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


Question

Posted

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.

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Posted (edited)

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
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Posted

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.

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Posted

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.
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Posted

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?

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Posted

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?

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Posted (edited)

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
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Posted

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.

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Posted (edited)

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
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Posted

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.

 
 
 

 

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Posted

 

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.

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Posted

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).

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Posted (edited)

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
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Posted (edited)

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.

Don't use them. Its honestly outdated and not really an immersion breaker. Its just an animation replacer so it won't be missed.

 

Feel free to pick up Xilandro's Weapon Inertia https://www.nexusmods.com/newvegas/mods/64335 and diagonal movement https://www.nexusmods.com/newvegas/mods/64333 mods though, as that certainly enhance the feel of guns and movement in game. iirc the Guide uses Ragdolls so make sure with Weapon Inertia you have it installed after with its compatibility skeleton.

 

In the animation part in general, I'd say also add Solid Project for a ton of features you can customize yourself without a hassle and a sprint that is actually animated rather than PN's Sprint, which it will ask to deactivate if you want.  Be wary as NV Enhanced Camera won't work with these mods (double hands with Animated Sprint.) I never really used those mods in any bethesda game but its a personal preference so its your choice after all.

Edited by ZidanReign

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