Fallout New Vegas
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Zealotlee

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zealotlee

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About this mod

A caliber expansion mod like no other! Ammo integrations via scripting with no cluttering or useless ammo types! Custom ammo assets for all types!

Requirements
Permissions and credits
Changelogs


This mod attempts to expand the available ammo calibers with a clean, modern implementation. Past caliber expansion libraries tend to integrate not cleanly and added bloat to ammo loot with many types of ammunition never being used.

CaliberZL relies highly on mod authors to create clean implementation. A sample script (snipped from ZL Armaments) will be provided below.

If you're downloading this mod because another requires it, then no worries!



Dynamically implements the following ammo types. Different calibers will only be loaded if called by a mod that uses it. All ammo types have crafting and breakdown recipes including hand load and junk variants.

  • 9x18mm
  • 9x39mm
  • 7.62x25mm
  • 7.62x39mm
  • 7.62x51mm
  • 7.62x54R
  • 5.45x39mm
  • 12.7x42mm
  • 12.7x55mm
  • .40 S&W
  • .410 Gauge
  • .338 Lapua Magnum
  • .408 CheyTac
  • .30-06 (with fun Incendiary & Explosive varieties!)
  • .300 Blackout
  • 5.7x28mm
  • 4.6x30mm
  • .458 SOCOM




All DLCs required.




ZL Armaments
Works out of the box.

Caliber Based Damage
Supported & compatible.

Physics Based Ballistics
Supported & compatible

Another Millenia + Addons
Supported & compatible

Hit - RPD
Supported & compatible. Uses 7.62x39mm.

SiouX Weapons Reloaded
Supported & compatible. Intervention uses .408.

AR57 PDW
Supported & compatible, uses 5.7x28mm.

Patches

CaliberZL TTW Integration
CaliberZL Rechambers - Rechambers vanilla + DLC weapons.
Consistent Caliber Renaming - Recommended, makes the vanilla calibers fit with CaliberZL naming scheme.
SPARE - CaliberZL Patch - Now compatible with Sweet6Shooter's SPARE mod!
Supplemental Ammo Crafting Patch

Incompatibilities

None! (So far)




Install and activate with mod manager of your choice. If using any above compatible mods, load this mod after them in the load
order.



Q: Will you add [AMMO TYPE]?
A: If an existing or released mod can make use of it, perhaps. There are more types I plan to add in the future, but I wanted to cover some popular and requested niche rounds.

Q: Does this mod do anything if no other mods integrate with it?
A: Nope! The mod authors are responsible for creating patches to get calibers to integrate on game start. See the below "FOR MOD CREATORS" section for more info.

Q: Hey, you're collecting DP on this!
A: Yes, because I did the majority of the work and didn't rely on other's hard work.

FOR MOD CREATORS
The following is a sample script of how to integrate an ammo type into your mod. You will need the required mods listed in the requirements for these scripts to function.

scn CaliberZLScript

Begin GameMode
    if GetGameRestarted
        if IsModLoaded "zl_caliber.esm" == 1

                ;Get the currently equipped weapon, if any. This is to check
                ref rCurrentWeap = player.GetEquippedObject 5
        
                ;Set up your references here. You'll need at least the 4 listed below. Change to whatever ammo type you're adding.

                ref rAmmoList9x39mm = EditorIdToFormID "ZLAmmoList9x39mm"
                  ref rAmmo9x39mm = EditorIdToFormID "ZLAmmo9x39mm"
                  ref rAmmo9x39mm75 = EditorIdToFormID "ZLAmmo9x39mm75"
                  ref rAmmo9x39mmCase75 = EditorIdToFormID "ZLCase9x39mm75"

                  ;The key to the whole mod - this is where you call in the ammo types you intend to use and integrate them into the game's leveled lists.
                  ref rZLCaliberIntegration9x39mm = EditorIDToFormID "ZLCaliberZIntegration9x39mm"
                call rZLCaliberIntegration9x39mm

                  ;This overrides the projectile of the ammo to change the look of the bullet in VATS
                  SetAmmoProjectile rAmmo9x39mm r9x39mmBulletProjectile
    
                  ;Here you set your weapons to the new ammo list
                SetWeaponAmmo rAmmoList9x39mm ZLWeapVSS

                ;Then (if not set already) assign the proper shell casing to the weapon entry.
                SetWeaponShellCasingModel ZLWeapVSS "projectiles\zl\9x39mm_casing.nif"

                ;Then clear out any old WithAmmo leveled lists and rebuild them
                LeveledListClear ZLWithAmmoVSSLoot
                LeveledListAddForm ZLWithAmmoVSSLoot ZLCondVSSLoot 1 1 1.0
                  LeveledListAddForm ZLWithAmmoVSSLoot rAmmo9x39mm 1 1 1.0
                  LeveledListAddForm ZLWithAmmoVSSLoot rAmmo9x39mm75 1 10 1.0
                  LeveledListAddForm ZLWithAmmoVSSLoot rAmmo9x39mmCase75 1 5 1.0

                  ;I've removed the "Unequip" function that used to be here until I find a solution. Currently it unequips a weapon regardless or not if its in the checked formlist. Just keep in mind that until the player unequips and re-equips a weapon affected by CaliberZL the ammo change won't be reflected. This is only on the initial load of the game! Loading another save (or the same save file) won't have the integration run twice.

        endif
    endif
end



Zealotlee - Ammo meshes & textures, scripting.
Sweet6Shooter - Helping create the function that integrates ammo types

Huge special thanks to the Another Millenia team & discord! Couldn't have done it without ya'll.

If you enjoy my mods, please consider throwing a donation my way. I make
them because I enjoy them, not for any kind of monetary gain. It's not
at all required or even encouraged, but it is appreciated.