Fallout 3
0 of 0

File information

Last updated

Original upload

Created by

Domanz

Uploaded by

domanz

Virus scan

Safe to use

Tags for this mod

About this mod

Makes FWE and WMK (combined) weapons fire xCALIBR projectiles and eject xCALIBR shells. DLC support!

Permissions and credits
Working on updating to FWE 6.03, but no promises, gotta update my own files alot since I was absent a while and it is a lot of work -.-

_________________________________
Introduction
_________________________________

I really liked the idea of detailed projectile characteristics for each category of calibers and of highly detailed shells. Since xCALIBR as is only replaces the default projectiles from the vanilla game, I decided to add the new projectiles and shells to the weapons myself. I use FWE with WMK, so that was a lot of editing, and because no one else seemed to be doing this, I decided to release it.

_________________________________
Requirements and Compatibility
_________________________________

First, this is a tweak, this module only copies the original weapons and overrides the original ones in the projectile and shell entries, so

1) this mod needs all modules installed and activated where the guns come from, this means, you need FWE 5.x, WMK and the WMK FWE master file installed, and of course, CALIBR (latest) and xCALIBR (any version should work, but I tested only with the most recent one).

2) this mod does not conflict with other weapons mods which introduce completely new guns, but

3) WILL conflict with any weapon replacer mod, which replaces FO3 vanilla, FWE (this means there is classic fallout weapons included) or WMK guns.

_________________________________
Install
_________________________________

Extract file into the Data folder inside your Fallout3 installation folder and activate it. Should load after CALIBR, xCALIBR, FWE and WMK.

Updates replace the original file, so delete the old esp.

_________________________________
What it does exactly
_________________________________

This mod replaces most projectiles with xCALIBR ones, while I tried to keep it realistic and intuitive, so when I felt the already existing projectiles were a better fit, I left them intact. The shells are all replaced, and mostly there was no question about which to use, I will point out decisions I had to make, where it was not exactly clear which projectiles and/or shells to use:

x) Any guns silenced by WMK will use silenced projectiles, which recieve 10% downgraded ballistics attributes.

x) The Chinese assault rifle fires 545x39 projectiles and ejects 545x39 shells, as does Xuanlong.

x) The Assault rifle fires 545x39 projectiles and ejects 556x45 shells. AS DO: Wanda, LSW, and all worn or modified versions.

x) The lever action rifle which is added by Point Lookout ejects 30.20 rifle shells, I felt their look was most fitting.

x) Weapons like ZhuRong which have special effects bound to their projectiles remain unchanged, they only eject new shells.

x) I left the pipe rifle unchanged (except shells).

x) I have decided to make any 10 mm pistols eject 9x18 shells, and 10 mm smgs eject 10mm auto shells, which look great now.

x) The XL70E3 now uses minigun projectiles and ejects 5mm shells. I felt it right to fire projectiles according to ammo used. Silenced versions use 545x45 NATO silenced projectiles, since there are no minigun silenced projectiles.

x) Hunting rifles and the scoped version from FWE use 32 cal rifle shells and eject 30.20 winchester shells, I felt the default 32 cal shells don't look like rifle shells.

x) Any 32 cal revolvers use 32 cal pistol projectiles and eject 32 cal pistol shells.

x) The P90 uses 10 mm ammo, but since we got the opportunity, I made it fire the appropriate 57x28 projectiles and shells.

Lastly, mind that EARACHE24, the creator of xCALIBR, added tracers to the projectiles.

_________________________________
Coming versions
_________________________________

There's nothing planned right now, but if enough people want me to add optional files, I'll consider that. For example, I could upload an extra file which leaves projectiles untouched and only makes weapons eject the new shiny shells. Or I might add files for FWE/WMK solo versions, so you don't need to have them both installed.
But last mentioned would not be optional files but new releases, since that would be no compatibility patches anymore, but just me doing the work of assigning projectiles and shells to weapons for you ;)

_________________________________
Legal
_________________________________

Since I didn't create something new, you might use this mod any way you want, but if you, instead of me, release modified versions of it, please, mention me, it took quite a while to do this.

_________________________________
CREDITS
_________________________________

As always, Bethesda for creating a masterpiece and releasing DLCs which I still must play since I never got to do that.

Mezmorki and all the other great minds behind the Fallout3 Wanderers Edition Mod, without which, FO3 would be boring in comparison.

Tubal for calibr.

Antistar for Weapon Mod Kits, without which my Deagle could not be laser scoped.

And, last but not least, EARACHE24 for xCALIBR, whose mod inspired me to do this.