Fallout New Vegas

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Earache42 - Fluidfire - odin_ml - Maintainers Brigand231 - WhiskeyRiver2 - RoyBatterian

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Change Log, Caliber 5.0
=======================

- Completely Overhauled
- Caliber is now an overhaul in addition to a modders resource (you don't need other recipe mods)
- Carries forward bug fixes from YUP (except some VATS fixes for shotguns that don't always work)
- Fixed Hand Loader perk to be available at 50 Guns skill instead of 70
- Fixed some vendors to respawn their inventories
- All DLC Required and Supported (except crap packs)
- Supports TTW - no patch required
- New Ammos and Recipes (too many to list)
- Bulk ammo/supplies bug fixes
- Expanded vanilla Ammo and Recipes
- All Ammo renamed for consistency
- All Ammo effects checked and fixed where required
- All Recipes renamed for consistency
- All Items renamed for consistency
- All Cases and Reloading supplies renamed for consistency
- All Projectiles renamed for consistency
- All tracers removed (npc's tracers are hard coded!)
- Rebuilt activation system to reduce resource usage and better integration
- Removed Globals to reduce resource usage
- Removed all icons that clashed with base game style
- Full set of leveled lists to make vendors and loot containers
- Overhauled weight and values
- All recipes made equal
- All recipes now require Guns, Explosives or Science instead of repair
- All ammo recipes moved to reloading bench
- New categories
- All Editor ID's renamed for consistency to ease scripting
- All records checked for bugs and inconsistencies
- 20x102mm Vulcan removed due to lack of assets
- Deprecated .45 ACP and 5.56 rounds removed
- PN Sorter support
- Test Cell added (don't open the vendor chests, game bug causes hang)
- NVSE, JIPNVSE and LutanaNVSE is required! (stop living in a cave)
- Patches need to be rebuilt, sorry. On the plus side it's easier now
- There will be bugs (hopefully minor)
- If you don't like the changes use the old 4.017 version (and enjoy all the bugs in it)
- Bulk recipes were removed, use JIP Improved Recipe Menu http://www.nexusmods.com/newvegas/mods/59638
- You don't need mods like Missing Ammo Recipes anymore, Caliber does it all.

Requirements:
=============

Fallout New Vegas, Dead Money, Honest Hearts, Old World Blues, Lonesome Road, Gun Runners Arsenal
NVSE 5.0 Beta 3 http://nvse.silverlock.org/
Lutana NVSE http://www.nexusmods.com/newvegas/mods/55399
JIP NVSE http://www.nexusmods.com/newvegas/mods/58277

Credits:
========

Original Authors: Earache42 with FluidFire and odin_ml
Updates and Maintainers: Brigand231 and WhiskeyRiver2
Overhaul: Roy Batty

Resources:
==========

32 S&W Ammo Box Model and Texture: TrickyVein

Additional Credits:
===================

Please see the 4.017 readme for full credits and change log.

Modders Resource information:
=============================

All the globals are gone, the reason is they are very heavy on engine resources.
All the activation quests are gone, there is now a master quest.

The Master Quest is CaliberActivateQuest

The Activation Variables are:

iActivateCaliber14mm
iActivateCaliber22250
iActivateCaliber2mmEC
iActivateCaliber3006
iActivateCaliber300WinMag
iActivateCaliber3030
iActivateCaliber303British
iActivateCaliber30Carbine
iActivateCaliber32SW
iActivateCaliber338Lapua
iActivateCaliber375HH
iActivateCaliber380ACP
iActivateCaliber4070Sharps
iActivateCaliber408CheyTac
iActivateCaliber40SW
iActivateCaliber416Barrett
iActivateCaliber444Marlin
iActivateCaliber454Casull
iActivateCaliber455Webley
iActivateCaliber458SOCOM
iActivateCaliber45LC
iActivateCaliber460Rowland
iActivateCaliber46x30mm
iActivateCaliber500SW
iActivateCaliber5070Govt
iActivateCaliber50AE
iActivateCaliber545x39mm
iActivateCaliber57x28mm
iActivateCaliber65mmGrendel
iActivateCaliber68mmSPC
iActivateCaliber75x55mmSwiss
iActivateCaliber762x25mmTokarev
iActivateCaliber762x39mm
iActivateCaliber762x54mmR
iActivateCaliber8x57mmMauser
iActivateCaliber9x18mmMakarov
iActivateCaliber9x25mmDillon
iActivateCaliber9x39mm
iActivateCaliberDarts ; currently not used, in a future update
iActivateCaliberHNNeedle
iActivateCaliberMesmetron ; currently not used, in a future update
iActivateCaliberRailwaySpikes ; currently not used, in a future update
iActivateCaliberRPG
iActivateCaliber47mmCaseless

If you need the Cookbook variable it is:

iActivateCaliberXCookbook

How to activate a Caliber example:
==================================

Create a quest called MyQuest

[example script for 32 S&W]

scn MyQuestScript

Begin GameMode

set CaliberActivateQuest.iActivateCaliber32SW to 1 ; Caliber to activate
set CaliberActivateQuest.iActivateCaliber to 1 ; control variable to enable activation of calibers
stopquest MyQuest

End

That's it, that's all you have to do.

Using the assets:
=================

Extract the BSA with your favorite BSA management tool and create a mod package of them to install and use with the GECK if you desire.

Dos and Don'ts:
===============

You'll want to change your guns's ammo list, WithAmmo lists and possibly the projectile or casing to Caliber's, you can do that via script or by hard edits.

Do NOT edit ammo lists via script, it will cause a main menu hang if that weapon is hotkeyed.

Do NOT edit containers via script, the changes won't stick.

Do NOT use AddFormToFormList or AddItemToLeveledList, use the safe functions ListAddForm and LeveledListAddForm. These functions must be run on every game load in an if GetGameRestarted block.
This will ensure that your mod can be removed from load orders without corrupting their save games.

There is a FULL set of leveled lists for making loot containers, vendors, and making your own WithAmmo lists. Please use them rather than dropping stuff directly into inventories/merchant containers or loot containers/lists.
This will ensure your mod retains compatibility with future updates, and will allow rebalance patches for Project Nevada and other mods.

Permissions:
============

All work contained herein is the property of the respective authors.

You may not use any of the assets in CaliberX without the express written permission of the author of that asset in your own mod without CaliberX as a master.

You may use assets in CaliberX if the mod is a master to your mod.

An exception is the scripts. You may copy and use the scripts contained herein for your own purposes as you see fit with or without credit. Credit is preferred however, and should be given to Roy Batty.

Legalease:
==========

THIS MATERIAL IS NOT MADE, GUARANTEED OR SUPPORTED BY THE PUBLISHER OF THE SOFTWARE OR ITS AFFILIATES.