This looks closer to a Universal Ammo concept that I've been looking for. Let's face it, Beth's misguided decision to change how ammo was handled - FNV got it right, far as I'm concerned - makes different calibers virtually worthless. In Fo4, it's all about the receiver. A universal ammo would work fine, if it could be developed. FNV had such a mod, a few in fact, but I never could get any of them to work quite right.
No, the concept is not lorefriendly, outside of maybe energy weapons. And implementing it on anything nonvanillia would likely require individual patches, another less-then-optimal solution. Maybe Munitions or a similar framework holds the key.
I have two questions about this mod. I cannot do some experiment right now cause im still at work place. 1. Is there any problem can happen if i use some vanilla weapon replacer mods? 2. Does this mod gonna work on non vanilla bullets from mods such as Caliber Complex or Armament? I will check this out after i get home, but it gonna take several hours, and i cannot wait that long cause this mod can make a new play style and i really look forward to it.
1. Weapon replacers might work if they don't fuss around with new object mods. I'd recommend a test file and just trying it out to see how things change. I keep things very vanilla, so I don't have experience with texture modding.
2. Caliber Complex type mods or Armament look like they could be integrated on the surface. Caliber complex is a framework, so it could be modded in with some work. Armament needs to be tested lower on the load order to see if it works as is, otherwise that one is tabled due to author permissions.
Basically, I'll have to download Caliber Complex and create a merged version that credits the author for his work (my workflow in Creation Kit is pretty obvious with all the new entries having their COPY name intact). Ballistic mods should work fine with this as long as they are placed lower on the load order (I modified ammo prices). This mod is vanilla with a twist more or less, so the best way to test any more heavy duty modifications, is to stick them lower than this one in the mod order.
EDIT: Caliber Complex was not behaving in Creation Kit as a master for this file (crashed opening leveled lists.)
3 comments
No, the concept is not lorefriendly, outside of maybe energy weapons. And implementing it on anything nonvanillia would likely require individual patches, another less-then-optimal solution. Maybe Munitions or a similar framework holds the key.
In any case, thank you for your work.
I cannot do some experiment right now cause im still at work place.
1. Is there any problem can happen if i use some vanilla weapon replacer mods?
2. Does this mod gonna work on non vanilla bullets from mods such as Caliber Complex or Armament?
I will check this out after i get home, but it gonna take several hours, and i cannot wait that long cause this mod can make a new play style and i really look forward to it.
2. Caliber Complex type mods or Armament look like they could be integrated on the surface. Caliber complex is a framework, so it could be modded in with some work. Armament needs to be tested lower on the load order to see if it works as is, otherwise that one is tabled due to author permissions.
Basically, I'll have to download Caliber Complex and create a merged version that credits the author for his work (my workflow in Creation Kit is pretty obvious with all the new entries having their COPY name intact). Ballistic mods should work fine with this as long as they are placed lower on the load order (I modified ammo prices). This mod is vanilla with a twist more or less, so the best way to test any more heavy duty modifications, is to stick them lower than this one in the mod order.
EDIT: Caliber Complex was not behaving in Creation Kit as a master for this file (crashed opening leveled lists.)