CaliberX

by admin on February 28, 2011

Author: Fluidfire and Earache42

CaliberX is a fusion of FluidFire’s Caliber mod for NV with the xCalibr Ammo Pack from FO3. It provides a comprehensive, eye pleasing upgrade to Obsidian’s complex and interesting ammunition system. CaliberX adds popular new rounds to the game, and extends the vanilla ammo with powerful new options. Then it throws your game into overdrive with hi-resolution bullets and shell casings, detailed world objects, accurate weights, scaled ballistic data and alternate ballistic options, casing weight & recovery, and enhanced features for modders.

CaliberX goes beyond FO3 CALIBR and xCAL in that it provides not only an ammo standard, but an ammo DISTRIBUTION standard as well. No longer will mods overwrite each others vendor list changes. No longer will weapon modders need to learn FNVs whole ammo list system or how to use the AddItemToLeveledList command. Plug and play baby.

Download: EasyShare / Duckload

Use FOMM’s package manager to install the FOMOD ready 7zip file

After installation, most bullets and some shell casing (like the 12 gauge) will be automatically upgraded, but the rest of the goodies lie dormant until used. The full benefit of Caliber X requires use of GECK. Specifically, when you change the ammo type of a weapon, you can now also select the appropriate projectile data and shell casings. When building a cell, you can now populate it with a huge assortment of identifiable ammunition types. If you are building an armory, you NEED this mod!

To enable new rounds:
If you are a modder, follow these simple instructions.
#1: Add Caliber.esm as a master to your mod.

#2: Add a quest named CaliberStartup{YourModName}Quest

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’s an example for the fictitious BigGameRifles mod which will activate 416 Barrett and 338 Lapua Magnum:

scn CaliberStartupBigGameRiflesQuestScript

begin gamemode
Startquest CaliberActivateQuest338Lapua
Startquest CaliberActivateQuest416Barrett
Stopquest CaliberStartupBigGameRiflesQuest
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 ? CaliberStartupBigGameRiflesQuest. Select your script from the script dropdown. Make sure “Start game Enabled” is still checked!

#7: Hit save.

#8: Set your weapon(s) to use the appropriate ammo list(s), shell casings, and projectile resources.

That’s all there is to it. Caliber.esm activate quests take care of distribution and then shut themselves down. If the ammo has already been activated by another mod, scripts detect this and simply shut down.

When the game starts, if you did everything right, you will see a message saying “Caliber Added: xxxx” shortly after the game starts. This means the caliber has been distributed to vendors and loot lists. Loot is immediate, vendors will need to respawn so it will take about 3 game days before players can buy that type of ammo.

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