system so that rather than being put into vendor inventory in the GECK, the M1911s are now added to Moira, Gustavo, and Harith's inventories via script, the first time you start the game with the mod active. This should remove vendor inventory conflicts. Lowered the amount of .40S&W ammo in the Victory Rifle locker, since CRAFT - Ammunition Schematics now contains that type of ammunition. Also added all six types of ammunition to the vendor inventories, for folks who don't run another mod that makes CALIBR ammo purchasable.

A messagebox now pops up after ten seconds, confirming that the items have been added to vendor inventories.

v1.1: Brought the mod in line with the new version of CALIBR, released on 9/13. Added a variant of the pistol in .40 S&W, as well as appropriate ammo. Added a thousand rounds of ammo to Moira's sales inventory, as well as five hundred rounds in the Victory Rifle locker - rather than the normal two hundred, since the caliber hasn't been instituted into CRAFT - Ammunition Schematics yet.

v1.0: Initial release.

This is a modification of Brurpo's M1911.

I added CALIBR compatibility, and new versions of the pistol chambered in 45acp, .357SIG, 9x19mm, and .22LR, as well as the original version in 10mm Auto - although I did rename it to avoid confusion among the new variants.

I also changed the stats to be more realistic, as I've never seen a 1911 that weighed in at eight pounds. Damages were changed to reflect the chambering, and are largely subjective, but accurate insofar as being relative to the other variants. The 10mm Auto is the most powerful, with the .22LR being the least.

Values were also changed to reflect rarity. 10mm and .45 ACP being the most common, while the .357SIG is a rare custom piece, and is priced accordingly.

Moira Brown, Tulip, Lucky Harith, and Flak & Shrapnel all carry a random assortment of the pistols and accompanying ammunition.

The pistols have not been added to any loot or leveled lists.

CALIBR v1.3 or better, by Tubal: http://www.fallout3nexus.com/downloads/file.php?id=3447

CALIBR Ammo Schematics - CRAFT, by Bilarion: (this is the only way to get most of the ammunition, beyond what's for sale with the pistols, as the ammunition has not been added to loot lists either) http://www.fallout3nexus.com/downloads/file.php?id=4514

Extract the archive to your Fallout 3\Data\ directory. Version 1.2 is an esp replacer only, and requires that you have v1 installed first. To upgrade, simply replace the M1911s CALIBR Compatible.esp in your Fallout 3\Data directory with the one from this archive. No items in your inventory will be changed or removed.

If you already have Brurpo's original mod, the files will ask to overwrite. My version of the mod doesn't change the object id of the original pistol, only the name, so the two mods should not be run at the same time. Once extracted, check the box next to M1911s CALIBR Compatible.esp in your mod manager. Load order shouldn't be an issue, as it does not modify any vanilla items.

No stock textures are replaced, so Archiveinvalidation shouldn't be necessary. However, Brurpo does note that: "IMPORTANT:
I dont know why this happens, as this mod does not replace anything on the game, but for this mod to work correctly you will need binvalidadeolderfiles set to one:

open the fallout.ini file in your documents\my games\fallout3

press ctrl-f and search for "bInvalidateOlderFiles" without quotes.

check if it is set to one (bInvalidateOlderFiles=1) if not, change to 1."

Uncheck M1911s_CALIBR_Compatible.esp in your mod manager, and delete it and the contents of data\textures\weapons\brurpo\ and data\meshes\weapons\brurpo\

Incompatible with Brurpo's original mod. Otherwise, no known incompatibilities.

For the record, I didn't make the base mod. Brurpo did the textures, and mesh. He was just kind enough to let me make it CALIBR compatible, and add a few new variants.

The original mod can be found here: http://www.fallout3nexus.com/downloads/file.php?id=785

Big thanks to Brurpo for letting me tinker with his mod.