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地址:http://www.fallout3nexus.com/downloads/file.php?id=11684
xCALIBR unifies many fine ammunition resources and ties them directly to CALIBR, creating a standardized extension that adds a much needed eye-candy upgrade, enhanced detail, consistency and ease of use.
xCALIBR is primarily a modders resource in that much of the benefits require GECK to realize.
***** xCALIBR is all about the bullets *****.
This mod requires Community Ammunition Library - CALIBR
Key features are:
Improved world models:
Far less plain brown boxes, many custom designs
Classic ammo styles for legacy munitions.
Augmented use of clips and magazines, including P90 clip and vanilla replacers for 556 and .308.
Improved Naming and Pricing:
More descriptive naming where appropriate. EditorIDs unchanged for compatibility with CALIBR.
Repricing makes ammo more expensive. Powerful rounds are much more expensive.
Ammo is sorted to the top of inventory. An unsorted option is planned, but don't download if you can't live with the sort.
Shells and Slugs:
Expanded library of slugs to match latest CALIBR release.
Expanded library of shell casings.
BSA packed resources reduces clutter when selecting casings.
New Ammo Crates:
Fallout classic 7.76 ammo crate.
Fallout Classic .223 FMJ ammo crate.
Leveled Lists:
Vanilla style lists for each caliber; scrounger, 75%, and loot
Standard vendor lists include pistol ammo, rifle ammo, explosives and Fallout Classics.
Other lists include all ammo and leveled ammo.
Projectile data:
Unique projectile data for every caliber.
Silent projectile option for every caliber, reduces ballistic attributes 10%
Velocity, range and impact force scale up with cartridge size.
Extremely large bore loads feature enhanced muzzle flash. Big bullet, big bang.
All projectiles set "pass through small invisible" so you can shoot through things like chain link fences.
Projectile data is roughly aligned with the standards used in Einherjrar's
19th and 20th Century Weapons mod.
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
How do I install eXcalibr?
open the 7z file data folder and unpack the contents into your fallout3data directory. Position the xCALIBR.ESM immediately after CALIBR.ESM using FOMM and activate.
Installation of this mod has not been tested with FOMM package manager so I advise strongly that it not be used.
The two files and one directory in green must be installed to your fallout3data directory (same as every other mod you've ever installed).
Please familiarize yourself with file manager and 7zip if you are not already.
Do NOT use FOMM package manager.
xCALIBR.esm
xCALIBR.bsa
meshesprojectiles
xCALIBRreadme.txt
What is the Load Order for xCALIBR?
eCALIBR.ems 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 [X] 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 xCALIBR?
After installation, some ammo boxes and clips will be upgraded by default, but most of changes lie dormant until used. The full benefit of eXcalibr requires use of
GECK. Specifically, when you change the ammo type of a weapon, you can now also select the appropriate projectile and shell casings. When building a cell, you can now populate it with a huge assortment of identifiable ammunition types.
See the three screenshots in the "Adding eXcalibr to weapons" folder for more info.
Known Issues:
xCalibr should be fully compatible with any mod that uses CALIBR as a master.
xCalibr is primarily an "eye-candy" mod. No attempt at "realism" has been made. FO3 makes a poor platform for a real world ballistics simulator.
Tracers IMHO are consistant with the design goal of eye-candy. If there is enough interest, I will look into doing tracer-free version as well.
xCalibr is about 75% complete. Not all ammo have ideal shell casings or nice world models. If you can't find the appropriate shell casing for your load, select one of approximately the same size. Any modders that have ammunition world models they would like incorporated, I am eager to hear from you.
No laser ammo changed. This is all about bullets.
Primary Resources & Credits:
CF Ammo by Listenerr
AG Ammo Can v1-2 by ApocalypticGirl
Shells and Slugs by odin_ml
Fallout Ammo Pack by Gennie
SSR_VINTOREZ_AR by Nesterman (9x39mm AR ammo)
Toastys Action muzzleflash (BigBore Muzzle Flash)
Special thanks to einherjrar for the generous use of magazines from 19th and 20th Century Weapons
Special thanks to odin_ml for the .500 S&W CorBon resources.
Special thanks to Munkeenuts for help with the P90 clip.
Mag model: Short Fuse
Mag texture: Cyper
FO3 compileport: MunkeeNuts
Edits: Earache42 |
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