Does anybody know the item ID for a .30-06 Battle rifle? I installed the mod correctly, but I seem to have problems converting from vanilla .308 to .30-06. I can make ammo just fine, so that's not the problem. Yes, I have a Battle Rifle in my inventory.
It would be cool to have a version of this mod that just adds .30-06 to leveled lists, vendors, loot and stuff instead of going through the whole conversion process. I know other people have done something similar such as with .410 ammo. Reason is, I don't want to mess around with stuff like CASE where it adds so many things, and I don't think it's really realistic to convert .308 cases to .30-06 cases. Support for the Automatic Rifle would be cool too, but you'd probably have to add to the Sierra Madre Vending Machines so that they can give .30-06s in addition to .308s and add an associated vending machine code. Actually, that would be pretty cool.
I love the idea for this mod, and the fact that you have tried to support CASE. Case is lovable too, and it links back to this mod. Its a really well developed concept, around the ammo-crafting in a low-tech dirty, slow high caliber low velocity punch sort of way.
I would be pleased to see this finished a little more, especially if that meant better wmx and fook-pn convergence integration, modding and weapon mod recipies, and maybe texture upgrade. Of course, its pretty cool right now, too.
I would also love to bring this mod to a bit more of a "finished" state one day, but sadly I don't see that happening any time soon, at least until my gaming habits take me back to New Vegas. As far as what you are looking to be included, those are likely something that I would never do. WMX was included as a request, which I decided to go back on due to issues with any Battle Rifle models that use the vanilla iron sight alignment. I just don't play with Project Nevada, so I have no desire to link any of my mod projects to them. I would likely go back to the recipes (for that's really what this mod is, some recipes for different ammo types) for rebalancing. New textures and models would almost certainly never happen as I am not an artistic Dude.
After getting it working I noticed that 30.06 isnt craftable. Whether they be cases or rounds. I have 65 repair skill and handloader. I have CASE mod installed and the appropriate esm/p files installed. I do see a bunch of .308 winchester (which I believe is added through CASE) but nothing for the 7.62x63 we all love so much.
Odd... I really don't know why that would be happening. I do know that .30-06 rounds require having a .30-06 case in your inventory (same as Craft Pack's recipes for CASE .30-06 rounds), and the .308 to .30-06 case conversion recipes require having .308 cases in your inventory to make the recipes visible. If you still can't get the conversion recipes to show, you could try Craft Pack's recipe to make .30-06 cases from raw Brass.
Failing that, I really can't see what the problem is. I'm currently taking a hiatus from New Vegas and Skyrim, both playing and modding, so I can't go in game or into the GECK at this time to take a look around to find out what the problem might be. The only other thing that jumps out at me is an unforseen mod compatibility issue with a different mod that may affect the ammo or crafting systems. The only way I can think of to solve this is to try loading CASE, Craft Pack, and this mod at the very bottom of your load order, overriding any changes that may be made by a conflicting mod.
Edit: Just a notice, keep in mind that this was my very first public released mod made with the Creation Kit system, so it is prone to be a bit... rough around the edges, especially the 1.01 BETA version. One day, if I ever get back into New Vegas again, I will look into updating this mod to a 1.1 version that includes Automatic Rifles and the previously mentioned new ammos (which I lost in a HD crash over a year ago! DOH! ). Stay Tuned, maybe before this year is over... No promises though
Strange, I've never had any problems with new/saved games or Boone when I made/played/tested this mod (Boone was my preferred rifleman, and I made this mod after I already had him / the items in my preferred savegame). Any specifics on how your game was messed up? There could very likely be complications with other mods, so you might want to do some testing running this one both with and without other mods to see if anything conflicts. Its important to note that this mod doesn't make any changes to followers at all, only to Battle Rifles (+This Machine), some ammo, recipes, repair list, Grunt perk, and placement of the schematic. I suppose if a mod edits Boone to have the Grunt perk, this might cause an issue, but I haven't played New Vegas in so long I don't really know what that would do.
Edit: Apparently the "help" console command only lets you get item IDs in Skyrim, I'll get an ID up for the .30-06 Battle Rifle when I can...
Edit2: I know this is probably WAAAAY too late, but just in case anyone reads this later on, the FormID for the .30-06 Battle Rifle is **0010B7. Replace ** with the load order of the mod.
Pretty sure it'll mess your game up if you're carrying a battle rifle before installing it. I can't access Boone's inventory now. What's the item ID for the battle rifle so I can remove it?
Sorry I haven't had an update on 1.1 for a while. I've had other things to do that have been keeping me from modding, but the project certainly isn't abandoned yet. Now that CASE and Craft pack have updated to 2.0, I'll have a bit more to play around with.
For those dutiful enough to read the comments, here's the current list of ammos being added to v1.1:
Multiball, x3 (Check out this link, then scroll down to the section about Multiball rounds, specifically Project Salvo. I am pleasantly surprised with how these work in alpha testing. Similar to a riot shotgun loaded with 4/0 buck. http://cartridgecollectors.org/30-06intro/ )
Armor Piercing Incendiary, M14A1 (CASE + Craft Master only. Intended as a "fun" round for players with a high repair skill, these aren't necessarily balanced against other ammo types, although they will perform in a similar fashion to CASE incendiary rounds, with -DT on the initial hit.)
All other CASE ammo variants, such as SWC +P, Plastic, FMJ, JSP, Tracer, and more. (Not balanced against my new ammos, they will be exactly the same as CASE .308 rounds, with slightly different recipes. CASE + Craft Master only.)
EDIT: On a sadder note, I'm removing recipes for crafting WMX weapon mods. I was never really sure about including them in the first place, and upon further review of how WMX handles crafting other weapon mods, I'm just going to pull the recipes. Buy them from a merchant. Sorry.
Update 3/10: Sorry for the lack of progress, real life is funny that way when it comes to things that you don't get paid for. Alpha testing of new content is more or less complete. All that's left to do is making a full beta build, test that out, fix bugs, then make the final build... aka most of the work. Hang in there, true believers!
17 comments
I would be pleased to see this finished a little more, especially if that meant better wmx and fook-pn convergence integration, modding and weapon mod recipies, and maybe texture upgrade. Of course, its pretty cool right now, too.
I would also love to bring this mod to a bit more of a "finished" state one day, but sadly I don't see that happening any time soon, at least until my gaming habits take me back to New Vegas. As far as what you are looking to be included, those are likely something that I would never do. WMX was included as a request, which I decided to go back on due to issues with any Battle Rifle models that use the vanilla iron sight alignment. I just don't play with Project Nevada, so I have no desire to link any of my mod projects to them. I would likely go back to the recipes (for that's really what this mod is, some recipes for different ammo types) for rebalancing. New textures and models would almost certainly never happen as I am not an artistic Dude.
Thanks again!
Failing that, I really can't see what the problem is. I'm currently taking a hiatus from New Vegas and Skyrim, both playing and modding, so I can't go in game or into the GECK at this time to take a look around to find out what the problem might be. The only other thing that jumps out at me is an unforseen mod compatibility issue with a different mod that may affect the ammo or crafting systems. The only way I can think of to solve this is to try loading CASE, Craft Pack, and this mod at the very bottom of your load order, overriding any changes that may be made by a conflicting mod.
Edit: Just a notice, keep in mind that this was my very first public released mod made with the Creation Kit system, so it is prone to be a bit... rough around the edges, especially the 1.01 BETA version. One day, if I ever get back into New Vegas again, I will look into updating this mod to a 1.1 version that includes Automatic Rifles and the previously mentioned new ammos (which I lost in a HD crash over a year ago! DOH! ). Stay Tuned, maybe before this year is over... No promises though
Edit: We did it!
Edit: Apparently the "help" console command only lets you get item IDs in Skyrim, I'll get an ID up for the .30-06 Battle Rifle when I can...
Edit2: I know this is probably WAAAAY too late, but just in case anyone reads this later on, the FormID for the .30-06 Battle Rifle is **0010B7. Replace ** with the load order of the mod.
Sorry I haven't had an update on 1.1 for a while. I've had other things to do that have been keeping me from modding, but the project certainly isn't abandoned yet. Now that CASE and Craft pack have updated to 2.0, I'll have a bit more to play around with.
Endorsed, looks great and works great.
Thank you
Now if you could only make a nice Winchester 30-30, aka model 94, lever action
Winchester 30-30 from Wikipedia
For those dutiful enough to read the comments, here's the current list of ammos being added to v1.1:
Multiball, x3 (Check out this link, then scroll down to the section about Multiball rounds, specifically Project Salvo. I am pleasantly surprised with how these work in alpha testing. Similar to a riot shotgun loaded with 4/0 buck. http://cartridgecollectors.org/30-06intro/ )
Armor Piercing Incendiary, M14A1 (CASE + Craft Master only. Intended as a "fun" round for players with a high repair skill, these aren't necessarily balanced against other ammo types, although they will perform in a similar fashion to CASE incendiary rounds, with -DT on the initial hit.)
All other CASE ammo variants, such as SWC +P, Plastic, FMJ, JSP, Tracer, and more. (Not balanced against my new ammos, they will be exactly the same as CASE .308 rounds, with slightly different recipes. CASE + Craft Master only.)
EDIT: On a sadder note, I'm removing recipes for crafting WMX weapon mods. I was never really sure about including them in the first place, and upon further review of how WMX handles crafting other weapon mods, I'm just going to pull the recipes. Buy them from a merchant. Sorry.
Update 3/10: Sorry for the lack of progress, real life is funny that way when it comes to things that you don't get paid for. Alpha testing of new content is more or less complete. All that's left to do is making a full beta build, test that out, fix bugs, then make the final build... aka most of the work. Hang in there, true believers!