Fallout New Vegas

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Ravuth

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  1. MesserAR
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    Thank you for update, now the mod has all calibers I really needed!

    About patches, I've updated my collection of BallistX patches for the new update and released it, you can get it here: https://www.nexusmods.com/newvegas/mods/82406
  2. Ravuth
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    Hi y'all :)
    Spoiler:  
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    It's been a while since I've updated this little project of mine which I have worked on and off over the years. A lot has changed since then (nothing serious) and I had to focus on other parts of life. Since I started studying and especially since I've been in the lab, my available free time has reached a new low in such I have to sacrifice hours of sleep on a daily basis in order to get anything done.

    Anybody who studied chemistry, pharmacy, etc. knows how time consuming the practical part and everything surrounding it is. But it's probably equally shitty in other natural sciences as well in one way or another. While you get used to it and labratory work can be kinda fun actually, I didn't want to subject myself into any more work which also includes modding. I always tried to answer and help everyone since I feel obligated to do so as a responsible person but time right now is a luxury I don't have and I really wished I had the time to implement more of your ideas. Not that I will abandon the mod but I will turn the frequency way down in which I upload stuff or answer comments.

    It's amazing how many of you have tried out and enjoyed this mod. I thought it was too nerdy and the projectiles way too glitchy to be fully enjoyed other than by myself and a few other enthusiasts. Back then I just wanted to show how proper ballistics based on actual science can be implemented ingame since pretty much all ballistics mods thus far for FNV and FO4 who claim to have realistic ballistics don't actually even try it and most authors misunderstanding the subject.

    Anyways I just wanted to say that I'm turning down my Nexus activity for a forseable time and now I'm writing too much again, complaining about life. I thank you all for your kind and supporting comments you have left me over the years, it really means a lot to a random stranger like me! Now I'm totally going to enjoy my 7 days of free time and I hope you too have a very nice time :)

    Cheers
    Ravuth
  3. smilehman
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    I can't figure out if Ballist-x is working or not. I was looking to see if I could buy tracer rounds from the Gun Runner but couldnt find it.
    Maybe I dont have the mod in the right load order? Im using viva new vegas's mod organizer guide so I put the temp mod and ballistx mod at the bottom of the gameplay separator.
  4. IrishFalloutLad
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    Can you make the casings not weigh anything in options?
  5. saviddubstep
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    I'm currently pulling my hair out because I've created a weapon patch for Hit - RPD and no matter what I do the game just will not read it. I followed the guide and even wrote a txt script and it just doesn't care. It uses 5.56 regardless. 

    I'm not sure how, but the patch started working randomly. I guess maybe I just needed to remove the old CMG and add a new one to my inventory? Either way, I'll get permission and upload the patch
    1. Ravuth
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      Glad it worked out for you somehow. The guide is in desperate need of an overhaul. Sometimes, or well most of the times, if you change the caliber of the weapon while you already have said weapon in your inventory results its caliber seemingly not being changed (even though it is). The reason for this is that your loaded safe still says that you have the 5.56 loaded. In most cases, changing the ammo type via inventory (not pressing "2") should fix it or, like in your case, adding a new gun to your inventory.

      Sorry for the late reply, I've been quite busy the past few months. Feel free to upload as many patches as you like. My mods will always be free and as open as possible so others can play and tinker with it without any worries :)
    2. saviddubstep
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      What you described is actually exactly what happened to me. I had to delete the weapon from my inventory and give myself a new one lol. 
  6. ModfinDer567
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    fantastic work.
  7. jedp15
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    I'm sure I'll have more questions down the road, but for right now, looking through the files, I see there's no new models for the new ammos. Off the top of my head, I know IMPACT & CaliberX include new models for ammo & casings, etc. Since there's no new models, the only assumption can be that these all use in-game models, so BallistX will use whatever replacer we have for vanilla ammo assets?
    1. Ravuth
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      You are correct, there are no new models and I rely on vanilla assets since I don't know how to create new models and texture them. Using replacer models for vanilla assets will mean that the changes made in there also apply to BallistX's new ammo types.
  8. ProfMajkowski
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    Oh cool, an update! Thank you for all your hard work on this mod. It basically completely changes the way I apporach firefights and it's a lot of fun! 
    1. Ravuth
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      Great to hear you're having fun!
  9. asadsfffry5
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    Really loving this mod, however I have to ask a few questions, just to be sure.

    1)As what I can see through Xedit, the catridgedata is linked to projectiles. Does this mean, in order to patch a new gun with new ammo, I should:
    -create a new projectile removing hitscan and gravity
    -fill it in the cartridge's projectile tab
    -set its characteristics in the cfg in customcartridgedata
    -leave the weapon tab without changing its projectile and only setup its data in the cfg in customweapondata
    2)What will happen to a weapon not properly set up, like a new gun firing new ammo?
    3)How energy and gauss weapons are being affected by this mod, as lasers are hitscan and energy weapons all use the same cells, plus gauss can have insane velocity, also should I patch new energy weapons?

    Thank you for your contribution.
    1. Ravuth
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      It's great to hear that you like this mod!

      1)
      - Correct and addition to that set the speed to 70x the value you intent to set up in the "CustomCartridgeData"
      - Yup, but you probably need the spreadsheet to help you out with the max. velocity and pressure distance. For that, go to the Physics-Model tab of the spreadsheet and search for "Peak Pressure Distance and Max. Velocity Helper". In there you have to to fill the 2 barrel lengths (in inches) with its corresponding velocities (in m/s). The spreadsheet will then tell you numbers for PPD and max. velocity. Be sure not to have the max. velocity exceeding ~1700 m/s since I don't have drag models exceeding Mach 5
      - Correct, as long as the ammo used is linked with the corresponding projectile it will spawn it when shooting
      2)
      While this mod technically works with every wepon that uses BallistX's ammo, only the ones properly set up in "CustomWeaponData" will have the correct muzzle velocity and zero. Otherwise bullet will only have 80% of the max. velocity as its muzzle velocity. If you don't know the zero or don't want to calculate it, you can leave it at 0.0. It makes virtually no differences in Fallout New Vegas' short combat distances.
      3)
      Energy weapons and gauss rifles are unaffected. Probably leave it be as energy weapons are pretty strong on its own especially with the related perks.

      Sorry for the late reply btw. I unfortunately don't have much time so I can answer only irregularly. I hope this helps and thanks for checking this mod out!
    2. asadsfffry5
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      No problem and thx for the detailed reply! I happened to be just around and really excited to see this updated, I shall try the new version right away.
    3. Ravuth
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      Always glad to help!
  10. IiRedKai269iI
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    How do i balance the damage? my god i install this mod and in some settlements like Megaton in TTW or Legion Camp i get killed in seconds and in the case of the Camp my character does not stand for more than 1.5 seconds...
    1. IiRedKai269iI
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      Waiting a response
    2. Ravuth
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      I don't know? This mod hasn't been really made for running heads on into combat. I tried to keep the damage close to the vanilla values as well as integrating minor parts about terminal ballistics (=what happens when the bullet hits you). The damage standard I set for this mod is the 7.62x51mm M80 with an average damage of 55 which is about the same as the Paciencia rifle. I derived every other damage model for ammo type and caliber from it for ingame consistency. You can read more about terminal ballistics here (WayBack Link).

      What you could do is to lower the difficulty setting, play more carefully (you die faster but so does everyone else), disengage or increase the engagement distance since the damage drop off for pistol caliber rounds are generally worse than those of rifles. Btw. the damage done in dedicated FPS games like Battlefield are just slightly lower than those found in my mod with the difference that the character in FNV has like 2-3x as much HP.
  11. MesserAR
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    I've made patches for various weapon packs/mods. There are about 62 of them done so far, including: Wasteland AR Pack, CFWR, Dead Money Tweaks, Another Millenia update v2.4, AM Gun-Addon update v1.5.4, AAC Honey Badger, AWO weapons and so on. Leveled lists from some mods like TLD, JSUE, SWEEP etc. have also been patched to be compatible with caliber changes on vanilla weapons. The patches come with Custom Weapon Data and caliber changes to their respective caliber (e. g. MG42 - 7.92x57mm, Springfield M1903 - .30-06 Springfield, etc.). 

    This is a test version at the moment, not all patches have been tested. If you find any issues, especially in Custom Weapon Data, let me know. Installation is provided by FOMOD-installer, just follow the instructions in the installer.

    Download link: ---

    UPD: it's released, get it here: https://www.nexusmods.com/newvegas/mods/82406

    Before installing you need to do:
    1. If you use CFWR, set all values under [Caliber Choices] in "CFWR Config.ini" to 0. 
    2. If you use Dead Money Tweaks, set "bPoliceCarbine32instead" to 0 in "DMT Config.ini".
    3. If you use Another Millenia, in "Another Millenia Config.ini" set "bDisableAmmoSwaps=1" under [Another Millenia Settings]

    Changelog:
    Spoiler:  
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    v.0.1 - v.0.7:
    Mainly - fixes and additional patches

    v.0.18 (28.02.2024):
    Added patches for Hit - RPD, Hit - Vector, COD CW Barrett M82
    Updated existing patches for Another Millenia and Another Millenia Gun-Addon


    To Ravuth: In case you ask, I allow you to integrate any of my patches into your patch pack, especially updates for existing patches. And, once I finish working on the patches, can I publish them as a separate mod? It would be proper to ask you this anyway, even if it's not necessary.
    I would also like to ask you to add some calibers in the updates, such as: 
    - .30-30 Winchester (common cartridge, needed mainly for the Winchester M1892 from AM);
    - .50 Beowulf (very necessary, for Survivalist's Rifle, for some guns from ZL Armaments Remastered and many more)
    - .32 ACP (common cartridge, needed mostly for the PPK (so far it uses .25 ACP) from the new AM update, and probably for this
    - 5.8x42mm (already mentioned reasons)
    1. Ravuth
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      Wow, this amount of work you've done is amazing! Sure, go right ahead and publish it as a seperate mod if you're ready!

      I'm always very open when it comes to my stuff. If you want, you can integrate "Weapon Pack Patches - ESPless" within your patches, maintain it and make changes as you see fit since right now I never could find the time to do much alongside spending time at uni, the lab and doing related work at home (sorry for going AWOL every now and then).

      The good news though: The 5.8x42mm and .30-30 Winchester alongside other calibers are already done, just sitting on my drive waiting to be released (see changelogs). I probably won't upload the weapon patch for the Wasteland AR Pack even though it's done, just not properly tested, as you have already taken care of it. I'll include the .50 Beowulf and the .32 ACP in update 5.5
    2. MesserAR
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      Oh, that's really great. I will do as you suggested, I will integrate your patches into mine and maintain them. As soon as you release 5.4 update, I will release my patches. 

      Also, I have an idea: there is a mod that expands the vanilla weapon modification system, it's called NVWO Weapon Smith. Soon there will be many mods with support for this mod, and some of these mods will have weapons with variable barrels and probably with different barrel lengths. So, I think it would be a great idea to add support for BallistX and NVWO Weapon Smith, more specifically, to make it so that for each weapon barrel modification you can specify its own Custom Weapon Data.
    3. saviddubstep
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      So I've installed the AM+GA patch, added the line as mentioned to both, but some guns are still using the ammunition that is chosen for them by default with AM. For example, the Merc Shotgun (KS-23) should be using the 23mm shotgun shells, but instead it's using just bog standard 12 gauge shotgun shells. Another example is the Merc Marksman Rifle (VSS) is using .50AE ammo instead of the correct 9x39 ammo. 

      Reinstalled by merging the patches instead of simply adding them into MO2 and it works perfectly
  12. jnnyrly
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    Is it possible to manually remove the rename of ammo types? I just find myself constantly going to pipboy because I don't know which ammo is HP or AP. Fantastic mod, I just don't need that element of realism.
    1. Ravuth
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      You can use xEdit and change the names if you want to. The reason why I did not is because sometimes, there are e.g. multiple bullets of the same caliber that would fall under the category FMJ. Also it helps me personally to categorize its performance better (damage, armor pen, speed, BC, etc.) since I did some research about the real life equivalents.

      If it helps, would you like to see something like B42 Descriptions beeing integrated sometime in the future where I superficially explain the various ammo types?
    2. Airplane01
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      What field do I have to change in order for the names to go back to vanilla? I reverted the FULL - Name of everything that had either the base game or DLCs as masters but my bullets are still named as in your mod
    3. Ravuth
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      You have to rename them in BallistXAmmo.esp as this file is responsible for overwriting the names.
    4. ajdrigs
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      I would love to see something like B42 Descriptions, Cause I've been sitting here googling trying to figure out which 50 BMG ammo I'm using. lol
    5. asadsfffry5
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      Second to fantastic mod, though I think a more immersive naming style will be better in a number of ways aside from readability, not only considering manufacturers and designations likely strike little importance for the wastelanders to memorize them, but also how things change about them post-war. Not sure about the lore about these though.