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Prensa

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prensa

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About this mod

Adds a Beretta 92fs Inox, Beretta M9 & a Grammaton Cleric Gun from the film Equilibrium (2002).

Permissions and credits
21st March 2015 - Added 1.3 Update of Vanilla, CALIBR & RHIronsight patch.

Just some minor improvements:

- More detailed 9mm casing with strike mark, to match the style of my latest .40 S&W casings.

- Fixed invisible interior of the dust cover around the recoil spring, was only noticeable if you screen grabbed it with the slide fully back but it annoyed me :) I had fixed it when I made the 90two & 96A1 so corrected it in this mod too.

- Corrected Vendor Chest FormID's prefix to match the .esp in the CALIBR version .esp.

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8th Jan 2015 - Added an Experimental RH Iron Sights compatible pack under Optional files.

This is a test package to see how well the guns work adjusted for Iron Sights, so feedback is appreciated.

The pack is the guns only so you MUST have the main file (Vanilla or CALIBR) installed first then add the RH compatible pack saying yes to overwrites.
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ATTENTION: Release of 1.2 to correct a similar bug with the trigger while in crouch in 1.1, apologies for the goofs.

IMPORTANT: In version 1.0 I've noticed a bug with the guns hammers, in crouch position they lock forward into the gun. I'd tried a different technique this time & thought it was a okay but just found this glitch.

There's a new 1.1 update that completely fixes the issue, just download & replace.

Sorry for any inconvenience!

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Contents
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(1) Short description.
(2) Long description.
(3) CALIBR & Vanilla versions
(4) Installing & Uninstalling
(5) Conflicts & Issues
(6) QUESTIONS & ANSWERS.
(7) Thanks & Credits.

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(1) Short description
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Adds a Cleric's Gun from the film Equilibrium (2002) plus a Beretta 92fs Inox & Beretta M9 that were the real world basis for the film gun.

The guns can be found at Fort Constantine in the Personnel offices building, in a crate, on a table in the upstairs cafeteria.

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(2) Long description
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After making the Beretta 93R for the base of my Robocop Auto 9 I grew fond of the Beretta's design.
So I made a 92fs Inox & an M9 (US military specification version of the 92fs).

Several people who saw them pictured in the Auto 9 mod requested these be made available so I've packaged them up here.

As I'm a film buff, Nismo240sx suggested I make the Cleric's gun from Equilibrium (2002), I was surprised I'd not thought of it as I really like that film.
I already had the Beretta 92fs/M9 from which it was built so it was relatively easy to make & seemed natural to include it with the 92fs & M9.

In the film the Cleric's gun also has an often overlooked special muzzle flash which resembles the totalitarian state's symbol which I've reproduced.
I've made the Clerics gun full auto, as it is often used in the film, since this will be quite different to the semi automatic fire of the 92fs & M9.

The Cleric's gun also has sounds based on the movie weapon while the Berettas have gun shots derived from their real world sound.


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(3) CALIBR & Vanilla versions
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There are Two versions of this mod to choose from, CALIBR & Vanilla.

Only use one version.

Both versions add the same Weapons the only difference is the CALIBR version uses the correct 9mm ammo which requires the CALIBR mod & also adds vendor chests with 9mm ammo for Moira in Craterside Supply, Megaton & Flak & Shrapnel in the Rivet City market to stock.

You get CALIBR from here:

http://www.nexusmods.com/fallout3/mods/3447/?

Once installed you should have CALIBR.esm in your load order & ticked.

CALIBR is Community Ammunition Library - by Tubal & is a resource that allows multiple mods to use the same ammunition to help prevent clutter & confusion.

The vanilla version is set to use 10mm ammo & has no requirements other than Fallout 3 of course.

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(4) Installing & Uninstalling
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Using a Mod Manager:

Download manually, right click on the archive & "Open With" Mod manger (FOMM/NMM).

The mod will now open in your mod manager's Package Manager, left click on it & select "Activate" to complete the install.

Don't forget to take care of archive invalidation, the version built into mod managers often needs to be turned off & then back on again AFTER adding a new mod.

To uninstall, open your mod manager, open the Package Manager, left click on the mod & select Deactivate.


Manual Install


Download manually, unpack the archive, drag the extracted folder & drop it into your Fallout 3 folder (not into the Data folder as the package is already named Data). Say yes when asked to overwrite.

Go to your Data Files & tick:

Beretta M9 92fs Inox & Cleric.esp

Or

Beretta M9 92fs Inox & Cleric - CALIBR.esp

Depending on which version you chose.

Don't forget to take care of archive invalidation.


Manual Uninstall:


Go to your Data Files, untick:

Beretta M9 92fs Inox & Cleric.esp

Or

Beretta M9 92fs Inox & Cleric - CALIBR.esp

Go to your:

Fallout 3/Data

Delete this file:

Beretta M9 92fs Inox & Cleric.esp

Or

Beretta M9 92fs Inox & Cleric - CALIBR.esp

Go to your:

Fallout 3/Data/Textures

Delete this folder:

Beretta M9 92fs Inox & Cleric

Go to your:

Fallout 3/Data/Sound/fx

Delete this folder:

Beretta M9 92fs Inox & Cleric

Go to your:

Fallout 3/Data/Meshes

Delete this folder:

Beretta M9 92fs Inox & Cleric

The mod is now uninstalled & removed.

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(5) Conflicts & Issues
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- CALIBR version only - 9mm ammo is made available for Moira in Craterside Supply, Megaton & Flak & Shrapnel in the Rivet City market to sell. Therefore new vendor containers are added to those cells, if you have a mod making changes to either this may conflict. The changes are designed to be as unobtrusive to the game as possible & work with most mods that make simple additions & a Merged Patch should fix many clashes.

- Both versions - The items are placed in Fort Constantine in the Personnel offices building so if you have a mod making changes to that location there could be possible conflicts.

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(6) QUESTIONS & ANSWERS
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Q: Fallout 3 crashes on startup with this mod installed, why?

A: The only way that could happen is if you're using the CALIBR version & don't have CALIBR mod installed. Check that
     you've got CALIBR.esm in your load order or if you don't want to use the CALIBR version then switch to the other.

Q: Will you convert this to New Vegas?

A: No, simply because  I don't own New Vegas as I've yet to overcome my dislike of STEAM.
    Since I don't own the game I'd be unable to support the mod properly.

Q: Why Fort Constantine?

A: I had to think of a relevant location & also one that's not too often used by other mods to avoid clashing.
    Since the Beretta M9 is the U.S. Military's side arm I thought a Fort would be suitable.

Q: The textures of the weapons are strange & seem to take on the look of the surrounding objects, what's up with that?

A: Sounds like a classic archive invalidation issue, if you're using a mod manager make sure to toggle Archive Invalidation off & back on again AFTER     installing this mod.

You can also use the stand alone tool ArchiveInvalidation Invalidated:

http://www.fallout3nexus.com/downloads/file.php?id=944

But ONLY USE ONE METHOD as using both together can cancel each other out.

Q: How would you say would be the easiest way to take a weapon away from a Grammaton Cleric?

A: You ask him for it.

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(7) Thanks & Credits
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Big Thank-You Kindly to the makers of Nifskope, who repeatedly practice intricate programmer's katas in order to attain the highest level of programming efficiency in any fight...

Thanks to the makers of Paint.net & DXTBmp, my tools of choice for textures.

Thanks to the makers of Blender, I've finally got my head around it & am making some cool things with it.

Thanks to the makers of Audacity, a wonderful & free program that allows one to record & edit sounds easily. Without which I'd have been unable to give the Beretta 92fs/M9 & Cleric's gun their distinct sounds.

Thanks go to Bethesda for a great game with the fantastic ability to be modded!

Thanks to the designers of the Cleric's gun from Equilibrium (2002) & of course Fabbrica d'Armi Pietro Beretta for the design of the real world weapon upon which it was built.

Thanks to Nismo240sx for the suggestion I make the Cleric's gun.

Thanks also to the Nexus for providing a safe home for mods, modders & mod users.


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Special thanks to CLW, without whom I'd not exist & who's passing has left me so deeply saddened that there are no words to adequately describe it.

From the Earth we come, to the Earth we return, to live again as a part of something new.