Fallout New Vegas

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

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2044 comments

  1. matboygg
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    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.
    1. Brigand231
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      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)

  2. platao4212
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    why is the casing for the 308 just saying W +16?
  3. platao4212
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    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
  4. platao4212
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    is it safe to add this mod mid playthrough, even with the ems update?
    1. Brigand231
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      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.
  5. Winzer45
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    Is there a mod to add the activated calibers to the ammo press in TTW The Pitt?
  6. Winterdeath101
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    If you want to use vortex take the file and put it in the "drop files" area of vortex
    1. Johntism
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      You're actually a legend my guy.
  7. andrewree21
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    would this mod work with vortex?
  8. Warbringer675
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    So I have everthing working correctly, except the ammo in question (454 casull & 380acp) isn't appearing at the reloading bench. I have the crafting schematic mod installed and am able to get rounds from merchants just notcraft my own.
    Also, GECK is informing me that the iActivate454Casull is an unknown variable or function, i've spent too long on this mod to just give up lol
    Here is the script I made following the guide the the readme.

    scn myquestScript
    Begin GameMode
    set CaliberActivateQuest.iActivate454Casull to 1
    set CaliberActivateQuest.iActivate303British to 1
    set CaliberActivateQuest.iActivate380ACP to 1
    set CaliberActivateQuest.iActivateCaliber to 1
    stopquest myquest
    End
  9. darc22005
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    Issue with some GRA ammos not wanting to be be loaded into guns they should.

    like 50 mg explosive doesnt want to work with any 50 cal guns
    1. CodenameJustice
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      Came here to post this too.
      CaliberX is very unpolished, and since the author currently has no interest in updating it, it's best to just use something else.
    2. darc22005
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      I see, thanks for the info, shame though cause i do really like this mod. but my literal favorite ammunition in the game the explosive rounds doesnt work with it lol
    3. Man2HandLove
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      Is BallistX a good alternative or do they do different things?
  10. Man2HandLove
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    This Mod Has 7 Dirty Edits. Should This Mod Be Cleaned?
  11. AllAmerican13
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      What's going on everyone? I thought I'd pop in here and add something that I came across. I'm new at making/editing scripts in GECK, but I followed the directions for creating the Ammo Quest and the Scripts for the quest exactly as stated. However, when I was trying to save my script in GECK, it wouldn't take it. So I did some looking and found the error that made it not work.

      In the readme, and a few other posts regarding how to word your script, it states to add: Stopquest CaliberStartup{Quest Name}Quest  below the ammo activation scripts. That single line was my only error. I finally got it to save after I changed it to: Stopquest {Quest Name}  or more specifically: Stopquest NewAmmo. (NewAmmo being the name of my quest.)

      So I'm just a bit confused why this worked and the original directions didn't. Anyone else have this happen to them?
    1. blackgoku666
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      man i tried your fix but it did not work. im trying to add the new ammo 8x57mm to a gun mod called Kar98K (by scottmack). this is the script i wrote: 

      scn CaliberStartupKar98KQuestScript
      begin gamemode
          Startquest CaliberActivateQuest8x57
          Startquest CaliberActivateQuest8x57AP
          Startquest CaliberActivateQuest8x57HP
          Stopquest CaliberStartupKar98KQuest
      end

      when i try to save it only gives the pop up message "save script current=" when i click save, nothing happens.
      i tried the notepad instructions and the one in the sticky note, but no bueno. im new to GECK and i dont know shit. maybe doing something wrong. 
    2. jynx474
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      Okay, you only need CaliberActivateQuest8x57 in the script.  Also GECK is Real Finicky  about Like Spacing and using the tab button for indenting lines of code.  So try this out.

      scn CaliberStartupKar98KQuestScript

      begin GameMode

      Startquest CaliberActivateQuest8x57
      StopQuest CaliberStartupDar98KQuest

      end

      hope this helps :)