Jump to content


Photo

Weapons of the New Millenia, CaliberX, and a big patch


  • Please log in to reply
28 replies to this topic

#1 MrBrightside

MrBrightside

    Thane

  • Citizen
  • 52 posts

Posted 02 January 2018 - 11:23 PM

Alright so I'm at the weapons portion of the guide and I'm going to be trying something on my own in conjunction with this. First, a few questions

 

1. Is it possible to modify the Weapons of the New Millenia mod to only include certain weapons within it to the game? Or am I better off downloading the individual weapon mods and merging them? Reason I ask is because while Millenia does amazing work I feel that some of the weapons break immersion and I'd like to narrow down what WotNM adds.

 

2. Is it possible to modify the CaliberX patch for WotNM to only work for certain weapons (maybe going into xEdit) or would it be better to do it manually through GECK and xEdit? This may become redundant due to my future plans.

 

3. How many esps can be merged at once?

 

4. If I were to make a patch utilizing CaliberX's resources, can I still use GECK and xEdit on esps inside merged plugins?

 

Reason I'm asking this is because I'm going to be attempting a massive patch utilizing CaliberX that will eventually include every firearm in the game. I did this once before a few years ago and it mostly worked, but I'm going to get it right this time. What I do remember is using the resources in CaliberX in conjunction with modding tools to change everything from the ammo and casings for weapons to the ammo boxes in the game. This whole thing eventually blew up because of updating mods and being unable to keep up with the patch, but most of the weapon mods haven't been updated for a while so I think I'm safe.


  • 0

#2 MrBrightside

MrBrightside

    Thane

  • Citizen
  • 52 posts

Posted 02 January 2018 - 11:45 PM

Also having downloaded CaliberX, what happened to the bullet and ammo box meshes? All I'm seeing are casings.

 

Also another thing, does the weapon enhancement pack for the FO3 weapons added by PN override any of the previous texture packs? I don't want it messing with EVE/WRP

 

Edited by MrBrightside, 02 January 2018 - 11:52 PM.

  • 0

#3 Greg

Greg

    High King

  • Uber Moderator
  • PipPipPipPipPipPip
  • 2,217 posts

Posted 03 January 2018 - 09:36 PM

I haven't finished installing all of the guide yet (I'm currently at the Yukichigai Gameplay Tweaks section), but the FO3 Weapon Enhancement Pack overrides 2handrifle/microfusioncell01.dds and 1stpersonsmallenergycell.dds from EVE - Essential Visual Enhancements and several textures from Retextured Fallout Ordnance.



#4 MrBrightside

MrBrightside

    Thane

  • Citizen
  • 52 posts

Posted 03 January 2018 - 11:23 PM

Alright, then I could probably undo that in xEdit can't I?


  • 0

#5 Majorman

Majorman

    Thane

  • Citizen
  • 73 posts

Posted 04 January 2018 - 12:31 AM

There is no limit to the number of plugins you can merge, and the merged .esp behaves just like any other - meaning you can edit tit with GECK and xEdit. However, for the textures to work you will have to either:

1. Tick "copy general resources" and check whether all textures/meshes mmove to the merged folder; or
2. Do not tick "copy general resources", keep the folders of the merged mods ticked in MO and move their plugins to "Optional".
 
Anything else can be fixed by xEdit.

  • 0

#6 MrBrightside

MrBrightside

    Thane

  • Citizen
  • 52 posts

Posted 04 January 2018 - 01:10 AM

Gotcha, thanks. Now since its been a few years since I made the patch for CaliberX for every firearm in the game, the process is just editing them all in xEdit under a new file right? Or would GECK be involved?


  • 0

#7 MrBrightside

MrBrightside

    Thane

  • Citizen
  • 52 posts

Posted 08 January 2018 - 01:44 PM

Coming back to ask another question, regarding the Weapons of the New Millenia if I can't remove certain guns from the mod itself, can I prevent them from appearing in game by getting rid of the leveled lists via xEdit? Theoretically that would mean they just wouldn't spawn right?


  • 0

#8 ZidanReign

ZidanReign

    Thane

  • Citizen
  • 85 posts

Posted 09 January 2018 - 07:30 AM

Coming back to ask another question, regarding the Weapons of the New Millenia if I can't remove certain guns from the mod itself, can I prevent them from appearing in game by getting rid of the leveled lists via xEdit? Theoretically that would mean they just wouldn't spawn right?

You could just find the individual weapon mods from Millenia that you only want and just make a marged patch of the guns and assets but I've never tried that. If you try this, to just make a patch with CaliberX for your new merge, just forward the records you'd need to make it compatible via conflict resolution patch in xEdit.


Edited by ZidanReign, 09 January 2018 - 07:31 AM.

  • 0

#9 MrBrightside

MrBrightside

    Thane

  • Citizen
  • 52 posts

Posted 09 January 2018 - 11:52 AM

just forward the records you'd need to make it compatible via conflict resolution patch in xEdit.

How do I do that? I know I mentioned making this in the past but that was 2-3 years ago and I've forgotten how to do it in the time since.


  • 0

#10 MrBrightside

MrBrightside

    Thane

  • Citizen
  • 52 posts

Posted 09 January 2018 - 12:57 PM

Also, besides making the patch wouldn't I have to activate several of the calibers via GECK?


  • 0

#11 ZidanReign

ZidanReign

    Thane

  • Citizen
  • 85 posts

Posted 09 January 2018 - 06:50 PM

Also, besides making the patch wouldn't I have to activate several of the calibers via GECK?

I'm probably not remembering correctly but doesn't CaliberX natively replace all calibers with equivalents or changed records for the Vanilla+DLC weapons? Also making a CR patch should still be as simple as it was two years ago.  There are video tutorials even.


Edited by ZidanReign, 09 January 2018 - 06:51 PM.

  • 0

#12 MrBrightside

MrBrightside

    Thane

  • Citizen
  • 52 posts

Posted 10 January 2018 - 11:20 AM

CaliberX does natively replace the calibers, but not for modded weapons. I could change the weapon calibers in xEdit, but adding the calibers requires an activation quest.

 
 
 


  • 0

#13 ZidanReign

ZidanReign

    Thane

  • Citizen
  • 85 posts

Posted 10 January 2018 - 02:49 PM

 

CaliberX does natively replace the calibers, but not for modded weapons. I could change the weapon calibers in xEdit, but adding the calibers requires an activation quest.

 
 
 

 

Ah right.


  • 0

#14 MrBrightside

MrBrightside

    Thane

  • Citizen
  • 52 posts

Posted 10 January 2018 - 02:58 PM

So I think that downloading the whole package and getting rid of the leveled list and then getting the CaliberX patch could still work. There'd be less work involved. Alternatively I could just make a big merged patch of all the weapons I want, then manually create my own CaliberX patch while adding quests to add the calibers to the game (that'd require GECK).


  • 0

#15 MrBrightside

MrBrightside

    Thane

  • Citizen
  • 52 posts

Posted 14 January 2018 - 01:15 PM

Alrighty, figured out my plan of action with the WOTNM and CaliberX. Another issue, this time with Weapon Animation Replacers. The linked download for WAR can't be picked up by MO2 for some reason (I'm running MO2 due to compatibility issues between MO1 and xEdit). This means that the mod installer version doesn't seem to be working. Will I still be in the clear if I do the manual installation in MO2?

 

Edit: Guess the real question is will I still be alright with the rest of F&L if I just install the mod manually. Not sure if the mod page has the patch though.


Edited by MrBrightside, 14 January 2018 - 01:26 PM.

  • 0


0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users