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Mod Name: Caliber for Fallout New Vegas Release Version: 3.

18 Authors: Earache42 with FluidFire and odin_ml Caliber for FalloutNV ========================== Caliber is THE ammunition standard for Fallout New Vegas. It improves and expan ds the vanilla selection introducing new ammunition fully standardized to Obsidi an's complex and interesting ammo system. Caliber v3.1x now features eXcalibr visual and projectile resources for your tot al gaming satisfaction. [*] Accurate, standardized naming. All ammo sorts to top [*] Over 30 legacy and popular new calibers - ONLY added if you have weapons for them [*] Accurate Hi-Res bullets and shellcasings [*] Full selection of ammo types for each caliber, with proper lists and setting s [*] Nice selection of hand loads for the true enthousiast :) [*] Real world accurate weights for true hardcore mode [*] Shell recovery [*] Unique projectile data for each round [*] Standardized lists for each round [*] Standardized DISTRIBUTION !!!!! For the casual tweaker, use CALIBR to select more accurate projeciles and casing s for your favorite weapons. VATS never looked better. For weapon modders, set CALIBR as a master for your weapon mod and you can enabl e standard, fully compatible distribution of any caliber with a few simple steps . Other modders can enable the same or other rounds without conflict. Change Log: ========================== v3.18 Cleans up 10mm ammo variations for clarity and effectiveness. Cleans up .50BMG ammo variations for clarity and effectiveness. Renames .50 MG to .50 BMG for primers and casings. Renames 7.62Nato as a .308 varient for consistancy. Consistant use of "." when designating calibers Adds Missile to RPG and RPG to Missile recipes. Adds more missing recipes. v3.17 Updates CaliberXhonesthearts.esm patch to include .45 ACP +P round. Adds .444 Marlin round (previously a BOE addition). v3.16 Updates some ammo affects Obsidian overwrote in FNV 1.4.525. Again. Adds Gunrunner's Arsenal DLC patch. Assorted tweaks and fixes. Renames HonestHearts patch. Delete HonestHearts-Caliber.esm from your data dire ctory if upgrading. ========================== v3.15 Revamp new muzzle flashes. More flash, less smoke, better balance. Adds Honest Hearts DLC patch which replaces new .45auto rounds with Caliber .45A

CP. Effects DLC weapons and worldspace. ========================== v3.14 Corrects missing mesh for 12.7mm projectile Corrects bad mesh for 40SW Corrects bad mesh 380ACP Corrects mis-orientation of .20 ga hull Adds more ToastyFresh muzzle flashes Adds optional compatibility with HonestHearts Updated Fomod ========================== v3.13 Adds compatibility with FNV 1.3.452 update (April 2011) ========================== v3.12 recipe additions and fixes More consistant naming conventions ========================== v3.11 recipe additions and fixes ========================== v3.1 Adds vanilla sytle recipes for all ammunitions Adds casings distribution to major arms dealers Restored missing Shotgun primers to GunrunnerHQ Restores 9mmP ammo of Special List Vendor inventories now refresh immediately on ammo activation New Modders resource - CaliberDebugReset quest will disable all ammo when called . New Modders resource - caliberXcookbook can be set to 0 to disable recipes ========================== v3.06 Removes projectile data link from vanilla ammo due to vanilla bug Removes casing recovery from 40mm grenade due to conflict with robots Adds box casings to support future distribution Adds global variable ammoXcookbook (default == 1) to support future release with recipes All reported CTD issues resolved ========================== v3.05 Solves CTD issue shooting securitrons Adds 2mmEC projectile data Links legacy munitions to projectile data Legacy quest script attached Corrects missing mesh for .44 magnum rifle projectile Global ammo variable renamed AmmoX ========================== v3.04 Corrects missing meshes for flamer fuel and government rounds Add legacy munitions 14mmAP, 2mmEC, 4.7mm caseless, HN Needles 01/29/2010: v3.03 released. All projectile meshes updated to match vanilla trac

ers (mostly gone). New resources added for new rounds. Silent projectile data. New reduced load distribution method (modders using v2 will need to revise scr ipts) 12/24/2010: Updated Mod to include excalibr resources from FO3 12/12/2010: 14 new calibers added (see activate caliber list below) INSTRUCTIONS FOR MODDERS ========================== While FalloutNV introduced (or expanded upon) the concept of ammo lists, mod aut hors who create weapons in non-standard calibers still require a resource to sha re between each other so that multiple mods don't end up introducing several ty pes of the same caliber, all of which are incompatible with each other. Caliber for Fallout NV accomplishes this task. Caliber for NV also includes a system that will help you distribute ammunition f or your weapons throughout the wasteland, simply by issuing a startquest command . The first time a player opens the game with your mod, it will distribute the a ppropriate ammunition to all vendor and loot lists! NOTE: The activation method has changed from earlier releases. PLEASE READ BEL OW! Here is a step by step guide to follow: #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: "CaliberStartupBigGameR iflesQuest". #3: Set this quest to start when the game starts, check to use the default scrip t processing delay, and set a priority of 60 (or higher). When done, "OK" out o f 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. Use your own script name and reference the list below for tyhe specific quests you need: 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 th e script. #6: Reopen the quest you created earlier CaliberStartupBigGameRiflesQuest. Sele ct your script from the script dropdown. Make sure "Start game Enabled" is stil l checked! #7: Hit save.

#8: Set your weapon(s) to use the appropriate ammo list(s), shell casings, and p rojectile resources. That's all there is to it. Caliber.esm activate quests take care of distributio n and then shut themselves down. If the ammo has already been activated by anot her 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 h as 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 ty pe of ammo. WHY IS IT DONE THIS WAY??? ========================== This method will avoid multiple weapons mods from having to distribute custom am mo on their own, reducing the need for players to build merge modules to make mo ds compatible with one another. In essense, Caliber becomes the "vendor and loot distribution management system" for new calibers added to New Vegas. Any mod can turn on any calibers, but eac h caliber will only be turned on and distributed ONCE for any game installation, based on the weapons mods they have installed. GLOBAL VARIABLE LIST ========================== CaliberVersion - Is the current version of the caliber mod installed. Your mod can check this if necessary and issue warnings to the player to upgrade. AAmmo - Is a global short referenced by all new vendor ammo lists. It can be us ed to set general availability of new rounds. Default is Change None == 0. ACTIVATION QUESTS ================= CaliberActivateQuest3006 (30-06) CaliberActivateQuest300WinMag CaliberActivateQuest338Lapua CaliberActivateQuest40SW CaliberActivateQuest416Barrett CaliberActivateQuest454Casull CaliberActivateQuest45ACP CaliberActivateQuest50AE (50 Action Express) CaliberActivateQuest545x39 (5.45x39, used by AK74) CaliberActivateQuest762R (7.62x54 Rimmed Russian) CaliberActivateQuest762x39 (7.62x39mm used by AK47) CaliberActivateQuest8x57 (8.57mm Mauser) CaliberActivateQuest22250 (22-250) CaliberActivateQuest3030 CaliberActivateQuest30Carbine CaliberActivateQuest380ACP CaliberActivateQuest4070Sharps CaliberActivateQuest458SOCOM CaliberActivateQuest45LC (45 Colt) CaliberActivateQuest500SW (500 S&W Magnum) CaliberActivateQuest5070Govt (50-70 Gov't) CaliberActivateQuest57x28 (5.7x28mm) CaliberActivateQuest68SPC (6.8 SPC) CaliberActivateQuest75x55 (7.5x55 Swiss) CaliberActivateQuest762x25 (tokarev)

CaliberActivateQuest9x39 CaliberActivateQuest9x18 CaliberActivateQuest303 CaliberActivateQuest408Cheytac CaliberActivateQuest65Grendal CaliberActivateQuestRPG CaliberActivateQuestLegacy (used to enable legacy munitions 14mmAP, 2mmEC, 4.7mm caseless, and HN Needles) Redistribution Rights: ========================== You are not permitted to make ANY changes to caliber.esm without obtaining permi ssion from the authors. To do so would defeat the whole purpose of modders sha ring the same resource, and would run the substantial risk of your mod being ren dered incompatible. It would also make me, and others, who have worked so hard on it quite upset. :) NEVER override any Caliber*** quests or scripts in your mod! Ever! You *may* add new ammo variants, but do it IN YOUR MOD to ensure maximum compat ibility between all weapons mods! If you want to request a new ammunition type or caliber, contact FluidFire or Earache42. You *may NOT* re-upload Caliber.esm to another website. Please direct players t o NewVegasNexus to download the most current version of Caliber. This way if th ere are updates you don't screw up someone else's mod that is using a newer vers ion! I _strongly_ discourage including it with your particular mod, UNLESS you do it in an installation program that detects if a newer version is installed prior to copying the ESM in to the data directory. CONTACTING THE AUTHORS ========================== If you want to request a new caliber to be added to the library, or run in to pr oblems using this modding resource, you can contact FluidFire via e-mail ( trent [at] liberationsoft.com ) or on newvegasnexus.com, or Earache42 on newvegasnexu s.com. Uninstalling: ========================== This works like any DLC. If you want to remove Caliber and return to vanilla ex perience, remove it from the load order. Installation: ========================== Unpack the contents of the data folder in the archive file into the data directo ry of your game. The BSA and ESM files must be in your \data directory. Positio n the Caliber.ESM at the top of your load order after FalloutNV.esm (and any DLC ), using FOMM and activate. required: --------\meshes \Textures Caliber.esm caliberX.BSA

Improved world models: ========================== * All vanilla and caliber ammo now have beautiful, hi-res boxes or magazines for world models. * Augmented use of magazines, including translucent P90 mag and Hi-Res repla cers for vanilla 556 and .308 mags. Improved Naming: ========================== * More descriptive naming make ammo less generic. EditorIDs are unchanged fo r compatibility. * Ammo is sorted to the top of your inventory by default. Shells and Slugs: ========================== * Expanded library of hi-res bullets pre-assigned to projectile data. * Expanded library of hi-res shell casings. * BSA packed resources reduces clutter when selecting casings. Projectile data: ========================== * Unique projectile data for every caliber. Pistol and automatic entries fo r dual use ammo (9mm, 10mm, .45, etc). * Silent projectile option for every calibers. Reduces ballistic attributes by ~ 10% but is truly silent with reduced muzzle flash. * Unique muzzle flashes for sniper and PDW/SMG rounds. Extra bang for extre mely large bore rifles and hand cannons. * All projectiles set "pass through small invisible" so you can shoot throug h things like chain link fences. * Velocity, range and impact force scale up with cartridge size. * 40mm and 25mm grenades have gravity and low velocity for ballistic type tr ajectory. -----------------------------------------------------------Light P.Cal. (ie; 9mm Makarov):= 11k speed/5.5 impact force Medium P.Cal. (ie; 9mm Para):=== 13k speed/6.5 impact force Heavy P.Cal. (ie; .45 ACP):===== 15k speed/7.5 impact force P.D.W. Cal. (ie; 4.6mm H&K):==== 25k speed/12.5 impact force Light R.Cal. (ie; 5.56mm NATO):= 30k speed/15 impact force Medium R.Cal. (ie; .308 NATO):== 40k speed/20 impact force Heavy R.Cal. (ie; 30.06 NATO):== 50k speed/25 impact force

Primary Resources ============================== CF Ammo by Listenerr www.fallout3nexus.com/downloads/file.php ?id=7859 AG Ammo Can v1-2 by ApocalypticGirl www.fallout3nexus.com/downloads/file.php ?id=1081 Shells and Slugs by odin_ml www.fallout3nexus.com/downloads/file.php ?id=4542 Fallout Ammo Pack by Gennie www.fallout3nexus.com/downloads/file.php ?id=10524 SSR_VINTOREZ_AR BY Nestorman www.fallout3nexus.com/downloads/file.php ?id=5784 9x39mm AR ammo (box, slug and casing) M14 ERB by Khugan www.fallout3nexus.com/downloads/file.php ?id=11584 7.62x51mm casing and ammo box Toastys Action muzzleflash www.fallout3nexus.com/downloads/file.php

?id=11223

Enhanced muzzle flashes

Credits Fallout NV conversion: ========================== Ammo distribution scripting: FluidFire Projectiles, casing, boxes, projectile data, BSA Packaging: Earache42 eXCALIBR Credits: ========================== Special thanks to einherjrar for the generous use of magazines from 19th and 20t h Century Weapons www.fallout3nexus.com/downloads/file.php?id=5059 Special thanks to odin_ml for creating dozens of new resources to complete this mod. Special thanks to Conifer (Khugan) for his 7.62mm models. Special thanks to Dude719 for the RPG texture. Special thanks to pickinthebanjo for the genuine 7.5mm Swiss box label. Special thanks to Munkeenuts for help with the P90 clip. Mag model: Short Fuse Mag texture: Cyper FO3 compile\port: MunkeeNuts Edits: Earache42 Reproduction or redistribution of this mod in part is prohibited without explici t authorization by the authors. Open permission to include Caliber with your mo d is granted on condition that the distribution be unaltered and include all rea dme's and credit detail.

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