So, I am starting to get a lot of the same questions or similar questions so I will try to answer some of them here.
1: Do the base game weapons have caliber conversions? - No, I do not use the vanilla weapons in the game. They are terrible and you shouldn't use them either. I replace all the weapons with modded weapons. -The base game guns all use the vanilla calibers which have been overhauled, you will see them be effected by this.
2: Do I need to patch all my weapons to use CALIBER - COMPLEX? - No, you only have to patch the guns you wish to update with new ammo types. Your weapon mods will still function as normal in the game. - Patching weapon mods is very easy and can be done in less than a few minutes.
3: Do I plan on patching all the weapon mods on the nexus? - haha no. - The patches I have created are meant to serve as a reference guide to patching your own weapons. Using FO4Edit, you can look at what I did in my patches and then use those methods on all your weapon mods. It's very easy, its meant to be very easy. All the resources you need are organized in a way to make it as easy as possible.
4: Do I need to use all the ammo types included in CALIBER - COMPLEX? - No, I specifically designed this framework in a way so that you don't have to do that. One of the things that bothered me about New Calibers was its use of scripts. New Calibers used a scripted level list injection method, it was very hard to modify that for your specific playthrough. In basic terms, you would end up with a bunch of ammo that none of your guns use like 8mm Label. There is no mod on the nexus that uses 8mm Label.
So what does that mean for YOU?
CALIBER - COMPLEX uses direct level list edits. Which means that you can manually delete the entries of each and every individual ammo types you do not use. Don't have any gun that uses .408 CheyTac? Use FO4Edit and delete the level list entries for .408 CheyTac. Its that easy, you could not do that in New Calibers.
5: BUT I DONT KNOW HOW TO USE FO4EDIT - Learn
- Look, CALIBER - COMPLEX is meant to be a convenient mod tool and resource for those looking to diversify their caliber profile. It is impossible for me to patch your entire load order, I built this mod in a way that makes it as easy as possible to patch your own weapons for your highly specific load order. There are many tutorials on how to use FO4Edit, I built this entire mod in FO4Edit!
- Take a look at the patches I made, they will show you how to patch mods for yourself.
********* A VIDEO TUTORIAL HAS BEEN MADE ********************************************************* https://www.youtube.com/watch?v=8jVHAUakopI Please Send ItsYaBoyBrandyBoy some love!
6: Do the ammo types have custom nifs? - no - maybe in the future
7: Does this mod include ammo crafting? - Not at the moment, if any of you would like to create a patch feel free. Its here and its awesome, make sure to send UragiratoHoki some love https://www.nexusmods.com/fallout4/mods/50173?tab=files
VERSION 3 IS HERE So what's new? Lots of stuff.
32 New calibers have been added. 20MM Vulcan included!!!
Your patches will still work fine with this new version.
Every ammo type now use custom projectiles. Essentially this mod now does the same thing that a mod like wasteland ballistics does. Every caliber has custom speed, drop rate, weight, knockdown power.
A little late - but this mod has no ammo boxes other than the default ammo that wasn't changed.
Armament is great - if you play Fallout 4 as a modern day sandbox FPS. You get pristine ammo cartridges, fresh off the press ammo boxes - it all fits - except the worldspace (it was left behind 210 years ago)....
Caliber Complex - kinda geared more towards the vibe the game was built on - especially when using the Custom Meshes. A gritty post-apocalyptic setting. Loose ammo, since you probably used the ammo box for starting your last fire to keep warm....
I removed some of the ammo leveled lists I don't need, and on the LL_Ammo_Any leveled lists it says <Error: Could not be resolved> for the removed leveld list entries. Will this mean when the game is picking an ammo to use it will skip over those eentries and pick one with a valid ammo type, or will it still pick those entries and spawn nothing? Because I don't want to go through the effort of deleting HUNDREDS of unneeded leveled list entries.
It would be best to clean it up. TBH though, most of the work is done for you - by you of course - :D - in the sense that while it might be mind-numbingly repetitious - you know EXACTLY which references to remove - they will all have "Error:".
If I remember correctly it took be about 1/2 an hour to clean this up. Took longer than that to determine what calibers I really didn't need before I started. :D Decisions, decisions....
At the end of the day you realize while there are about a dozen or more tools to do the same job - in a post-apocalyptic world you only need 1. Which one that is - well lets just say it's far, far, far easier to remove what you don't want than add what you do - especially if you use the Custom Meshes that supports this.
22 LR on pipe guns is doing more damage then it should.
I am running CC - WoF - BLD and I have the American 180 mod and ammo....
I have teh associated patches for all and weapons.
When I check damage all weapons look god as far as finished weapons....except pipe guns for some reason. A pipe in 22 LR does 50+ dmg (with powerful reciever) and yet the M1A does like 40 dmg, or a 32 does like 33 dmg..... if I check 22 in American 180 or it's a respectable 18-19 dmg.... I have no pipe weapon mods that would increase their damage all 22 weapons are using the same ".22 LR" I have tried to figure out of some other mod is messing with it but see nothing. Any ideas? Maybe I misunderstood teh mod but I thought iut would balance the weapons somewhat? ( i know it would be easy to poin the finger of any of the other mods but I feel like this mod should be most effecting this) Would appreciate any ideas. Everything else looks good, as far as prewar weapons, but pipe weapons all seem to just have better damage range etc.
I used fo4 edit to check, seems like the .22 overrides the vanilla .38, this explains why it can do decent damage, im trying to figure out how to let 380acp override .38, for other calibers, i created a patch for robco so it can add damage to other calibers.
385 comments
1: Do the base game weapons have caliber conversions?
- No, I do not use the vanilla weapons in the game. They are terrible and you shouldn't use them either. I replace all the weapons with modded weapons.
-The base game guns all use the vanilla calibers which have been overhauled, you will see them be effected by this.
2: Do I need to patch all my weapons to use CALIBER - COMPLEX?
- No, you only have to patch the guns you wish to update with new ammo types. Your weapon mods will still function as normal in the game.
- Patching weapon mods is very easy and can be done in less than a few minutes.
3: Do I plan on patching all the weapon mods on the nexus?
- haha no.
- The patches I have created are meant to serve as a reference guide to patching your own weapons. Using FO4Edit, you can look at what I did in my patches and then use those methods on all your weapon mods. It's very easy, its meant to be very easy. All the resources you need are organized in a way to make it as easy as possible.
4: Do I need to use all the ammo types included in CALIBER - COMPLEX?
- No, I specifically designed this framework in a way so that you don't have to do that. One of the things that bothered me about New Calibers was its use of scripts. New Calibers used a scripted level list injection method, it was very hard to modify that for your specific playthrough. In basic terms, you would end up with a bunch of ammo that none of your guns use like 8mm Label. There is no mod on the nexus that uses 8mm Label.
So what does that mean for YOU?
CALIBER - COMPLEX uses direct level list edits. Which means that you can manually delete the entries of each and every individual ammo types you do not use. Don't have any gun that uses .408 CheyTac? Use FO4Edit and delete the level list entries for .408 CheyTac. Its that easy, you could not do that in New Calibers.
5: BUT I DONT KNOW HOW TO USE FO4EDIT
- Learn
- Look, CALIBER - COMPLEX is meant to be a convenient mod tool and resource for those looking to diversify their caliber profile. It is impossible for me to patch your entire load order, I built this mod in a way that makes it as easy as possible to patch your own weapons for your highly specific load order. There are many tutorials on how to use FO4Edit, I built this entire mod in FO4Edit!
- Take a look at the patches I made, they will show you how to patch mods for yourself.
********* A VIDEO TUTORIAL HAS BEEN MADE *********************************************************
https://www.youtube.com/watch?v=8jVHAUakopI
Please Send ItsYaBoyBrandyBoy some love!
6: Do the ammo types have custom nifs?
- no
- maybe in the future
7: Does this mod include ammo crafting?
-
Not at the moment, if any of you would like to create a patch feel free.
Its here and its awesome, make sure to send UragiratoHoki some lovehttps://www.nexusmods.com/fallout4/mods/50173?tab=files
VERSION 3 IS HERE
So what's new?
Lots of stuff.
32 New calibers have been added. 20MM Vulcan included!!!
Your patches will still work fine with this new version.
Every ammo type now use custom projectiles. Essentially this mod now does the same thing that a mod like wasteland ballistics does. Every caliber has custom speed, drop rate, weight, knockdown power.
ENJOY GUYS!
Armament is great - if you play Fallout 4 as a modern day sandbox FPS. You get pristine ammo cartridges, fresh off the press ammo boxes - it all fits - except the worldspace (it was left behind 210 years ago)....
Caliber Complex - kinda geared more towards the vibe the game was built on - especially when using the Custom Meshes. A gritty post-apocalyptic setting. Loose ammo, since you probably used the ammo box for starting your last fire to keep warm....
Vanilla:
Full Name - 7.62 Round
Short Name - 7.62
CC
Full Name - 7.62x39mm Soviet Round
Short Name - 7.62x39mm
Added: You'd still want to fire up FO4Edit - but instead of changing ammo type you'd want to see what mod is overriding Caliber Complex.
If I remember correctly it took be about 1/2 an hour to clean this up. Took longer than that to determine what calibers I really didn't need before I started. :D Decisions, decisions....
At the end of the day you realize while there are about a dozen or more tools to do the same job - in a post-apocalyptic world you only need 1. Which one that is - well lets just say it's far, far, far easier to remove what you don't want than add what you do - especially if you use the Custom Meshes that supports this.
22 LR on pipe guns is doing more damage then it should.
I am running CC - WoF - BLD and I have the American 180 mod and ammo....
I have teh associated patches for all and weapons.
When I check damage all weapons look god as far as finished weapons....except pipe guns for some reason. A pipe in 22 LR does 50+ dmg (with powerful reciever) and yet the M1A does like 40 dmg, or a 32 does like 33 dmg..... if I check 22 in American 180 or it's a respectable 18-19 dmg.... I have no pipe weapon mods that would increase their damage all 22 weapons are using the same ".22 LR" I have tried to figure out of some other mod is messing with it but see nothing. Any ideas? Maybe I misunderstood teh mod but I thought iut would balance the weapons somewhat? ( i know it would be easy to poin the finger of any of the other mods but I feel like this mod should be most effecting this) Would appreciate any ideas. Everything else looks good, as far as prewar weapons, but pipe weapons all seem to just have better damage range etc.