hey great mod thanks for all the work could please run me by how to activate the quests that add the ammo types to it(I know how to rechamber them in fnvedit so thats fine) Ive never used GECK so sorry in advance.
Yeah, there used to be very nice step by step directions how to do it on the mod description until someone edited it out. I've deliberately not tried to figure out who because I don't want to scream at them like they deserve. I'm not sure if I'm allowed to directly link a certain modding site that appears as the first Google result for "activate CaliberX", so you'll have to enter it in to see the results firsthand. In the thread it points to, hitman47101 has preserved what WhiskeyRiver2 posted, though the pictures are missing... I'll copy/paste here for convenience and make it a sticky until I get around to maybe putting it back into the description. Open call, if someone wants the "job" of organizing/reorganizing the mod/pages/files/organization, please message me.
#1: Add Caliber.esm as a master to your mod. This is done by checking off -only- Caliber.esm and whatever the mod you're tweaking is called, and setting the mod file as the "Active" file.
#2: Add a quest named CaliberStartup{YourModName}Quest. Be sure to give your quest a unique EditorID as well - you'll need that for the scripting to come. Personally, I just make the quest name and EditorID the same. So if your mod is called BigGameRifles, name your quest: "CaliberStartupBigGameRiflesQuest".
#3: Set this quest to start when the game starts, check to use the default script processing delay, and set a priority of 60 (or higher). When done, "OK" out of the quest - leave the script blank for now..
#4: Create a new script. Here is a sample template script you could use to activate 6.5 Grendel and 7.62x39 (be wary of spelling errors/typos. I know in reality the ammo name is "Grendel", but I think in the game assets it's referred to as "grendal", so go with whatever it is in the game files)
scn AmmoActivateQuestScript ;The name of your script, it can be anything really but I'd go with that.
begin gamemode
;this is the ammo you are activating, every ammo in Caliber has a quest that controls its distribution, by starting that quest you ;are adding the ammo to the wasteland, 6.5 Grendal and 7.62x39mm has ;been used here as an example, you can find the names ;of the Caliber quests by looking in the GECK
startquest CaliberActivateQuest65Grendal startquest CaliberActivateQuest762x39 stopquest AmmoActivateQuest ;Stops the quest that's running this scripts as its not needed now
end ;The end
#5: Change the drop down at the top of the script editor to "Quest", and save the script.
#6: Reopen the quest you created earlier . Select your script from the script dropdown. Make sure "Start game Enabled" is still checked, along with the box for "default script processing delay", then "OK" out of the quest window.
#7: Hit save.
#8: Set your weapon(s) to use the appropriate ammo list(s), shell casings, and projectile resources. (you said you already know how to do that in FNVEdit)
hey i just wanted to ask, is it possible to change the names of the ammo types? i've been trying for a couple days to rename the ammo types to something more vanilla friendly in fnvedit but the names keep reverting back to default and the little (FMJ) type suffixes won't go away when taking them out of the ammo's name.
It should be possible, it sounds like you've got a mod loading later in your load order that's reverting your changes. For the record, the suffixes exist in vanilla. If it's not a later mod reverting, make sure you're altering all the appropriate entries in the record - what I mean is that the "name" is only what shows up in inventory, what shows up in the ammo display when your weapon is drawn is a separate entry in the record.
yeah the little AP / HP kind of suffixes near the ammo counter are fine, what i'm talking about is that even when i change the inventory names of the ammo records they still show up with the suffixes in containers and the inventory this is how the ammo looks in fnvedit and this is how they look in game is there some kind of form that specifically handles ammo names in the inventory somewhere, or like a script that changes it? i also have the renaming mods at the bottom of my load order, but it looks like only some of the ammo names that seem to revert to the original CaliberX names
ok so it turns out i've tried running the game without CaliberX, and the whole FMJ suffix in inventory thing's still happening... guess it must be another mod messing with it :/
is there anywhere else i can talk about this so i don't clog this place up lol
That's kinda what I figured, there's a mod loading later in your load order that's reverting your changes. The only suggestion I have is to load your entire load order in XEdit to see what's doing it. Your first image is not publicly viewable, by the way.
weird question to ask but does this mod work with impact? cause ive been trying to get the textures of caliber x take priority over impact but it doesnt seem to work, besides a weird thing i seem to have is a bug with the 10mm and 9mm textures where their textures seem to be bugged since its like the 9mm luger and 45 auto are mixed together. would also like to know if this mod works with WAP
I'd recommend against it, but it won't technically hurt anything if you do. You'd still need to wait for things like vendor stock and NPC inventories to refresh.
So I have everthing working correctly, except the ammo in question (454 casull & 380acp) isn't appearing at the reloading bench. I have the crafting schematic mod installed and am able to get rounds from merchants just notcraft my own. Also, GECK is informing me that the iActivate454Casull is an unknown variable or function, i've spent too long on this mod to just give up lol Here is the script I made following the guide the the readme.
scn myquestScript Begin GameMode set CaliberActivateQuest.iActivate454Casull to 1 set CaliberActivateQuest.iActivate303British to 1 set CaliberActivateQuest.iActivate380ACP to 1 set CaliberActivateQuest.iActivateCaliber to 1 stopquest myquest End
Came here to post this too. CaliberX is very unpolished, and since the author currently has no interest in updating it, it's best to just use something else.
I see, thanks for the info, shame though cause i do really like this mod. but my literal favorite ammunition in the game the explosive rounds doesnt work with it lol
2052 comments
could please run me by how to activate the quests that add the ammo types to it(I know how to rechamber them in fnvedit so thats fine)
Ive never used GECK so sorry in advance.
#1: Add Caliber.esm as a master to your mod. This is done by checking off -only- Caliber.esm and whatever the mod you're tweaking is called, and setting the mod file as the "Active" file.
#2: Add a quest named CaliberStartup{YourModName}Quest. Be sure to give your quest a unique EditorID as well - you'll need that for the scripting to come. Personally, I just make the quest name and EditorID the same.
So if your mod is called BigGameRifles, name your quest: "CaliberStartupBigGameRiflesQuest".
#3: Set this quest to start when the game starts, check to use the default script processing delay, and set a priority of 60 (or higher). When done, "OK" out of the quest - leave the script blank for now..
#4: Create a new script. Here is a sample template script you could use to activate 6.5 Grendel and 7.62x39 (be wary of spelling errors/typos. I know in reality the ammo name is "Grendel", but I think in the game assets it's referred to as "grendal", so go with whatever it is in the game files)
scn AmmoActivateQuestScript ;The name of your script, it can be anything really but I'd go with that.
begin gamemode
;this is the ammo you are activating, every ammo in Caliber has a quest that controls its distribution, by starting that quest you ;are adding the ammo to the wasteland, 6.5 Grendal and 7.62x39mm has ;been used here as an example, you can find the names ;of the Caliber quests by looking in the GECK
startquest CaliberActivateQuest65Grendal
startquest CaliberActivateQuest762x39
stopquest AmmoActivateQuest ;Stops the quest that's running this scripts as its not needed now
end ;The end
#5: Change the drop down at the top of the script editor to "Quest", and save the script.
#6: Reopen the quest you created earlier . Select your script from the script dropdown. Make sure "Start game Enabled" is still checked, along with the box for "default script processing delay", then "OK" out of the quest window.
#7: Hit save.
#8: Set your weapon(s) to use the appropriate ammo list(s), shell casings, and projectile resources. (you said you already know how to do that in FNVEdit)
Now if only OP would respond to my dm haha
something more vanilla friendly in fnvedit but the names keep reverting back to default and the little (FMJ) type suffixes won't go away when
taking them out of the ammo's name.
this is how the ammo looks in fnvedit and this is how they look in game
is there some kind of form that specifically handles ammo names in the inventory somewhere, or like a script that changes it?
i also have the renaming mods at the bottom of my load order, but it looks like only some of the ammo names that seem to revert to the original CaliberX names
i've tried running the game without CaliberX, and the whole FMJ suffix in inventory thing's still happening...
guess it must be another mod messing with it :/
is there anywhere else i can talk about this so i don't clog this place up lol
would also like to know if this mod works with WAP
Also, GECK is informing me that the iActivate454Casull is an unknown variable or function, i've spent too long on this mod to just give up lol
Here is the script I made following the guide the the readme.
scn myquestScript
Begin GameMode
set CaliberActivateQuest.iActivate454Casull to 1
set CaliberActivateQuest.iActivate303British to 1
set CaliberActivateQuest.iActivate380ACP to 1
set CaliberActivateQuest.iActivateCaliber to 1
stopquest myquest
End
like 50 mg explosive doesnt want to work with any 50 cal guns
CaliberX is very unpolished, and since the author currently has no interest in updating it, it's best to just use something else.