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Super Mutants Not dropping Proper CaliberX Ammo

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tomthechaone
Posts: 17
Joined: Mon Aug 29, 2016 5:13 pm

Super Mutants Not dropping Proper CaliberX Ammo

Post by tomthechaone » Sat Sep 03, 2016 5:36 pm

This could be an issue with the CaliberX or weapons of the new millenia mods, but as it only seems to occur in the Capital Wasteland I'm posting it here. My specs are:


16GBRAM


Intel inside i7 59.0 GHZ


Nvidia GTX Geforce 960


Windows 10


Using FOMM 0.14.11.12


Both games are steam copies with all the DLC (GOTY and ultimate)


So my current setup of TTW has been running quite nicely, save for this damn near immersion-breaking bug I am encountering. Almost every super mutant I gun down in DC isn't carrying proper ammo for their weapons, being replaced with what I imagine is the vanilla ammo Millenias weapons are chambered for. So for example, if I get into a fight with a super mutant carrying a AK74 or 9A-91, he will only be carrying 5.56mm or 357. mag instead of 5.45mm or 9x39mm. Not exactly causing crashes, but it makes it quite a pain to accrue the more exotic ammo types, as well as for boring fights when I can just unload on the giant target running in a straight line at me.


I remember in the last version of CaliberX I was running the WOTNM patch (version 4 patch I think?), a little over a month ago before the windows anniversary update, had super mutants dropping the proper ammo types but either the new version or something in my load order is screwing with the levelled lists to replace ammo added by the patch with vanilla variants.


Any help would be greatly appreciated, I'm not exactly an expert when it comes to messing with levelled lists.


 


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RoyBatty
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Sounds like a leveled list

Post by RoyBatty » Sat Sep 03, 2016 6:22 pm

Sounds like a leveled list problem. You'll have to learn some xEdit skills to fix it. It's not very hard.


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tomthechaone
Posts: 17
Joined: Mon Aug 29, 2016 5:13 pm

Any idea where to start? I've

Post by tomthechaone » Sat Sep 03, 2016 6:36 pm

Any idea where to start? I've done some basic conflict fixing in xedit before, but nothing of this nature. I'm going to start prowling google and youtube but would you know of any handy tutorials on the matter?


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anstand
Posts: 223
Joined: Tue Feb 11, 2014 10:41 am

The "problem" with CaliberX

Post by anstand » Sat Sep 03, 2016 6:41 pm

The "problem" with CaliberX is, that it adds the stuff to the leveled lists via scripts. I think that it will be pretty hard to correct this now with FNVEdit.



tomthechaone
Posts: 17
Joined: Mon Aug 29, 2016 5:13 pm

I'm almost wondering if it's

Post by tomthechaone » Sat Sep 03, 2016 6:48 pm

I'm almost wondering if it's because the caliber patches are loaded after the distribution patch... but I'm grasping at straws here lol


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anstand
Posts: 223
Joined: Tue Feb 11, 2014 10:41 am

You probably have to start a

Post by anstand » Sat Sep 03, 2016 6:59 pm

You probably have to start a new game when you want this to be fixed.


I will have a look at this later since I was planning to integrate CaliberX into my game anyway.



tomthechaone
Posts: 17
Joined: Mon Aug 29, 2016 5:13 pm

I figured as much, not many

Post by tomthechaone » Sat Sep 03, 2016 7:09 pm

I figured as much, not many of my modded runs of fallout ever make it past level 15 hahahaha, at least this one came pretty early around level 3... I'm pretty sure this is an error on my end of some sort.


Let me know if you find anything out about this, I'll probably be messing with mods and Caliberx all day... I eventually want to patch & re-chamber the SpamPTRS weapon packs for a TTW run, but that's a ways down the road for someone as inexperienced as me and I better concentrate on the current issue :P


 


 


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tomthechaone
Posts: 17
Joined: Mon Aug 29, 2016 5:13 pm

After rooting around in

Post by tomthechaone » Sat Sep 03, 2016 9:14 pm

After rooting around in FNVedit for a good while I tracked down the levelled lists from weapons of the new millenia that are causing this... no other mods seem to be overwriting these levelled lists which is why they are all set to vanilla ammo. Looks like I got a lot of busy work to do indecision


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tomthechaone
Posts: 17
Joined: Mon Aug 29, 2016 5:13 pm

So wait, wouldn't that mean

Post by tomthechaone » Sat Sep 03, 2016 10:06 pm

So wait, wouldn't that mean that the scripts from the caliber patch aren't firing? It doesn't affect the levelled items in any way, just re-chambering the weapons and doing it's scripting thingie. (layman's terms XD)


EDIT: After messing around for awhile I fixed up all the leveled lists with the appropiate ammo... I thought this would be difficult at first but it's just as easy as anything else one does with FNVedit. Just tedious cheeky


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RoyBatty
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I'm pretty sure he did alter

Post by RoyBatty » Sun Sep 04, 2016 2:55 am

I'm pretty sure he did alter the with ammo lists on the guns so it sounds like merge patch issue to me. If this is not the case I'll have to just make new patches for everything and do it myself if it's going to be done.


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