franciscobiren Posted August 2, 2017 Share Posted August 2, 2017 it´s been a long time since i played new vegas and reinstalled it with the fewest mods posible to avoid compatibility issues, im a big fan of CaliberX, and it´s not the first time i get this problem, the thing is i find ammo of guns i just don't have the mod for them (4.7 caseless, .380 ACP, and 6.8mm SPC to say the least), it's really annoying and i wan't to solve it, below is my mod list: GameMode=FalloutNV FalloutNV.esm=1GunRunnersArsenal.esm=1CaravanPack.esm=1ClassicPack.esm=1MercenaryPack.esm=1TribalPack.esm=1LonesomeRoad.esm=1HonestHearts.esm=1DeadMoney.esm=1OldWorldBlues.esm=1Caliber.esm=1Project Nevada - Core.esm=1Project Nevada - Cyberware.esp=1Project Nevada - Equipment.esm=1Project Nevada - Rebalance.esp=1Project Nevada - Extra Options.esm=1NevadaSkies.esm=1AWorldOfPain(Preview).esm=1More Perks.esm=1More Traits.esm=1Weapons.of.the.New.Millenia.esm=1Momod.esm=1AWOPDeadMoney.esm=1FCOMaster.esm=1Project Nevada - Cyberware Additions.esp=1Project Nevada - Rebalance Complete.esp=1Project Nevada - All DLC.esp=1The Mod Configuration Menu.esp=1NevadaSkies - Ultimate DLC Edition.esp=1NevadaSkies - TTW Edition.esp=0NevadaSkies - Basic Edition.esp=1WeaponModsExpanded.esp=1EVE FNV - ALL DLC.esp=1More Perks Update.esp=1More Traits Update.esp=1Weapons.of.the.New.Millenia.Leveled.Lists.esp=1Weapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.esp=1Mission Mojave - Ultimate Edition.esp=1FNV Realistic Wasteland Lighting - Full.esp=1Conelrad 640-1240.esp=1Reload Sounds.esp=1More Realistic Aiming.esp=1Real Recoil.esp=1DLC Weapon Integration.esp=1WeaponJamming.esp=1AWOPDeadMoneyVendorPatch.esp=1CCSP2_5d.esp=1AWOP-MoMod.esp=1AWOPCaliberXAmmoPatch.esp=1MMUE-CP-AWOP.esp=1CCSP2_5c_WMXc.esp=0AWOP-WMX-EVE AllDLC.esp=0Faster Terminals.esp=1ZK13 - FA4$ Vending Machines.esp=1JIP Improved Recipe Menu.esp=1NovacHomeExp.esp=1FOVSlider.esp=1The Weapon Mod Menu.esp=1F4Quickloot.esp=1FCO - NPC Changes.esp=1AWOP-FCO3.esp=1FCO - GlowingOne.esp=1FCO - OHSB NPC Edits.esp=1FCO - Russell.esp=0 is there any mod that may cause a compability issue with CaliberX? Link to comment Share on other sites More sharing options...
dubiousintent Posted August 2, 2017 Share Posted August 2, 2017 First, that sort order for the DLCs is wrong. Then move the "inactive" plugins out of the "Data" folder. Please see the 'Vanilla "Load Order"', 'Third Rule: The Rule of One', 'Smaller Plugin Cap', and 'Merge Patch file' sections of the wiki "FNV General Mod Use Advice" article. Not quite clear what you want as the end goal. It sounds like you are finding ammo types but not any weapons that use them? That has nothing to do with CaliberX. It just provides recipes for breaking down and creating various ammo loads. Up you to find the mods of weapons that use that type of ammo. My guess would be your problem is related to the "ZK13 - FA4$ Vending Machines.esp" file, which I believe is from the mod "Vending Machines of the Wastes - Part 2" by Gribbleshnibit8 and TrickyVein, which provides access to ALL weapons in the game, including mods. No indication there is a compatibility patch between it and CaliberX under either mod. If you are saying you want recipes for those particular ammo types (I don't recall seeing them myself), submit a request to the CaliberX team for inclusion in their next update. It's helps if you provide them with a link to the mod that introduces the ammo to the game so they have some idea to work from. -Dubious- Link to comment Share on other sites More sharing options...
franciscobiren Posted August 10, 2017 Author Share Posted August 10, 2017 (edited) First, that sort order for the DLCs is wrong. Then move the "inactive" plugins out of the "Data" folder. Please see the 'Vanilla "Load Order"', 'Third Rule: The Rule of One', 'Smaller Plugin Cap', and 'Merge Patch file' sections of the wiki "FNV General Mod Use Advice" article. Not quite clear what you want as the end goal. It sounds like you are finding ammo types but not any weapons that use them? That has nothing to do with CaliberX. It just provides recipes for breaking down and creating various ammo loads. Up you to find the mods of weapons that use that type of ammo. My guess would be your problem is related to the "ZK13 - FA4$ Vending Machines.esp" file, which I believe is from the mod "Vending Machines of the Wastes - Part 2" by Gribbleshnibit8 and TrickyVein, which provides access to ALL weapons in the game, including mods. No indication there is a compatibility patch between it and CaliberX under either mod. If you are saying you want recipes for those particular ammo types (I don't recall seeing them myself), submit a request to the CaliberX team for inclusion in their next update. It's helps if you provide them with a link to the mod that introduces the ammo to the game so they have some idea to work from. -Dubious-thank you for your answer, i will check on them as soon as posible my end goal is to these types of ammo to stop spawning (to let ammo that i can actually use spawn instead of it), as far as i know (according to Caliberx description) non-vanilla ammo spawn if a mod request it, so the problem should be that a mod request these types of ammo but not actually use it the vending machine mod is from this: http://www.nexusmods.com/newvegas/mods/55232/? its more lightweight, since it's pretty much a weapon vendor in every way im sorry if im being unclear Edited August 10, 2017 by franciscobiren Link to comment Share on other sites More sharing options...
dubiousintent Posted August 10, 2017 Share Posted August 10, 2017 The game engine doesn't track which weapon/ammo you actually use. It's spawns "items" (including various ammo) from "leveled lists" or predetermined content of a container. So you are always going to get ammo that does not work with your weapon of choice. The Repair ability "crafting" system combined with CaliberX does permit you to "breakdown" various different ammo types into components (lead, primer, powder, casing) which can then be used to craft your preferred ammo, including some improved types that you will not find in the game world otherwise. You can resize some casings into close approximations (e.g. .44 to .45, and vice versa). So that extraneous ammo is still useful if you pick the "Hand Loader" Perk. The randomness of spawned ammo is an intentional game design choice. I'm not aware of any mod that eliminates it. -Dubious- Link to comment Share on other sites More sharing options...
franciscobiren Posted October 14, 2017 Author Share Posted October 14, 2017 The game engine doesn't track which weapon/ammo you actually use. It's spawns "items" (including various ammo) from "leveled lists" or predetermined content of a container. So you are always going to get ammo that does not work with your weapon of choice. The Repair ability "crafting" system combined with CaliberX does permit you to "breakdown" various different ammo types into components (lead, primer, powder, casing) which can then be used to craft your preferred ammo, including some improved types that you will not find in the game world otherwise. You can resize some casings into close approximations (e.g. .44 to .45, and vice versa). So that extraneous ammo is still useful if you pick the "Hand Loader" Perk. The randomness of spawned ammo is an intentional game design choice. I'm not aware of any mod that eliminates it. -Dubious-sorry for disapearing of all of the sudden, i moved and i didn't have internet for a while anyway, acording to what the mod description is, this is how they manage ammo distribution "[...] but an ammo DISTRIBUTION standard as well. Modders need only call an existing quest to distribute required ammo to all major vendors and loot lists. Users only see ammo required for mods they have installed, not tons of unusable stuff. Plug and play baby." so the problem is that a mod made all available ammo available when there's still no guns that used such ammo Link to comment Share on other sites More sharing options...
dubiousintent Posted October 14, 2017 Share Posted October 14, 2017 (edited) Sorry, I've lost track of which mod we are talking about. Did you pin down which is the one causing your issue? Assuming your quotation is from the CaliberX description, note that is describing what modders who want their mod to integrate with CaliberX have to do to their scripts to implement it. If they don't have a CaliberX patch then they don't implement it's distribution model. If it doesn't seem to be working correctly: try moving it lower (higher mod index number) in the load order. Also, if you want something to override default behavior and have more than one mod that affects such records, you need a "merge patch" file. Please see the 'Vanilla "Load Order"', 'Towards Game Stability', 'Third Rule: The Rule of One', 'Smaller Plugin Cap', and 'Merge Patch file' sections of the wiki "FNV General Mod Use Advice" article. -Dubious- Edited October 14, 2017 by dubiousintent Link to comment Share on other sites More sharing options...
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