Pushed out ver 4.10.1 - just a couple name fixes for pulse slugs and .223 Rem to make them more consistent in inventory as well as a typo I'd made in a projectile entry. Thanks to eventHandler for pointing out the error. Also released CalXTTWGuns which should add CaliberX projectiles and casings as applicable to vanilla, DLC, and TTW firearms. Please note: This initial plugin DOES NOT introduce new calibers into the game nor does it rechamber existing weapons. It does, however enable real world projectiles and casings to firearms that would use them in real life compared to vanilla Fallout 3/New Vegas - some examples of this is adding 30.06 casings and projectiles to This Machine and the GRA battle rifle and 7.62x39 projectiles and casings to the Chinese assault rifle and unique variants. Again, this does not activate those ammunition types, it is only a cosmetic implementation. If there is enough demand I may create an alternate version that rechambers and activates those ammunition types. Let me know!
I pushed out the first update I've made to the mod in over a decade. It adds some framework for TTW and consolidates everything into one download with no extra plugins to confuse new players. There's more work to be done and I honestly have no idea how far we made it through requests and bug reports, so please, chime in if you spot anything that needs fixing/updating and I'll see what I can do. If there's anyone out there who wants to help, please hit me up.
hey great mod thanks for all the work could please run me by how to activate the quests that add the ammo types to it(I know how to rechamber them in fnvedit so thats fine) Ive never used GECK so sorry in advance.
Yeah, there used to be very nice step by step directions how to do it on the mod description until someone edited it out. I've deliberately not tried to figure out who because I don't want to scream at them like they deserve. I'm not sure if I'm allowed to directly link a certain modding site that appears as the first Google result for "activate CaliberX", so you'll have to enter it in to see the results firsthand. In the thread it points to, hitman47101 has preserved what WhiskeyRiver2 posted, though the pictures are missing... I'll copy/paste here for convenience and make it a sticky until I get around to maybe putting it back into the description. Open call, if someone wants the "job" of organizing/reorganizing the mod/pages/files/organization, please message me.
#1: Add Caliber.esm as a master to your mod. This is done by checking off -only- Caliber.esm and whatever the mod you're tweaking is called, and setting the mod file as the "Active" file.
#2: Add a quest named CaliberStartup{YourModName}Quest. Be sure to give your quest a unique EditorID as well - you'll need that for the scripting to come. Personally, I just make the quest name and EditorID the same. So if your mod is called BigGameRifles, name your quest: "CaliberStartupBigGameRiflesQuest".
#3: Set this quest to start when the game starts, check to use the default script processing delay, and set a priority of 60 (or higher). When done, "OK" out of the quest - leave the script blank for now..
#4: Create a new script. Here is a sample template script you could use to activate 6.5 Grendel and 7.62x39 (be wary of spelling errors/typos. I know in reality the ammo name is "Grendel", but I think in the game assets it's referred to as "grendal", so go with whatever it is in the game files)
scn AmmoActivateQuestScript ;The name of your script, it can be anything really but I'd go with that.
begin gamemode
;this is the ammo you are activating, every ammo in Caliber has a quest that controls its distribution, by starting that quest you ;are adding the ammo to the wasteland, 6.5 Grendal and 7.62x39mm has ;been used here as an example, you can find the names ;of the Caliber quests by looking in the GECK
startquest CaliberActivateQuest65Grendal startquest CaliberActivateQuest762x39 stopquest AmmoActivateQuest ;Stops the quest that's running this scripts as its not needed now
end ;The end
#5: Change the drop down at the top of the script editor to "Quest", and save the script.
#6: Reopen the quest you created earlier . Select your script from the script dropdown. Make sure "Start game Enabled" is still checked, along with the box for "default script processing delay", then "OK" out of the quest window.
#7: Hit save.
#8: Set your weapon(s) to use the appropriate ammo list(s), shell casings, and projectile resources. (you said you already know how to do that in FNVEdit)
Install the most recent version, then downgrade by installing the 4.017 esm update and allow it to overwrite. How would TTW require getting rid of 90% of your mods?
Does this work even without TTW? It did say it is required. I never played TTW as I rather they be a separate game instead of it being in the same place. xD
You can install TTW, start in the Mojave, and just not go to the Capitol Wasteland. You would still get the benefit of a more stable game with all the bugfixes built in to TTW.
You can run CaliberX without TTW if you use version 4.017 or earlier. First you'd want to download the 3.18 fomod and install it, making sure to disable or delete the plugins CalXgunrunners.esm and CalXhonesthearts.esm. Then download and install the 4.017 update, allowing it to overwrite caliber.esm that was installed by the version 3.18 fomod.
You know, that's more complicated than it needs to be. Just download and install the current version, then downgrade by installing the 4.017 update and allowing it to overwrite.
Edit: Your download history says you've already got 4.017. You don't have to do anything if that's what you have isntalled.
Ahhh, so the latest version requires the TTW. Alright, thanks for letting me know before I could install and accidentally replace it with the latest one with MO2. Still have it installed there and just left it disabled.
As for disabling the two plugin you mention, I have the Ultimate Edition so I have all the DLC which is the GRA and HH.
It's not about having the ultimate edition, those mentioned plugins are obsolete. The backstory is that CaliberX was released before the DLCs were a thing and introduced its own version of .45 ACP (Honest Hearts later introduced "vanilla" versions of similar ammo) and alternate ammo types that were duplicated by Gunrunners Arsenal. The mentioned plugins were made mostly for folks were already using the items introduced by CaliberX, but as more DLC eventually released and most people using CaliberX weren't already using those older versions of things it made more sense to make CaliberX compatible with the vanilla DLC rather than overwrite or circumvent them. tl;dr if you use those legacy plugins you're introducing inconsistencies and bugs into your game.
NATO was disbanded in the Fallout universe, so I don't think they would use the real world 5.56 NATO terminology. They might call them 5.56 FREEDOM BULLETS or something, but I think just 5.56mm with no flair is safest.
Apparently in the TV show, there is a reference to 7.62mm NATO rounds, but I don't know if that is canon or props department mix up. The terminology doesn't feature in anything before the show, as far as I can tell, and never shows up for 5.56mm.
The only other comment I have, is that the "Stranger44MagnumBulletProjectile" (000651D0) references a missing "projectiles\44magnumRprojectile.NIF" asset.
Do you have a reference for the timing of the disbanding of NATO in Fallout? I know there's a loading screen from Fallout 3 that mentions the UN disbanding, but I don't recall anything about NATO. I'm not disagreeing, just looking to collect documentation before making a sweeping change. As far as canon, the H&K G11 exists in Fallout 2 and the G11 was pretty much born from the NATO advanced combat rifle idea (1967). There are reports and documentation of the .222 Special being renamed to .223 Remington during testing with AR-15 rifles in 1957. The ammo was adopted in '63 as "Cartridge, 5.56 mm ball, M193" and in '64 the AR-15 was adopted as the M16 rifle. I'll gladly concede that while Fallout 2 canonized the G11, it NEVER mentions or references 5.56, only .223 Remington.
Fallout 3 introduced 5.56 to Fallout canon, primarily for use in weapons that wouldn't even use it in our real world (the R91 assault rifle resembles an HK-G3, chambered in .308 and the Chinese assault rifle which appears to be a mashup of a few different Kalishnikov design variants that would be chambered in 7.62x39) so the Fallout 5.56 cartridge has obviously been internationally adopted or adopted by invaders out of convenience for resupply in the field - implying availability in the US. There's a terminal in the Citadel in Fallout 3 that offers the following "The R Series of combat assault rifles was used reliably following the discontinuation of the M series in the early 21st century...", telling us that it's possible the M16 existed in the Fallout universe until the early 2000s. The existence of the service rifle in New Vegas complicates things as it appears to be a mashup of an AR-10 and an AR-15; this could be taken to imply that the M16 didn't exist, however this can be explained away if they were manufactured by the Gun Runners from an older technical package.
In the end, outside of confirmation from one of the devs of the most recent Fallout game we're left guessing as to what's canon and what's been retconned. The lack of 5.56 in Fallout 2, in isolation, is enough for me to agree that it never existed. Bethesda added it in Fallout 3 and beyond. Additionally, they also contradict Fallout 2's origin story for Jet by placing it in a vault in Fallout 4. Being more recent, Fallout 3 and 4 set the precedent for retconning (retroactively contradicting) Fallout 2.
You're spot on about the mysterious magnum projectile not working. I must have fat-fingered that extra R in there. Corrected for 4.10.1 with credit given in the change log. Thanks for pointing it out!
Hot damn, another old head returns! Looks like I've got competition again. Though I'll say if it wasn't for your mod CaliberZL would never have been a thing. Welcome back!
Thanks! It's all good, if we make "all of the mods" folks have more choices and that's a win across the board. If there's anything I can do to help further CaliberZL, just lemme know. If you'd like I can link to it on the main page as an alternative to CaliberX.
That would be awesome and appreciated! I'm working on a 2.0 update for it adding even more ammo types including energy weapon ammo for gauss and railguns.
Done. It's after the description, which is a bit long, but it's there. If there's anything else I can do to help, please let me know, though it seems like you've got a better grip on everything than I do and a lot more skill to boot.
hey i just wanted to ask, is it possible to change the names of the ammo types? i've been trying for a couple days to rename the ammo types to something more vanilla friendly in fnvedit but the names keep reverting back to default and the little (FMJ) type suffixes won't go away when taking them out of the ammo's name.
It should be possible, it sounds like you've got a mod loading later in your load order that's reverting your changes. For the record, the suffixes exist in vanilla. If it's not a later mod reverting, make sure you're altering all the appropriate entries in the record - what I mean is that the "name" is only what shows up in inventory, what shows up in the ammo display when your weapon is drawn is a separate entry in the record.
yeah the little AP / HP kind of suffixes near the ammo counter are fine, what i'm talking about is that even when i change the inventory names of the ammo records they still show up with the suffixes in containers and the inventory this is how the ammo looks in fnvedit and this is how they look in game is there some kind of form that specifically handles ammo names in the inventory somewhere, or like a script that changes it? i also have the renaming mods at the bottom of my load order, but it looks like only some of the ammo names that seem to revert to the original CaliberX names
ok so it turns out i've tried running the game without CaliberX, and the whole FMJ suffix in inventory thing's still happening... guess it must be another mod messing with it :/
is there anywhere else i can talk about this so i don't clog this place up lol
That's kinda what I figured, there's a mod loading later in your load order that's reverting your changes. The only suggestion I have is to load your entire load order in XEdit to see what's doing it. Your first image is not publicly viewable, by the way.
weird question to ask but does this mod work with impact? cause ive been trying to get the textures of caliber x take priority over impact but it doesnt seem to work, besides a weird thing i seem to have is a bug with the 10mm and 9mm textures where their textures seem to be bugged since its like the 9mm luger and 45 auto are mixed together. would also like to know if this mod works with WAP
I'd recommend against it, but it won't technically hurt anything if you do. You'd still need to wait for things like vendor stock and NPC inventories to refresh.
2069 comments
could please run me by how to activate the quests that add the ammo types to it(I know how to rechamber them in fnvedit so thats fine)
Ive never used GECK so sorry in advance.
#1: Add Caliber.esm as a master to your mod. This is done by checking off -only- Caliber.esm and whatever the mod you're tweaking is called, and setting the mod file as the "Active" file.
#2: Add a quest named CaliberStartup{YourModName}Quest. Be sure to give your quest a unique EditorID as well - you'll need that for the scripting to come. Personally, I just make the quest name and EditorID the same.
So if your mod is called BigGameRifles, name your quest: "CaliberStartupBigGameRiflesQuest".
#3: Set this quest to start when the game starts, check to use the default script processing delay, and set a priority of 60 (or higher). When done, "OK" out of the quest - leave the script blank for now..
#4: Create a new script. Here is a sample template script you could use to activate 6.5 Grendel and 7.62x39 (be wary of spelling errors/typos. I know in reality the ammo name is "Grendel", but I think in the game assets it's referred to as "grendal", so go with whatever it is in the game files)
scn AmmoActivateQuestScript ;The name of your script, it can be anything really but I'd go with that.
begin gamemode
;this is the ammo you are activating, every ammo in Caliber has a quest that controls its distribution, by starting that quest you ;are adding the ammo to the wasteland, 6.5 Grendal and 7.62x39mm has ;been used here as an example, you can find the names ;of the Caliber quests by looking in the GECK
startquest CaliberActivateQuest65Grendal
startquest CaliberActivateQuest762x39
stopquest AmmoActivateQuest ;Stops the quest that's running this scripts as its not needed now
end ;The end
#5: Change the drop down at the top of the script editor to "Quest", and save the script.
#6: Reopen the quest you created earlier . Select your script from the script dropdown. Make sure "Start game Enabled" is still checked, along with the box for "default script processing delay", then "OK" out of the quest window.
#7: Hit save.
#8: Set your weapon(s) to use the appropriate ammo list(s), shell casings, and projectile resources. (you said you already know how to do that in FNVEdit)
You can run CaliberX without TTW if you use version 4.017 or earlier. First you'd want to download the 3.18 fomod and install it, making sure to disable or delete the plugins CalXgunrunners.esm and CalXhonesthearts.esm. Then download and install the 4.017 update, allowing it to overwrite caliber.esm that was installed by the version 3.18 fomod.
You know, that's more complicated than it needs to be. Just download and install the current version, then downgrade by installing the 4.017 update and allowing it to overwrite.
Edit: Your download history says you've already got 4.017. You don't have to do anything if that's what you have isntalled.
As for disabling the two plugin you mention, I have the Ultimate Edition so I have all the DLC which is the GRA and HH.
The backstory is that CaliberX was released before the DLCs were a thing and introduced its own version of .45 ACP (Honest Hearts later introduced "vanilla" versions of similar ammo) and alternate ammo types that were duplicated by Gunrunners Arsenal. The mentioned plugins were made mostly for folks were already using the items introduced by CaliberX, but as more DLC eventually released and most people using CaliberX weren't already using those older versions of things it made more sense to make CaliberX compatible with the vanilla DLC rather than overwrite or circumvent them.
tl;dr if you use those legacy plugins you're introducing inconsistencies and bugs into your game.
Its a great mod before any other ammo mod I see.
Cheers mate.
Apparently in the TV show, there is a reference to 7.62mm NATO rounds, but I don't know if that is canon or props department mix up. The terminology doesn't feature in anything before the show, as far as I can tell, and never shows up for 5.56mm.
The only other comment I have, is that the "Stranger44MagnumBulletProjectile" (000651D0) references a missing "projectiles\44magnumRprojectile.NIF" asset.
Fallout 3 introduced 5.56 to Fallout canon, primarily for use in weapons that wouldn't even use it in our real world (the R91 assault rifle resembles an HK-G3, chambered in .308 and the Chinese assault rifle which appears to be a mashup of a few different Kalishnikov design variants that would be chambered in 7.62x39) so the Fallout 5.56 cartridge has obviously been internationally adopted or adopted by invaders out of convenience for resupply in the field - implying availability in the US. There's a terminal in the Citadel in Fallout 3 that offers the following "The R Series of combat assault rifles was used reliably following the discontinuation of the M series in the early 21st century...", telling us that it's possible the M16 existed in the Fallout universe until the early 2000s. The existence of the service rifle in New Vegas complicates things as it appears to be a mashup of an AR-10 and an AR-15; this could be taken to imply that the M16 didn't exist, however this can be explained away if they were manufactured by the Gun Runners from an older technical package.
In the end, outside of confirmation from one of the devs of the most recent Fallout game we're left guessing as to what's canon and what's been retconned. The lack of 5.56 in Fallout 2, in isolation, is enough for me to agree that it never existed. Bethesda added it in Fallout 3 and beyond. Additionally, they also contradict Fallout 2's origin story for Jet by placing it in a vault in Fallout 4. Being more recent, Fallout 3 and 4 set the precedent for retconning (retroactively contradicting) Fallout 2.
You're spot on about the mysterious magnum projectile not working. I must have fat-fingered that extra R in there. Corrected for 4.10.1 with credit given in the change log. Thanks for pointing it out!
Now if only OP would respond to my dm haha
something more vanilla friendly in fnvedit but the names keep reverting back to default and the little (FMJ) type suffixes won't go away when
taking them out of the ammo's name.
this is how the ammo looks in fnvedit and this is how they look in game
is there some kind of form that specifically handles ammo names in the inventory somewhere, or like a script that changes it?
i also have the renaming mods at the bottom of my load order, but it looks like only some of the ammo names that seem to revert to the original CaliberX names
i've tried running the game without CaliberX, and the whole FMJ suffix in inventory thing's still happening...
guess it must be another mod messing with it :/
is there anywhere else i can talk about this so i don't clog this place up lol
would also like to know if this mod works with WAP