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  1. TelShadow
    TelShadow
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    Another weight mod i have to try. 
    1. skittered
      skittered
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      Cheers.
  2. EnnioPG
    EnnioPG
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    Hi Skittered,

    does this (CALIBR) File by default add weight for all CALIBR Ammo like the other Ammo Weight Mods on Nexus without the need to use FO3Edit ?
    1. skittered
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      By default it covers all of the Vanilla ammo and all of the CALIBR ammo without any extra editing.
    2. EnnioPG
      EnnioPG
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      Great, thank you for your fast response and this wonderful Mod.
    3. skittered
      skittered
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      Cheers.
    4. EnnioPG
      EnnioPG
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      I don't understand "Supply Item"...do i need it by Default? What's the purpose of "Supply Item"?
    5. skittered
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      When selected in your inventory, it shows the total weight of all the ammo you're carrying.
      (it's rounded by the engine, so it's not 100% accurate)

      It has no weight of it's own.
      It's optional, basically just an information item.
    6. EnnioPG
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      Thank you, Cheers :)
  3. FalloutSaurus
    FalloutSaurus
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    After many years, finally something what works . ENDORSED
  4. srnk
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    No comments? Odd. ...This looks good. I'm glad there's a standalone ammo weight mod that's a bit more recent, and one that seems quite polished to boot. Thank you! Two thoughts (regarding immersion, as it were):

    The "+-Munitions Weight-+" item could do with a name that sticks out a bit less. I've read that FWE uses "Ammo Supply" (no idea since I've never used it), but any variation of that would also work nicely. Food for thought; I will adjust this for myself in xEdit.

    Regarding ammo names reflecting their weight, I fully realise it's easier (and maybe even cleaner) this way. Still, I can't help but wonder if an old mod like OnmyojiOmn's Displayed Ammo Weight might still be usable in some way. Will have to test that sometime.
    1. skittered
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      Thank-ya. Glad you find it useful.

      It's named such mostly to make sure it stays at the top of the list .. (it's optional, don't actually use it myself) .. will keep a name change in mind if an update comes around, but as you mentioned, it's relatively easy to change the display name in xEdit/FO3Edit .. so it's technically a user friendly preference.

      UI displayed ammo weights .. it 'could' be done, but .. the aesthetic gain vs ease of use .. makes it unlikely.

      (reasoning)
      OnmyojiOmn's Displayed Ammo Weight has scripting that's "very" specific to the element(s) name(s) and size(s) where the ammo weight is supposed to be displayed, and includes altered *.xml files for it's own purpose; (which seems to be the only way to do it)

      Unfortunately, that means it conflicts with every other mod that alters any of those same files..
      ("..it doesn't work.." "..it breaks something..")

      Even using Mod Organizer or the like, you still need to have a decent idea of how those things work in order to solve the conflict and get the result you want .. and getting UI mods to work together in the first place seems to be one of the larger issues a lot of standard mod users have.

      The biggest problem is; every mod does things slightly differently, so a generic method might only work half the time ;; in order to be useful to more than a few people, a version would need to be made for every version of every mod that alters those files .. which still doesn't really solve the conflict/ease of use issue, and generally ends up causing more confusion.

      ... maybe one very ambitious day ...
      (/reasoning)

      Hope that's helpful.
      Cheers.
    2. srnk
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      Very helpful, thanks for your insights! And no pressure. I will test a few solutions regarding the weight display once I get back to my PC, but that will be mainly out of curiosity. If anything ends up working, I shall report back.
    3. skittered
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      Well the ambition kicked in sooner than later.

      As it seems to have turned out, inserting the weight into the HUD info was relatively easy with FOSE alone .. and thanks to Command Extender, the method for the Menus turned out to be nearly identical .. no XML editing required.
      .. however ..
      This is basically the generic method. Anything that deviates too far from the Vanilla HUD or aHUD hud layout, or the Vanilla Menu layout, will most likely end up broken, requiring a custom version for that layout .. fortunately no xml editing is was required, so it might be easier to make those custom versions and keep them user friendly.
    4. srnk
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      Really? That's awesome, I'm looking forward to seeing it in action. Thank you!

      I assume that DarnUI would require a patch, then, but that's only a minor inconvenience at this point.
    5. skittered
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      DarnUI changed some of the main hud layout, and, if I recall correctly, some of the menu layouts as well.
      .. it's not really a 'patch' that's needed; rather more like adding the altered info paths and a check for to see if DarnUI is installed to use the altered paths.
      I stopped using DarnUI .. but it shouldn't be too hard. I'll have a look at getting that integrated.
    6. srnk
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      Oh, no sweat, I didn't mean to say that making this compatible with DarnUI should be on you. Especially if you don't use the mod!

      On a related note, I actually tried switching over to a different UI mod not too long ago, but am apparently way too used to DarnUI at this point. I just couldn't do it. Alas, maybe someday.
    7. skittered
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      It was the on screen info I missed when I stopped using DarnUI .. so sk_HUD-Stats exists for that now.

      As for making this work with DarnUI .. it can be integrated without the need for a separate version, and it's not really that much work.
      Interestingly, even with the layout changes in the menus, the essential 'info path' is still the same, so that still works.
      (according to my quick check).

      EDIT: If you're using aHUD darnified, the hud display should work ... the info path is the same as aHUD vanilla.
      If you're not using ahud darnified .. you could for the moment try a console command, it's what would get set if aHUD was installed.

      set zawqui.fahudvr to 1

      unfortunately, because of the way it's scripted right now, that will get set back to 0 after you quit and start your game again.
    8. srnk
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      The interface just felt inflated and clunky to me without DarnUI installed. I don't even use any extra HUD displays... However, in view of that, it sounds like your update should already work for my purposes. Interesting. I will try to fire up the game over the weekend in order to check. (Been taking a bit of a break from FO3, but this definitely warrants a look.)
    9. skittered
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      I'm using a customized version of aHUD, that also doesn't need the esm active.
      .. and VUI+ .. https://www.moddb.com/mods/vanilla-ui-plus .. and my own mods of course.

      Even modding, after a point, it's just time for a break.
    10. srnk
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      Just got around to a quick test with DarnUI (finally). It does, indeed, look just fine. Great work!

      Screenshot with DarnUI here, in case you or anyone else can use it: https://www.dropbox.com/s/j9kq0a00qb3cn05/enb%202020_01_16%2019_55_50_07.jpg?dl=0

      ...I'm honestly happy that such an immersive option to get ammo weights into the game exists now. Thank you, really.
    11. skittered
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      Nice. .. Thank You.
      I'm just glad it turned out working as well as it does.
      Now to get around to updating this thing for the circumstance that doesn't have aHUD darnified installed with DarnUI.
  5. tiltingmsh
    tiltingmsh
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    Having some issues with this mod. I really like the idea and want to use it but it seems buggy for me.

    I have to drop and pick up ammo again in order for the mod to calculate weight. I load a save and drop my ammo, there's no weight change. I pick it up again, and the weight is now added.

    I tried using the globals to turn off the weight change message and add the misc inventory item to show ammo weight, but nothing changed. No item and still getting the messages. I used FO3Edit to change the globals.

    I'm not sure if this mod is still supported but any help is appreciated. I'm pretty savvy with mods and FO3Edit but I must be doing something wrong with this one?
    1. skittered
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      The default gamemode timer runs approximately 5 seconds, to recalculate the weight. The message only appears on weight change, so you would have to drop ammo, or pick up more, to see the message again, or see a change in weight.

      Globals are tricky, they get stored in your save game. If you have a save with the mod included, then change them in FO3Edit, those changes get ignored, so technically a 'clean save' is necessary that way.

      To use them on the fly you would need to change them via console, which then gets stored in your next save also.
    2. tiltingmsh
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      Thanks for the reply!

      Yeah, I was wondering if I needed a new game for the globals to work. Makes sense. I was trying to use the console to change them but couldn't figure it out - what do I enter exactly?

      For calculating weight, I'm still a bit confused. I'll give an example: So, I was playing and checked the current carry weight. It was 50 pounds. I had approx 2 pounds of ammo. I dropped the ammo, there was no weight change. I picked it back up and now the carry weight was 52. So the time I was playing it wasn't calculating the ammo weight, until it was dropped and picked up again?

      Sorry for being obtuse here, I really like this mod and I"m obviously missing something really obvious. Thanks for your patience.
    3. skittered
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      No worries .

      There is an example of how to set the globals via console on the description page. Just replace the name that's there with the name of the global you wish to change and the value that's there to the value you need.

      It should start checking, calculating and modifying weight within 5 seconds of the time the quest starts running after the game has loaded it .. so if you check too soon it's possible nothing has happened yet.

      I'm currently away from my main rig for a few days so I can't check it at the moment .. and it;s been a while since I've looked at the code, so now it's got me wondering ..
    4. tiltingmsh
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      Regarding the console globals - I see now where I think I was entering it wrong. Thank you.

      Regarding the weight calculation - when I am home tonight I will test it a bit more. From what I was seeing, it wasn't calculating weight at all for ammo I had been carrying for hours of playing time, until I dropped and picked up, like in the example I gave.

      Now I was testing this after I noticed it the first time, so I may have jumped the gun and not given it enough time to update after I loaded a save afterwards. However, the first time I noticed this I had been playing for a while, so that's where I was thinking there was a problem.

      But I will check again tonight and report back.

      Thanks again for your patience and help. It's always nice when you can get support from the mod author.
    5. tiltingmsh
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      So I can definitely confirm that, at least for me, there is an issue with the mod.

      It seems that when I load a saved game the mod does not start calculating the ammo weight until new ammo is added, or current ammo is dropped and picked up.

      I used the console to add the misc ammo item to show weight. When I load a save, it shows nothing. I dropped some ammo and my carry weight actually went up because the mod began calculating the weight of the other ammo I was carrying, and the misc ammo item began to show weight. When I picked up the dropped ammo, the weight went up again, and the total weight of all ammo carried was now showing in the misc item and in the current carried weight.

      So, my best guess is for whatever reason the mod does not start weight calculation on a loaded game until there is some sort of change in the ammo. Not a deal breaker or anything, but you can exit a game as over encumbered and then load the same game and the weight is lower because the mod isn't calculating ammo weight until more ammo is dropped or added.

      I'm guessing just shooting might activate the mod as well, since you are using ammo and decreasing the amount of ammo carried when you shoot? I didn't try that actually...

      And yes, I was giving it plenty of time for the mod to start calculating once I loaded the save as well, at least a minute just to be sure.

      Hope this all makes sense. Let me know if you need any more info or need me to explain anything better.

      But this is a really fantastic mod. So easy to add new ammo from other mods. If this one little annoyance could be fixed it would be great.
    6. skittered
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      About adding new ammo, that requires a clean save also, as form lists are also stored in your save game.

      Your input is appreciated .. being the dev, I guess I've not really noticed any quirks as it's been doing what I expect it to .. glad you're still willing to have a go at using it.
      I'll most definitely be having a look at it when I get back to my main rig .. something seems fishy.
    7. skittered
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      I've now had a look at it, and I'm pretty sure I figured out why it seems to be misbehaving .. I've also found a few other things that I can do better about, and some other things I could do/add have also come to mind ... there will be / is an update coming once I've gotten it all
      together an tested properly.

      Positive input is always useful. Thanks.

      Cheers.
    8. tiltingmsh
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      Good to hear! This is a great mod that deserves more recognition. Even as is I am using the mod and enjoying it. Looking forward to the update.

      I know it's early but do you think I will need a clean save to update when it is available? Just curious.

      Thanks again for coming back to take a look at the mod.

    9. skittered
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      It will require a clean save, as the misbehavior was in the scripting, and scripts need a clean save to get refreshed properly.

      --when the update comes out --
      To save yourself some work .. before updating .. rename the old file .. then, using FO3Edit .. load the new version as the active file, along with any mods you've added ammo from, then (right click) compare it to your renamed old version .. you can then copy the formlist entries and global value changes (and FULL - Name changes, if any) from your personalized version to the new version without having to manually re-make every entry .. (never copy EDID - Editor ID changes from an old version to a new version) .. load the modified new version in a clean save and you're good to go.