fallout 3 мод calibr

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Name: CALIBR
Version: 1.4
Date: 2010-08-15
Category: Weapons
Recommended: Fallout Mod Manager
Author: Tubal
Source: http://www.fallout3nexus.com/downloads/file.php?id=3447
Forum: http://forums.bethsoft.com/index.php?showtopic=965300

Description
===========
The Community Ammunition Library (CALIBR) is an attempt to standardise the ammunition used by different weapon addons and modifications.
Two mods that add weapons in the same caliber will not otherwise be able to use each others ammunition (assuming they do not use existing FO3 ammunition), leading to conflicts or duplicated but incompatible ammunition.

Location
========
The new ammunition isn’t implemented into the game without mods that use it, but a random selection can be bought from a vendor introduced in an optional esp: CALIBRxMerchant.esp. He wanders between the Muddy Rudder in Rivet City and Paradise Falls.

Details
=======
This is a mod sprung from discussions back in november, that never quite died down.

Basically it’s an ESM file containing a lot of AMMO forms, and not much else. If no compatible mods are installed it does nothing at all, no existing information is changed. Modders can use the library when designing weapons mods to make their weapons cmplatible with others using the same caliber, which saves the players from having different versions of the same ammunition in their inventory. Mods using the library can themselves distribute ammunition for their guns, and it will be usable for all weapons using the same caliber that are CALIBR compatible. Overhaul mods using the library will also compatible with separate player-added weapons.
If you have a weapon mod, or are making one, please consider making it CALIBR compatible, for your users’ sake. 🙂

There was a lot of concern in the original thread that the library would lead to ammunition the player couldn’t use found in loot, overflowing merchants and other problems. As the mod is made it does not change anything in a vanilla FO3 installation, leaving this to mod-makers instead to insure as much compatability as possible.

+ How to make a mod CALIBR compatible +
When loading your mod in the GECK, check the CALIBR.ESM as well. Edit your weapons to use the CALIBR-prefixed ammunition types (if you aren’t using standard FO3 calibers that is). That is all it takes.
If you have a mod that is already depending on more than one master (eg Fallout3.esm and Anchorage.esm) you will also have to change bAllowMultipleMasterLoads to 1 in GECKCustom.ini, located in My Documents\My Games\Fallout3.

+ How to safely add items and ammo to an existing merchant +
Short explanation: Create a new container, fill it, and place a persistent (important) copy owned by the merchant in the «VendorChestsCell» cell.
Longer explanation:
1) Open the Geck as usual, and load the mod you will be using to add the ammunition (or make a new mod). Make sure you also check the CALIBR.esm.
2) In the Object Window, look up World Objects->Container. Find a suitable container, «Footlocker01Empty» for example.
3) Write a new ID in the ID slot. It’s a good modding habit to choose ID names with a unique prefix, CALIBR uses «CALIBRx» as it’s prefix for example. This will make it easier to find your custom objects later. You can leave Name unchanged if you want to.
4) Make sure Respawns is checked, and that the other boxes are unchecked.
5) Empty the Item List if necessary, and add the items and leveled lists you want to add to the merchant.
6) Click OK. The Geck should now ask you if you want to create a new form, choose Yes.
7) In the Cell View window, find the cell «VendorChestsCell».
8) Put your container in this cell, anywhere is fine.
9) Double-click the container in the Render Window, click the Ownership tab, and make sure the merchant you intend to give the ammunition to is selected.
10) Important: Make sure Persistent Reference is checked. This will allow the merchant to ‘find’ the chest when calculating inventory.
11) Click Ok.
12) Save your mod as usual.
13) Activate the mod and start the game to make sure everything is configured correctly.

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The merchant should now stock the new items in his/her store, without conflicts with other mods.
Merchants commonly use leveled lists, and nested leveled lists (lists within lists), with various settings to make sure they have a seemingly random inventory. Explore the existing vendor chests by filtering for «VendorChest» in the Object Window, and clicking the Container menu (or *All at the bottom) for examples of how Bethesda does it.

+ Calibers added so far + Version 1.4

Multi-purpose rounds
.22LR
.44-40 Winchester
.32-20 Winchester
.30-30 Winchester
5.7x28mm (FN P90)
4.6x30mm (H&K MP7)
45-70 Government

From earlier Fallout games:
14mm (14mm Pistol)
2mm EC (Gauss rifle and pistol)
HN Needler Cartridge (Needler Pistol)

Installation
============
This archive is distributed as a FOMOD-ready zip-archive.
It allows you to manually extract and install like most other mods but it also allows you to use the Fallout Mod Manager and import this archive with all the settings pre-configured for a FOMOD file.
Pick which method you are going to use for installation:

FOMM Install
————
Create the FOMOD (Do this section only once)
1. Start Fallout Mod Manager.
2. Click the Package Manager button
3. Click the Add New button, find and select the archive.

Enable the new mod by double-clicking it.

Uninstallation
==============
Pick which method you are going to use for uninstall based on how you installed it:

FOMM Uninstall
—————
1. Start Fallout Mod Manager.
2. Click the Package Manager button
3. Disable the mod by double-clicking it.

Upgrade
=======
To upgrade, simply install the new versions over the old one.
CALIBR upgrades are backwards compatible.

Incompatibility
===============
CALIBR should not cause conflicts.
The merchant in the optional esp may be affected by mods that modify the Muddy Rudder or Paradise Falls. Specifically, he may have problems finding his marker, and not be able to complete his travel package. This only applies if the areas are heavily modified, and does not affect other aspects of the mod.

Contact
=======
Send a PM to Tubal (me) at the bethsoft forums:
http://forums.bethsoft.com/?showuser=105770

Credits
=======
Thanks for technical help to qzilla, and also Reinhart Menken.

Thanks to LHammonds for the Readme Generator this file was based on, and to the Fallout Nexus for file hosting.

Thanks to Eraser who started the thread ultimately leading to this library.

Licensing/Legal
===============
You must contact me and obtain my permission before modifying any part of this library.
Reposting it is fine, as long as credits and a link to the FO3 Nexus files or the forum thread is given.
Thank you.

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File information

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About this mod

The Community Ammunition Library attempts to standardise ammunition used in different weapon addons.

This mod does not have any known dependencies other than the base game.

Mods requiring this file

Credits and distribution permission

Author notes

File credits

Donation Points system

This mod is opted-in to receive Donation Points

Translations available on the Nexus

For more information, see the official forum topic: Link

Version 1.4 released 2010-08-28.

The Community Ammunition Library (CALIBR) is an attempt to standardise the ammunition used by different weapon addons and modifications.
Two mods that add weapons in the same caliber will not otherwise be able to use each other ammunition (assuming they do not use existing FO3 ammunition), leading to conflicts or duplicated but incompatible ammunition.

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An example: modder A adds the M14 rifle, which uses 7.62x51mm NATO ammunition. Modder B adds the FN FAL, which uses the same caliber.
Even though they are able to use the same bullets in the real world, in Fallout 3 they cannot.

The mod does not modify existing weapons, ammunition, or other aspects of the game, and if no CALIBR compatable mods are installed it will not affect the game at all. There should be no risk of conflicts with other mods, or official DLC’s.

For more information, see the official forum topic: Link

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File information

Last updated

Original upload

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Uploaded by

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Tags for this mod

About this mod

The Community Ammunition Library attempts to standardise ammunition used in different weapon addons.

This mod does not have any known dependencies other than the base game.

Mods requiring this file

Credits and distribution permission

Author notes

File credits

Donation Points system

This mod is opted-in to receive Donation Points

Translations available on the Nexus

For more information, see the official forum topic: Link

Version 1.4 released 2010-08-28.

The Community Ammunition Library (CALIBR) is an attempt to standardise the ammunition used by different weapon addons and modifications.
Two mods that add weapons in the same caliber will not otherwise be able to use each other ammunition (assuming they do not use existing FO3 ammunition), leading to conflicts or duplicated but incompatible ammunition.

An example: modder A adds the M14 rifle, which uses 7.62x51mm NATO ammunition. Modder B adds the FN FAL, which uses the same caliber.
Even though they are able to use the same bullets in the real world, in Fallout 3 they cannot.

The mod does not modify existing weapons, ammunition, or other aspects of the game, and if no CALIBR compatable mods are installed it will not affect the game at all. There should be no risk of conflicts with other mods, or official DLC’s.

For more information, see the official forum topic: Link

Источник

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File information

Last updated

Original upload

Created by

Uploaded by

Virus scan

Tags for this mod

About this mod

The Community Ammunition Library attempts to standardise ammunition used in different weapon addons.

This mod does not have any known dependencies other than the base game.

Mods requiring this file

Credits and distribution permission

Author notes

File credits

Donation Points system

This mod is opted-in to receive Donation Points

Translations available on the Nexus

For more information, see the official forum topic: Link

Version 1.4 released 2010-08-28.

The Community Ammunition Library (CALIBR) is an attempt to standardise the ammunition used by different weapon addons and modifications.
Two mods that add weapons in the same caliber will not otherwise be able to use each other ammunition (assuming they do not use existing FO3 ammunition), leading to conflicts or duplicated but incompatible ammunition.

An example: modder A adds the M14 rifle, which uses 7.62x51mm NATO ammunition. Modder B adds the FN FAL, which uses the same caliber.
Even though they are able to use the same bullets in the real world, in Fallout 3 they cannot.

The mod does not modify existing weapons, ammunition, or other aspects of the game, and if no CALIBR compatable mods are installed it will not affect the game at all. There should be no risk of conflicts with other mods, or official DLC’s.

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For more information, see the official forum topic: Link

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About this mod

eXcalibr is the ultimate upgrade pack for CALIBR. It pumps up your FO3 experience with detailed boxes and accurate magazines for most munitions, hi-res bullets and casings (sized and shaped appropriately), scaled ballistic data, and enhanced features for modders.

This mod does not have any known dependencies other than the base game.

Mods requiring this file

Credits and distribution permission

Author notes

File credits

Donation Points system

This mod is not opted-in to receive Donation Points

e X calibr is compatible with any mods that require CALIBR.

Key features are:

Projectile data is roughly aligned with the standards used in Einherjrar’s 19th and 20th Century Weapons mod.

How do I install eXcalibr?

Open the download with 7 zip and extract the fomod file to your fallout3\FOMM\Mods folder.
Use FOMM’s package manager to install the FOMOD file. Go here for a FOMOD tutorial.

You can open the FOMOD file with any ziptool. If you do so, it is presumed that you know what you are doing.

The two files and two directories in green must be installed to your fallout3\data directory (same as every other mod you’ve ever installed).
Please familiarize yourself with file manager and 7zip if you are not already.

xCALIBR.esm
xCALIBR.bsa
\meshes\projectiles
\textures\projectiles
xCALIBRreadme.txt

What is the Load Order for eXcalibr?
xCALIBR.esm should be installed immediately after CALIBR.esm in your load list.


    [X] Fallout3.esm[X] Lings.esm[X] Anchorage.esm[X] ThePitt.esm[X] PointLookout.esm[X] BrokenSteel.esm[X] Zeta.esm[X] LingsDLC.esm[X] CRAFT.esm[X] CALIBR.esm [X]xCALIBR.esm [X] Streetlights.esm[X] 20th Century Weapons.esm[X] Mart’s Mutant Mod.esm[X]merge01.esp [X] xCALIBR_override.esp

The xCALIBR_override.esp is optional and can be activated at the end of your load list to over-ride any mods that make ballistic changes.

How do I use eXcalibr?

After installation, some ammo boxes and magazines will be upgraded by default, but most of changes lie dormant until used. The full benefit of e X calibr 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!

See the three GECK screenshots on the images tab for more info.

Known Issues:

Primary Resources & Credits:

Thanks to Dude716 for his re-texture of the Stalker RPG.

Special thanks to einherjrar for the generous use of magazines from 19th and 20th Century Weapons

Special thanks to odin_ml for the amazing new resources he built for this mod.

Special thanks to Conifer (Khugan) for letting me play with his 7.62mm models.

Special thanks to Bullet6 for building the great animated models for the ammo crates.

Special thanks to MunkeeNuts for help with the P90 clip.
Mag model: Short Fuse
Mag texture: Cyper
FO3 compile\port: MunkeeNuts
Edits: Earache42

End-Notes:

This is the final release of the eXcaliber Ammo eXpansion pack. No further developments or fixes will be released. This mod is free of any major bugs in either content or installation. If you are having problems with resources, then your issues are generic and not specific to this mod.

Modders are free to do whatever they want with this mod short of re-uploading the content in whole or in part.
The mods eXcalibr Munitions shop and eXcalibr Universe – Book of Earache are no longer available on Nexus, but they live on in cyberspace. Google it.

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