Heffy Posted July 17, 2011 Share Posted July 17, 2011 Hi all, Sorry if my questions sound dumb, but I'm new to Fallout NV modding and I wanted to get advice from more experienced modders. I've nearly finished a weapons pack I've been working on the past couple of months and would like some advice on certain points: My mod currently requires CaliberX for 7.62x39 mm ammo, but adds two "new" variants of it: Surplus and Armour-Piercing Incendiary (in my own esm file, of course).So, my question is - should I add these to an ammo list in my esm, overriding CaliberX's or to a new ammo list including CaliberX's FMJ and HP ammo, plus my two new types? My second question is - do I have to contact the authors of CaliberX and ask permission from them? In Credits and permissions it says - "You must get permission from me before you are allowed to use any of the assets in this file", but I'm not 100% sure what it exactly means. Do I have to ask permission for referencing their ammo types and stuff? As I mentioned earlier, I'm new into this and English isn't my native language. Thus, I prefer to ask, even stupid questions, rather than doing something stupid :-) Link to comment Share on other sites More sharing options...
NorthWolf Posted July 17, 2011 Share Posted July 17, 2011 Use NVSE to add them to the form lists, the same way CaliberX adds its ammo to leveled lists. This will make it the most compatible with other weapon mods. If you don't know how, check out the activation quests in CaliberX, which should get you going in the right direction. If in doubt, as well, ask permission. Better to ask permission than to have your mod pulled because of confusion. However, in this case, I'd say no. CaliberX is a modder's resource and you're using it as such by meddling with things like that. Link to comment Share on other sites More sharing options...
rickerhk Posted July 17, 2011 Share Posted July 17, 2011 My second question is - do I have to contact the authors of CaliberX and ask permission from them? In Credits and permissions it says - "You must get permission from me before you are allowed to use any of the assets in this file", but I'm not 100% sure what it exactly means. Do I have to ask permission for referencing their ammo types and stuff? It means if you want to include any parts of the CaliberX mod, with your mod, like the plugin, meshes, textures, etc. Then you need to ask permission.If you just want to make your mod require that somebody already has CaliberX installed, and make the Caliber.esm a master of your plugin, then you don't need to ask permission. The CaliberX here on the Nexus site is way out of date. There have been many changes to FalloutNV.esm that have not been updated. For example, there are now invalid ammo effects on some ammos, which could cause CTD probably, Ammo weights are off, etc. You might want to include fixes for these issues in your own plugin, as overrides to the caliber.esm Link to comment Share on other sites More sharing options...
NorthWolf Posted July 17, 2011 Share Posted July 17, 2011 The CaliberX here on the Nexus site is way out of date. There have been many changes to FalloutNV.esm that have not been updated. For example, there are now invalid ammo effects on some ammos, which could cause CTD probably, Ammo weights are off, etc. You might want to include fixes for these issues in your own plugin, as overrides to the caliber.esmI was using the Nexus CaliberX for a while and it's stable. Some ammo effects are unfortunately missing when they shouldn't be, but otherwise it's fine. Link to comment Share on other sites More sharing options...
rickerhk Posted July 17, 2011 Share Posted July 17, 2011 The CaliberX here on the Nexus site is way out of date. There have been many changes to FalloutNV.esm that have not been updated. For example, there are now invalid ammo effects on some ammos, which could cause CTD probably, Ammo weights are off, etc. You might want to include fixes for these issues in your own plugin, as overrides to the caliber.esmI was using the Nexus CaliberX for a while and it's stable. Some ammo effects are unfortunately missing when they shouldn't be, but otherwise it's fine. The ammo effect field actually has an invalid record type. For example, for Microfusion Cells, the 'Bypass DT' ammo effect is replaced by a placed object reference. So I assume that could cause a CTD once in awhile, but I haven't played with it. I've fixed my own copy of CailberX after the last two NV patches, so I'm ok, at least ;) Link to comment Share on other sites More sharing options...
NorthWolf Posted July 17, 2011 Share Posted July 17, 2011 Yes, I've noticed, but there was no noticeable change in stability for me between a fixed/unfixed version. Of course, yes, it's better fixed than not and could potentially cause problems, but it's no reason not to download it. =P It's unfortunate it's not still being updated, at that. Link to comment Share on other sites More sharing options...
Heffy Posted July 18, 2011 Author Share Posted July 18, 2011 Thank you for your answers. I had two main concerns, actually ; the first being about compatibility with other mods using CaliberX, if I override "AmmoList762x39" and the second being whether CaliberX would add my ammo types to vendors and stuff if I didn't. After checking CaliberX's quests and script, as NorthWolf suggested, I found the answer to the second point - the scripts wouldn't add my ammo types either way, as it adds only the ones included in CaliberX. Unless I override the original script with an extended version of my own, which the authors clearly state they don't want to see done.Not such a big problem anyway, as the vendor I've included with the mod sells these and I've placed ammo boxes with it in some locations. I've tested the mod quite extensively and haven't noticed any issues, but, as rickerhk suggested, I'll have a look at ammo properties nonetheless. You never know. And thanks, once again, you've been both very helpful. Link to comment Share on other sites More sharing options...
NorthWolf Posted July 18, 2011 Share Posted July 18, 2011 (edited) After checking CaliberX's quests and script, as NorthWolf suggested, I found the answer to the second point - the scripts wouldn't add my ammo types either way, as it adds only the ones included in CaliberX. Unless I override the original script with an extended version of my own, which the authors clearly state they don't want to see done.That's not what I'm suggesting. I'm suggesting you use AddFormToFormList to accomplish what you want, which won't override anything. You'd have to write your own script and attach it to an initialization quest but it'd be pretty easy, and it'd have maximum compatibility just in case. Because CaliberX users already need NVSE, you're losing nothing, at that. :thumbsup: In retrospect I should've just SAID that. Derp. Sorry, but I'm still too much of a noob to remember function names off the top of my head. :unsure: Edited July 18, 2011 by NorthWolf Link to comment Share on other sites More sharing options...
Heffy Posted July 19, 2011 Author Share Posted July 19, 2011 Whoops... sorry - you were indeed talking about NVSE - for some reason I was thinking about FNVEdit... It's 3:30 in the morning, where I am, after all... http://www.freesmileys.org/smileys/smiley-basic/sleep.gif I'll try that method. :smile: Link to comment Share on other sites More sharing options...
NorthWolf Posted July 19, 2011 Share Posted July 19, 2011 Nah, I should've been more clear. Anyway, good luck! Link to comment Share on other sites More sharing options...
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