This is a common issue so I will make a note of it here:
If you do not see an option to change Calibers on vanilla weapons then you have a conflict in your load order.
EDIT: If you see a warning about ESM flags on an ESP, you can safely ignore this. It's supposed to be like that so that it keeps the mod locked toward the top of the load order. Since this isn't a normal thing to have on an ESP file, it throws an error.
Also, every so often people ask about ammo crafting. This portion of the mod is unfinished so don't ask here. WSE 2 does have ammo crafting so you can ask there if you have questions about it (if you have that mod that is).
Why so many pointless and unimmersive calibers? The game was set in New York and Pennsylvania, no need for chinese, russian, german or whatever caliber outside their reach! It's too messy and you lose so much time finding a proper caliber for your weapon, or even worst, discarding that weapon to use other with a more Vanilla-like caliber.
I sadly downloaded this 'cause it's a requirement for another mod I'm using.
I can tell you why. Lets say you introduce X Ammo mod. You are literally going to get 1 billion requests to add the most obscure ammo types to the game. Ex. "For the love of god please add 10 Eichelberger!!!!!"..... Never mind the fact that there aren't any mods of weapons that can fire them......
Which brings us to the root of the issue. A monolithic approach to ammo doesn't work in a Single Player based game. At the end of the day the users is going to HAVE to make some edits - to remove what they don't want, to change the availability of what they do want.
Straight out of the box? Faghettaboutit. It will never be the way you want it in YOUR world.
I know this mod is dead now, but i have many big mods that rely on this mod and it is causing the game to CTD right on startup, if theres a patch or a fix to this then id be grateful.
Is there a way to figure out what a weapon's original (unmodified) ammo type is? Like if I find a pistol that uses .45 ACP, but normally uses 9mm, is there a way to tell that?
I'm Having Trouble Using the different Shotgun Shell Types. I would like to Use The Frag, Incendiary, and slug rounds. But I Cant Switch What Shell Type My Shotgun Uses, It Just Says buck. The only Options I have at the weapon workstation Is .50cal And .500Mag. Am I Wasting resources Or can I Actuall Fire These Rounds?
That is not from this mod. There are a few new kinds of shotgun shells, but there aren't things like frag, incendiary, etc. Sorry for the reply so late. You might want to go though your mod list and check if you even need this mod anymore. Its dead anyway.
I rarely, if ever, leave comments for a mod from the Nexus. I either use it, and endorse it, or I don't use it. I use CaliberX for FONV, and love it, so I gave this mod a try. Wow. Yeah, no, I"m not buying twenty different "conversion" mods just to tweak the weapons I get in the starting game. This is a case of "if I can do x, I should do x, y,z, and 7900 more things. Cheers to the folk who enjoy it, though. You guys rock on.
agreed. having 75 diff types of ammo is not fun in any way, shape, or form. and to koalas....ppl are allowed to state their opinions. stop trying to censor things that you dont agree with.
i really enjoy being level 12 and having 700 various calibers for weapons that i've never seen and probably will never see, meanwhile i have 3 5.56 rounds and 8 .308 rounds (calibers used by guns that actually drop in game) this mod is a roundabout difficulty mod cause it basically just makes finding ammo impossible.
It is for this reason I disable every script added Leveled List integration - from all mods. At the end of the day, how you want things added to your Single Player world is, well your job. Only you know what you want (or don't).
Some ammo you want to be common. Some ammo you want to be uncommon. Some ammo you want to be rare Some ammo you want to be extremely rare, if not impossible to find. And the rest (like Wildey ammo), the only way you can possibly get it is to craft it (even in real life that is the case).
Does anyone know how to get the mods back on the weapons you converted ie 45>308 and 308>50? I'm stuck with receiver, scope, grip, and i cant think of other off hand, its only 4. so i'm left with a weird looking weapon. I feel like I read about this somewhere here that it would happen but Im trying to figure out how to go back to normal. I disabled mod first, then completely removed it, and it still affecting my game. I'm 99% it was this mod but not 100% sure. I can list the mods I have if that will help and maybe someone will know. matter of fact about to do that now.... please, any help kindly appreciated!!
Armorsmith Ext Loads of Ammo Weaponsmith Ext Crafting Mastery Standalone Workbenches FallUI Inventory, Boxes, Workbench, Map, HUD, and Item Sorter Higher Settlement Budget
These are all the mods I added at one time without individually adding then checking the effect it would have on the game one by one like a dummy. I said I would never do that again bc had a similar issue after adding multiple mods that fragged my game but got lazy wanted to add some new things and play the game so bad that i ended up in this crockpot again lol. I have more mods but it wasn't until I added these string of mods that this happened. And now have disabled all these and deleted New Calib. and still only have 4 mods for those weapons I changed the calibers on. As I'm typing I wonder if I delete those 2 guns I have and recraft them if it will go back to normal. Maybe I just messed those 2 guns up and needs to be reset so to speak for it to work as I had it. Anyways, any advice will be appreciated, TYIA!!!
Not recommended. Mod works, but this mod feels like its just adding content in the game just for the sake of adding it. It has little to no substance, and just clutters the whole ammo system; its a headache to look at! Even in vendors.
Now, unless you're particularly familiar with gun calibers and can catch the meaning of the numbers in a glance, you should be okay. Otherwise, this mod is not recommended -- add new guns into the game without the need of this mod.
Listen I doubt this will be answered but I have absolutely no idea what could be causing the issue I have all the shotgun shells added but every shotgun I use just use the normal shells, thus messing with my damage all around, I have no clue what could be causing it, I have NO experience with xedit so I'm scared to even touch that....I legit need help with this
1815 comments
If you do not see an option to change Calibers on vanilla weapons then you have a conflict in your load order.
EDIT:
If you see a warning about ESM flags on an ESP, you can safely ignore this. It's supposed to be like that so that it keeps the mod locked toward the top of the load order. Since this isn't a normal thing to have on an ESP file, it throws an error.
Also, every so often people ask about ammo crafting. This portion of the mod is unfinished so don't ask here. WSE 2 does have ammo crafting so you can ask there if you have questions about it (if you have that mod that is).
I sadly downloaded this 'cause it's a requirement for another mod I'm using.
Lets say you introduce X Ammo mod.
You are literally going to get 1 billion requests to add the most obscure ammo types to the game.
Ex. "For the love of god please add 10 Eichelberger!!!!!".....
Never mind the fact that there aren't any mods of weapons that can fire them......
Which brings us to the root of the issue. A monolithic approach to ammo doesn't work in a Single Player based game.
At the end of the day the users is going to HAVE to make some edits - to remove what they don't want, to change the availability of what they do want.
Straight out of the box? Faghettaboutit. It will never be the way you want it in YOUR world.
Then I built an Ammo Crafting Station, and that was a gamechanger.
Now I scrap any ammo I don't need, and craft what I need. I have more than enough ammo now for the 3 weapons I actually use.
New gun need ammo I don't have? No worries, I just craft some!
At the end of the day, how you want things added to your Single Player world is, well your job.
Only you know what you want (or don't).
Some ammo you want to be common.
Some ammo you want to be uncommon.
Some ammo you want to be rare
Some ammo you want to be extremely rare, if not impossible to find.
And the rest (like Wildey ammo), the only way you can possibly get it is to craft it (even in real life that is the case).
Armorsmith Ext
Loads of Ammo
Weaponsmith Ext
Crafting Mastery
Standalone Workbenches
FallUI Inventory, Boxes, Workbench, Map, HUD, and Item Sorter
Higher Settlement Budget
These are all the mods I added at one time without individually adding then checking the effect it would have on the game one by one like a dummy. I said I would never do that again bc had a similar issue after adding multiple mods that fragged my game but got lazy wanted to add some new things and play the game so bad that i ended up in this crockpot again lol. I have more mods but it wasn't until I added these string of mods that this happened. And now have disabled all these and deleted New Calib. and still only have 4 mods for those weapons I changed the calibers on. As I'm typing I wonder if I delete those 2 guns I have and recraft them if it will go back to normal. Maybe I just messed those 2 guns up and needs to be reset so to speak for it to work as I had it. Anyways, any advice will be appreciated, TYIA!!!
Now, unless you're particularly familiar with gun calibers and can catch the meaning of the numbers in a glance, you should be okay. Otherwise, this mod is not recommended -- add new guns into the game without the need of this mod.
I have all the shotgun shells added but every shotgun I use just use the normal shells, thus messing with my damage all around, I have no clue what could be causing it, I have NO experience with xedit so I'm scared to even touch that....I legit need help with this