Fallout 3

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Prensa

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prensa

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62 comments

  1. captainrocketman
    captainrocketman
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    base id please
    1. EvilOssie
      EvilOssie
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      Drop the gun on the ground, open the console (the ~ key) and click on the gun. A number (the first two digits may be a number and a letter) will appear at the top of the screen...that's the ID.
  2. Vault008Survivor
    Vault008Survivor
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    I love the Beretta handgun, since I own one in real life (and it's the only handgun that I'm really accurate with). I also liked the movie "Equilibrium" so that is an extra bonus. Will definitely try these out (as well as the Ammo mod).
    1. prensa
      prensa
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      Vault008Survivor - Hello!

      "I love the Beretta handgun, since I own one in real life (and it's the only handgun that I'm really accurate with)."

      There's a certain elegance to the Beretta's appearance, I think it's that unique "cut out" slide.

      I think the original Lethal Weapon was the first to bring the Beretta 92F to my attention, it was Riggs' (Mel Gibson) sidearm.

      "I also liked the movie "Equilibrium" so that is an extra bonus."

      Equilibrium was really good, sort of an action version of 1984 with a very interesting fighting style in Gun Kata.

      "Will definitely try these out (as well as the Ammo mod). "

      Hope you enjoy them!

      CALIBR is very handy for those that want some real life ammo & thus more variety in their game.
      CALIBR allows many mods to use the same type of ammo so as to prevent a build up of incompatible but identically named rounds, very handy.

      Thank-you for taking time to comment & for Endorsing!

      Take care,

      Prensa
  3. RoronoaDzoro
    RoronoaDzoro
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    Can you make it in Fallout 4?
    1. prensa
      prensa
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      RoronoaDzoro - Hello!

      "Can you make it in Fallout 4? "

      I would but I don't own Fallout 4 due to a dislike of STEAM.

      Thanks for the interest in my mod.

      Prensa
  4. highhthere
    highhthere
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    Great, thank you :D
    1. prensa
      prensa
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      highhthere - Hello!

      Looks like you've got each weapon pack, glad you like them!

      Thank-you kindly for supporting my mods with comments & endorsements!

      Prensa
  5. User_1205226
    User_1205226
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    What kind of problem you have with textures? Can you describe it or post a screenshoot on an image sharing site and place a link here?
    1. prensa
      prensa
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      pixelhate - Hello!

      Thanks for keeping an eye out here, I've been away from the Nexus working on my AMT mod.

      The talk of your interesting projects has got me back into the swing of things with modding.

      Also think I've made a major breakthrough today with understanding those hinge constrains, made an interesting little toy.

      I'll be PM'ing you with more info on that soon.

      Take care,

      Prensa

  6. 101Fallout101
    101Fallout101
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    Hum I have textures problems what can I do to fix it ??? Cause I really want them especially the full auto one love the sound a lot
    1. prensa
      prensa
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      101Fallout101 - Hello!

      Are the textures changing patterns, taking on those of their surroundings?
      If so that's probably an archive invalidation issue.

      You need to take care of archive invalidation when using any mod that adds new textures.

      Simple solution is the stand alone:

      ArchiveInvalidation Invalidated

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

      Or, if you use FOMM, click on Toggle Invalidation on the right.

      For "New" FOMM you have to go to the buttons at the top & select:

      Tools - Archive Invalidation

      NMM has a built in Archive Invalidation too.

      DON'T USE BOTH METHODS TOGETHER.

      Note FOMM/NMM's version often needs to be toggled off & then back on again AFTER +you add in a new mod.

      "especially the full auto one love the sound a lot"

      Thank-you! It's based on the sound of the Cleric's gun from the movie.

      Hope this helps!

      Prensa
  7. FalloutVeteran12345
    FalloutVeteran12345
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    How do you use the flashlight?
    1. prensa
      prensa
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      FalloutVeteran12345 - Hello!

      Do you mean the Streamlight from my "Beretta 90two and Beretta 96A1" mod?

      If so that can't be attached to these Berettas as they do not have integrated picatinny rails.

      If you meant how to attach it to the Beretta 90two or Beretta 96A1, there's a section on that mod's Description page labeled:

      (3) How to attach the Streamlight

      That will tell you how to how to equip the light on the weapon in detail.

      It's pretty simple, pick up a Streamlight box, equip either Beretta 90two or Beretta 96A1 & activate a full Streamlight box in your Apparel menu.

      Hope this helps!

      Prensa
    2. FalloutVeteran12345
      FalloutVeteran12345
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      is there a way to turn on the streamlight
    3. Brigand231
      Brigand231
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      It is purely cosmetic at this time.
  8. juhlan
    juhlan
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    Brigand231 - Hello!

    "The proper way to "fix" this issue, which is again harmless and not necessary, would be to CONTROL+Click those three items in FNVEdit and right click on them, then choose "Change FornID" and tick the box for the correct mod. Save and done."

    Thank you for answer and solution; I've learned something!

    "Edit: horrible typos. "

    Sorry. english is not my first language.



    Prensa - Hello!

    "Do you mean RAPTORSeriesRevolvers by Nester?"

    Yes, that's right.

    "I've actually got a few updated components for this mod so I'll make the change to the vendor containers in the CALIBR version to correct this just in case it causes any other anomalies."

    Thanks a lot for doing that so fast, Prensa!
    Good luck with your next projects.

    juhlan




    1. Brigand231
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      No sweat, I enjoy passing on things that I pretend to know. Batch copying as an override and then changing FormID is the basis of how I merge mods.

      "Edit: horrible typos" means that when I was typing my response, I pressed the wrong keys a few times before I posted, but I went back and fixed them after posting.
    2. prensa
      prensa
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      juhlan - Hello!

      "Thanks a lot for doing that so fast, Prensa!"

      No problem, thanks for bringing it to my attention.

      "Good luck with your next projects."

      Thank-you kindly!

      Prensa
  9. juhlan
    juhlan
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    Hi Prensa!

    Thank you for sharing these cool weapons with the community. They are really great.
    My own favourite is the Auto993R. I've waited years for this gun; love the
    old Robocop movie from 1987, too. The idea with the cases I like also a lot.

    At the moment I'm in the process to shorten my loadorder by merging some of my
    plugs. So for my weapons I've tried to merge my favourite ones (that's yours in
    the CALIBR-version and the Raptor Series).
    Before merging I've checked the plugs for errors.

    I've tested the .esp's from

    Auto993R - Vanilla
    Beretta M9 92fs Inox and Cleric - Vanilla
    Beretta 90two and Beretta 96A1 - Vanilla
    Auto993R - CALIBR
    Beretta M9 92fs Inox and Cleric - CALIBR
    Beretta 90two and Beretta 96A1 - CALIBR

    and found something that ONLY occures in "Beretta M9 92fs Inox and Cleric - CALIBR"
    by using FO3EDIT 3.1.

    [00:02] Background Loader: <Note: BM9IC9mmVendorChestBuriedMoiraBrownRef [REFR:01000EA9]
    (places [02008753] < Error: Could not be resolved > in GRUP Cell Persistent Children of MegatonCratersideSupply
    "Craterside Supply" [CELL:00003A2A]) was injected into CALIBR.esm>
    [00:02] Background Loader: <Note: BM9IC9mmVendorChestBuriedFlak [REFR:01000EB4]
    (places [02008751] < Error: Could not be resolved > in GRUP Cell Persistent Children of RCHangar
    "Rivet City Market" [CELL:0002107F]) was injected into CALIBR.esm>
    [00:02] Background Loader: <Note: BM9IC9mmVendorChestBuriedShrapnel [REFR:01000EB5]
    (places [02008751] < Error: Could not be resolved > in GRUP Cell Persistent Children of RCHangar
    "Rivet City Market" [CELL:0002107F]) was injected into CALIBR.esm>

    I've loaded the plug into GECK and saved. The file structure has changed (by
    remaining 7164 bytes) but loading the saved .esp in FO3EDIT gives the same result.
    I can merge my .esp's (your CALIBR ones & Raptor) but loading my merged .esp
    in FO3EDIT shows the same 3 errors.

    All other esp.'s are completely clean as far as I can say.
    The only workaround I found is deleting the whole "Container" -section
    and and delete in "Cells" Block 0 and Block 5.
    But this deletes the vendor chests and their positions, what makes no sense to me...

    It would be very nice if you could take a look at the
    Beretta M9 92fs Inox and Cleric - CALIBR.esp and maybe find a solution for this.
    And please keep on the good work...

    juhlan
    1. Brigand231
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      The items you point out are harmless, they simply place the ammo vendor chests in the cells referenced. The only reason it gets mentioned is that they have mod index ID's that would normally be reserved for items in that esm mentioned. Since they are not originally present in the master [Error: Coulnd not be resolved] that it's putting them there anyway [was injected into CALIBER.esm] so things will work as they should. It's sort of like using a forwarding address at the post office.

      It's not something that would really need to be fixed as it doesn't break anything. Deleting the container section as you suggest will prevent the affected vendors from selling the 9mm ammunition as their supply would have been removed.

      When you loaded it in GECK and saved, did it go through and reassign those references to the same mod index as the mod they are in?

      The proper way to "fix" this issue, which is again harmless and not necessary, would be to CONTROL+Click those three items in FNVEdit and right click on them, then choose "Change FornID" and tick the box for the correct mod. Save and done.

      Edit: horrible typos.
    2. prensa
      prensa
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      juhlan - Hello!

      "Thank you for sharing these cool weapons with the community. They are really great."

      Thank-you very much! I'm glad you enjoy them.

      "My own favourite is the Auto993R. I've waited years for this gun; love the
      old Robocop movie from 1987, too."

      The Auto 9 meant I had to make the 93R which is what got me hooked on making Berettas for a while.

      I love the original Robocop too & the iconic design of his gun, not seen the the recent remake yet.

      "At the moment I'm in the process to shorten my loadorder by merging some of my
      plugs. So for my weapons I've tried to merge my favourite ones (that's yours in
      the CALIBR-version and the Raptor Series)."

      Do you mean RAPTORSeriesRevolvers by Nester?

      http://www.nexusmods.com/fallout3/mods/8108/?

      If so, those are very cool. I first encountered them as part of another mod way back.

      "and found something that ONLY occurs in "Beretta M9 92fs Inox and Cleric - CALIBR"
      by using FO3EDIT 3.1."

      Checking the Beretta M9 92fs Inox and Cleric - CALIBR.esp I see that oddly the placed vendor chests don't have the same prefix on their FormID's as the mod index number.

      Odd, must have been a goof when I copied them from another of my mods into this .esp.

      As Brigand231 says, in the normal course of using the mod it causes no issues but throws up that error when you work on them in the way you're doing.

      Brigand231 is quite correct in the solution, changing the prefix of the FormID's of the placed vendor chests to match the Beretta M9 92fs Inox and Cleric - CALIBR's mod index number.

      I've actually got a few updated components for this mod so I'll make the change to the vendor containers in the CALIBR version to correct this just in case it causes any other anomalies.

      Thank-you for bringing it to my attention.

      Prensa
    3. prensa
      prensa
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      Brigand231 - Hello!

      Thanks for commenting on this, you're quite right about the fix.

      It's odd that those containers have ended up with different prefixes on their FormID's, must have been when I copied them to the .esp.

      As you say it's not causing an issue as is but I think I'll correct it just to be safe.

      I've got the upgraded casings with strike dimples as per your suggestion & also a minor fix on the dust cover to fix an invisible interior issue on the Inox & M9. Think I'll include the CALIBR vendor chest fix & just update.

      Take care,

      Prensa
    4. Brigand231
      Brigand231
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      Glad to help, it's the least I can do. Thanks for the update!
  10. TheCourier13
    TheCourier13
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    Too bad there's no extended magazine mod for this using WMK, that would've been awesome to have a 30 round mag when using full auto.
    1. prensa
      prensa
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      TheCourier13 - Hello!

      My only reservation about extended magazines is the problem of the two hand aiming animation.

      It uses a "tea cup" style grip with the left hand cupping the bottom of the grip so if a magazine extends too far it will clip through the bottom hand.

      I found with the Auto 9 & 93R I made that I only just managed to get a credible length for their 21 round magazines.

      The presence of the pip boy glove helps to squeeze a bit more size in.

      The Cleric's gun on full auto certainly does expend ammo quickly.

      Prensa