[BETA/REL] Armour Repair Kits

Post » Sat May 28, 2011 1:05 pm

Armour Repair Kits

In Fallout New Vegas, Weapon Repair Kits allow you to repair your currently equipped weapon by a certain percentage (based on your Repair skill). Armour Repair Kits do the same thing, but for your currently equipped armour; simple as that. This mod also adds the ability to break both Weapon and Armour Repair Kits down into their base components.


Download: http://www.newvegasnexus.com/downloads/file.php?id=36744


Readme:

Fallout New Vegas:

==================
Armour Repair Kits

Version: Beta 1.0.2
Date: 19-12-2010
Author: Antistar (Joseph Lollback)
E-mail: josephlollback@hotmail.com
==================


1. Description
2. Requirements
3. Installation/Uninstallation
4. Playing the mod
5. Frequently Asked Questions (FAQ)
6. Save games
7. Conflicts/Known Issues
8. Credits
9. Modder's Resource Info
10. Contact and Information
11. Legal Stuff/Disclaimer
12. Version History

===============
1. DESCRIPTION
===============

In Fallout New Vegas, Weapon Repair Kits allow you to repair your currently equipped weapon by a certain percentage (based on your Repair skill). Armour Repair Kits do the same thing, but for your currently equipped armour; simple as that. This mod also adds the ability to break both Weapon and Armour Repair Kits down into their base components.

This mod requires New Vegas Script Extender (NVSE) - see the Installation/Uninstallation section below for more information.

See the 'Playing the mod' section below for more information on using this mod.

===============
2. Requirements
===============

- Fallout New Vegas
- New Vegas Script Extender (NVSE) v1.0 Beta 1 or above

========================
3. INSTALLATION/UNINSTALLATION
========================

Installation:

- If you have not already done so, download and install NVSE (http://nvse.silverlock.org). Be sure to read and follow the NVSE documentation *closely*.
- Using 7-Zip (http://www.7-zip.org), extract the contents of the ArmourRepairKits.7z archive file to your Steam\steamapps\common\fallout new vegas\Data\ directory.
- In the Data Files section of the Fallout New Vegas Launcher - or using a mod manager tool - place a tick in the box next to ArmourRepairKits.esp.


Upgrading from an earlier version:

- Simply follow the installation instructions above, overwriting existing files.
- Load your save-game and continue playing: no other steps required.


Uninstallation:

- In the Data Files section of the Fallout New Vegas Launcher - or using a mod manager tool - clear the tick in the box next to ArmourRepairKits.esp.
- If desired, delete all files copied to your Steam\steamapps\common\fallout new vegas\Data\ directory during installation (check the ArmourRepairKits.7z archive file to identify these files).

=====================
4. PLAYING THE MOD
=====================

Each Armour Repair Kit is used from the Aid section of the Pip-Boy - in the same fashion as a Weapon Repair Kit - and repairs the most damaged piece of clothing/armour you currently have equipped by the following percentages based on your Repair skill (these values are the same as for the Weapon Repair Kit):

00-24 Repair - 10%
25-49 Repair - 15%
50-74 Repair - 20%
75-99 Repair - 25%
>=100 Repair - 30%


Crafting Armour Repair Kits is similar to crafting Weapon Repair Kits; it is done at a workbench, and requires a Repair skill of at least 50. The components are as follows:

Duct tape (1)
Hammer (1)
Leather Belt (1)
Scrap Metal (2)
Wonderglue (1)

(In other words, similar components to a Weapon Repair Kit; just a leather belt instead of scrap electronics, and a hammer instead of the wrench.)


You can break Weapon and Armour Repair Kits down into their base components at a workbench (requires a Repair skill of at least 50). This is useful if you need parts from a Weapon Repair Kit to construct an Armour Repair Kit - or vice-versa.


This mod adds Armour Repair Kits (and hammers) to appropriate vendor 'leveled lists' by script, so you should be able to buy them at merchants. Note that their inventories may need to respawn first.

===============
5. FREQUENTLY ASKED QUESTIONS (FAQ)
===============

Q) I'm getting the 'NVSE Not Detected' message in-game when I try to use an Armour Repair Kit. What do I do?
A) As noted in the message, you'll need to download and install NVSE. See the Installation instructions above for more information.

Q) I'm having trouble with NVSE. Can you help me?
A) No - I am not part of the NVSE team; you'll need to contact them regarding issues with NVSE.

Q) What do I do with the file I downloaded? It's an unknown file type/I don't know what to do with 7z files.
A) You need a program like 7-zip (http://www.7-zip.org) or WinRAR (http://www.rarlab.com) to open the file you downloaded. After you have that, follow the installation instructions above.

Q) Don't you think that being able to repair (insert item here) with an Armour Repair Kit is unrealistic?
A) In computer games, many things (almost everything, usually) are abstracted to serve gameplay; and this is one of those things. For the sake of comparison, *all* weapons in New Vegas - no matter what they're made of - can be repaired using a Weapon Repair Kit; from a baseball bat, to a knife, to an assault rifle, to a missile launcher, to a plasma rifle.

Q) Will you tell me how to cheat to get the items added by this mod so I don't have to purchase them?
A) There are console commands to give your character any items you want; and with a bit of research I'm sure you'll work it out. I'm not going to actively help people to cheat at my mod though: it goes against the intended design of the mod.

===============
6. SAVE GAMES
===============

- Activating or de-activating this mod should not have any negative effects on your existing save game/s - but as always, it is good practice to keep backups.
- Follow the Uninstallation instructions above if you wish to de-activate this mod.

============================
7. CONFLICTS / KNOWN ISSUES
============================

- This mod is considered to be in beta for as long as NVSE is in beta. Be prepared to potentially (unlikely, but possible) need to update the mod as new versions of NVSE are released.
- Since this is a beta, if you encounter any problems with this mod, please provide me with as much pertinent information on the problem you're having as possible.
- This mod should not conflict with any other mods.

================================
8. CREDITS
================================

- Design, scripting and construction by Antistar (Joseph Lollback - that would be me).
- Additional scripting by Fee510.
- Thanks to behippo for scripting advice.

==========================
9. MODDER'S RESOURCE INFO
==========================

- There are no new art assets in this mod.
- Please ask my permission before releasing mods that alter, are based on, or include the Armour Repair Kits mod.

==========================
10. CONTACT AND INFORMATION
==========================

My e-mail address is josephlollback@hotmail.com

=========================
11. LEGAL STUFF/ DISCLAIMER
=========================

By downloading and using this modification, you agree that the author of the modification cannot be held responsible for any damage to software or hardware directly or indirectly caused by the aforementioned modification. Use at your own risk, basically.

=================
12. VERSION HISTORY
=================

Beta 1.0.2 (19-12-10)
- Changed ingredients and output of all recipes to bring them in line with the changes to the Weapon Repair Kit recipe made by the recent official patch for Fallout New Vegas. See the Playing The Mod section of the readme for the new ingredient list.

Beta 1.0.1 (22-11-10)
- Armour Repair Kit script altered using contribution from Fee510, to implement the following changes:
- *Any* clothing item can now be repaired (not just the ones that can take damage, as before).
- Only the most damaged currently equipped clothing item is repaired with each Kit used - rather than *all* equipped clothing items being repaired, as before.

Beta 1.0 (07-11-10)
- Initial public beta release.



WIP thread: http://www.gamesas.com/index.php?/topic/1136277-wip-armour-repair-kits/


Edit (19-12-10): Updated readme quote to b1.0.2.
User avatar
Paul Rice
 
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Post » Sat May 28, 2011 9:29 pm

Sweet! Have to wonder why it wasn't in the game to begin with, maybe to force players use repair services? Regardless, nice addition :goodjob:
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!beef
 
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Post » Sat May 28, 2011 2:45 pm

Can you add breakdown of armor for spare parts. I believe that you should separate light armor and clothing repair kits from Metal Repair kits. That way you can balance the repair of different armors.
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Laura Wilson
 
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Post » Sat May 28, 2011 9:01 am

Having different repair kits for different weight classes of armour (light/medium/heavy) or for power armour may be possible in the future, if not now (I haven't looked to see if there are script functions to check for weight class). For now though I'm happy with there being simply Armour Repair Kits to repair (all) apparel, just as there are Weapon Repair Kits to repair (all) weapons. I touch on this in the FAQ in the readme.
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Emma-Jane Merrin
 
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Post » Sat May 28, 2011 10:27 pm

thank you
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Stephanie Valentine
 
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Post » Sat May 28, 2011 7:44 pm

Sweet! Have to wonder why it wasn't in the game to begin with, maybe to force players use repair services? Regardless, nice addition :goodjob:

You don't really need to use repair NPCs regardless. It's probably more the oddness/balance of a single kit repairing ALL of your armor (I assume that's how this mod works?)

Not to put down this mod at all, but personally I never understood why they made it an Aid item in the first place, it only makes them harder and more awkward to use. Why not just a misc item that's in every item's repair list? Regardless, that's how they did it and good work filling the gaps :goodjob:
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Noely Ulloa
 
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Post » Sat May 28, 2011 10:02 am

Not to put down this mod at all, but personally I never understood why they made it an Aid item in the first place, it only makes them harder and more awkward to use. Why not just a misc item that's in every item's repair list? Regardless, that's how they did it and good work filling the gaps :goodjob:

The problem with making it a misc item in the repair lists, is that you don't know what items/mods/DLC's a player is using.

Remember the script for weapon repair kits isn't from NV, it is from Mothership Zeta (Alien Epoxy) --- sure they could have put in changes to all of the weapons repair lists, but that would have had several problems. Mainly:

- problematic to make it apply to weapons added by The Pitt, Point Lookout, or Broken Steel (without knowing if someone has some, all, or none of the above)
- conflicting with mods (any mods that have an override for any default weapons would conflict with until tweaked - so any alterations to default weapons, alternate repair mods, etc)

Also the way that they implemented it has the advantage of working on any mod weapons that they don't even know about. So overall, I'd say that the way they implemented it... while annoying in its own ways... is better than making a misc item on repair lists.

However, what they should have done IMO... is put something right below "repair/maintain" and above "mod" on the weapon listing screen, for the repair kits. Have it work something like stimpaks/medkits/etc on the status screen --- so that right there from the weapon screen, you can select a weapon and then use a repair kit on it.
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Mariaa EM.
 
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Post » Sat May 28, 2011 5:40 pm

I can see that with the original. Of course if it were part of base FNV no one would make a new mod without adding the item to their repair list, but that has no bearing on this mod :P

Edit: Definitely, making them like stimpacks would have been good.
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Queen
 
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Post » Sat May 28, 2011 11:31 am

I don't know about actually having an option displayed in the Pip-Boy stats menu like Stimpaks (or Doctor's Bags, Rad-Away, etc) have, but a hotkey to use an Armour or Weapon Repair Kit may be possible. It would be a bit like how the http://www.fallout3nexus.com/downloads/file.php?id=8323 mod for FO3 works; a hotkey (say, 'K' for Repair (K)it) that only works if you're in the appropriate Pip-Boy menu. (Less likely to clash with other keybinds - vanilla or added by other mods - that way.)

Something I may look into at some point. :)
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Andrea Pratt
 
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Post » Sat May 28, 2011 9:40 pm

ARK Beta 1.0.1 is now available:

Beta 1.0.1 (22-11-10)
- Armour Repair Kit script altered using contribution from Fee510, to implement the following changes:
- *Any* clothing item can now be repaired (not just the ones that can take damage, as before).
- Only the most damaged currently equipped clothing item is repaired with each Kit used - rather than *all* equipped clothing items being repaired, as before.

User avatar
Ownie Zuliana
 
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Joined: Thu Jun 15, 2006 4:31 am

Post » Sat May 28, 2011 3:45 pm

Another wonderful mod from the mind of Antistar :)
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Jaylene Brower
 
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Post » Sat May 28, 2011 4:39 pm

I just updated the mod to Beta 1.0.2:

Beta 1.0.2 (19-12-10)
- Changed ingredients and output of all recipes to bring them in line with the changes to the Weapon Repair Kit recipe made by the recent official patch for Fallout New Vegas. See the Playing The Mod section of the readme for the new ingredient list.





Another wonderful mod from the mind of Antistar :)


Thanks. :)
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Neil
 
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