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Fixing an error in CFWNV


waxfruit

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The issue is that the 2mm Electronic Cartridge ammo from CFWNV for the M72, PPK12, and MEC Gauss weapons does nothing when fired aside from play the firing sound. It does no damage, doesn't zoom on the target when used in VATS and just shows my character, has no hit effect, and does no damage even when fired point blank. I looked it up in FNVedit and it seems like the problem is that it has no projectile but editing it in the geck won't save since it's a master and I'm not sure how to fix it in FNV edit. As far as I know I have the latest version of the mod unless there's a more up to date version somewhere other than Nexus or Mod DB.

 

The 2mm EC ammo from Calibr does work but it can't be crafted so the classic Gauss weapons are of limited use since you have to rely on buying or looting ammo for them. I know I can spawn more of the working Calibr ammo with the console but I'd rather fix the nonworking CFW ammo which is already craftable, or make the Calibr ammo craftable.

 

If there's already an existing fix that I've somehow missed that would be great, if not then any help with fixing it myself would be appreciated.

Edited by waxfruit
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There is no Projectile entry in the 2mm EC ammo record because the correct projectile item is specified in each individual weapon record; i.e. CFW2mmECProjectile.

 

There are two recipes for creating 2mm EC ammo - regular (via Electron Charge Packs) and efficient recycling (via Drained Electron Charge packs). Science 40 is required in both cases.

 

The gauss weapons all work fine for me, so I suspect that you do not yet understand the actual issue, whatever it may be - perhaps a mod or patch conflict.

 

 

EDIT: the above reflects basic use of the current version of the CFW mod with no patches (of any kind) applied to it. So if you installed CFW-related patches (for compatibility purposes or whatever), then perhaps one or more of those patches is at fault.

Edited by Athelbras
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Ammo and projectiles are two different objects in the tree. If you're talking about ammo then you don't know what you are talking about. Ammo is only an item that sits in the inventory which the weapon uses to decide if it can issue a projectile.

2 different things. Ammo objects disapear from inventory when the weapon sends a projectile down range. The only reason it does this is because of a setting on the weapon screen. Hence a setting could make the weapon not need ammo in the inventory to then send projectiles down range. Hence the ammo projectile relationship is an illusion.

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ouch ... did I grind the point home there ? LOL sorry ... and the middle man I failed to mention is the weapon.

 

Ammo object >> weapon >> projectile >>>>>>>>>>>>> } splat {

 

All 3 different objects in the object tree

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I could try disabling the AWOP compatibility patch and see if it makes any difference since the guns work fine using the other 2mm EC variants. If I use the 2mm EC, 2mm EC (OC), or 2mm EC (MC) the guns fire normally, but when I switch to the "2mm electronic cartridge" ammo with -10 DT that seems to be the standard CFW ammo it's literally like shooting blanks.

 

The crafting and recycling recipes create the same "2mm electronic cartridge" ammo that doesn't work which is why I was having an issue with it. If one or the other recipes created working ammo I wouldn't care and I'd just use that recipe.

 

Actually, thinking about it that way, I suppose it could be because there is no Calibr-CFW patch that I could find. Calibr has it's own gauss ammo but if there's no compat patch for CFWNV and it has a different record, which loads after then that would cause the problem, yes?

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The 2mm Electronic Cartridge ammo defined by CFW, whether found as is or created via either of the two recipes, works fine with all of the CFW gauss weapons when there are no conflicts. This can be readily proven in various ways. Note that CFW provides and uses only one type of 2mm EC ammunition; there are no variants.

 

So you basically have a conflict between CFW and one or more other things that you installed.

 

Assuming you mean CaliberX, the problem could indeed be the lack of proper compatibility. Try temporarily disabling CaliberX to see if the CFW gauss guns can then use their own ammo. Also, note that there is a CaliberX patch for CFW in "CaliberX Patches" by Morton which might solve the problem.

 

Otherwise, the next step seems to be discovering exactly what is breaking CFW. You may need to either (1) use FNVEdit to look for conflicts, or (2) use the standard troubleshooting techniques to discover which mod(s)/patch(es) are breaking CFW ... as in temporarily disable things one-by-one or in small groups to see what causes the problem to go away when disabled, or else disable everything except CFW and then [re]enable things one-by-one or in small groups to see what causes the problem to suddenly appear when enabled.

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