DESCRIPTION

INSTALLATION



COMPATIBILITY



TO DO



Add custom assets or use Fallout 3 assets in order to enable automatic installation. ✓

Place 3 weapon repair kit schematics at workbenches around the wasteland.

If you gather three schematics, you craft 2 repair kits for the same components.

Add weapon repair kits to loot tables.

Place weapon repair kits at workbenches around the wasteland.

Add weapon repair kits to the levelled lists of some traders.

Make FOSE-only version that will check for player's skill with their current weapon.

REPAIR SCRIPT



SHOUTOUTS



SPOILERS BELOW

SPOILERS



Base ID for weapon repair kit: XX003695 where XX is the hex value for the mod's position in your load order.

Base ID for weapon repair kit schematics: XX000EA6 where XX is the hex value for the mod's position in your load order.

Schematics located on workbenches in [still need to add to world].

Weapon repair kits located in world at [still need to add to world].

Schematics sold by Crazy Wolfgang. He can be teleported to you for testing (no guarantees that this won't break his pathfinding) by entering the following commands into the console (without quotes) without closing it: "prid 00063C07" [Press Enter] "moveto player"

This mod is functional and bug-tested, but is not yet complete (see TO DO list). I've decided to publish it to gather ideas and constructive criticism.Adds the ability to craft weapon repair kits at a workbench. They have the same appearance and functionality as those found in New Vegas (as of v1.2 the repair percentage is equal to your repair skill), with a slightly different recipe to account for there being less of the necessary components in Fallout 3 (no scrap electronics or duct tape). At the moment the schematics must be bought from a certain roving trader (see spoilers at the bottom for the name), but I have plans to add schematics at workbenches around the wasteland as well. See the "TO DO" section for more information on my future plans.When used, the weapon repair kit will be consumed and will repair the currently-equipped weapon by a percentage of its full durability determined by the player's current repair skill as shown in the "REPAIR SCRIPT" section. It will also play the "UIRepairWeapon" sound (ding ding ding and then duct tape being unrolled and wrapped) and display a message in the top left corner saying how much it repaired the weapon. If the weapon is at 100% health, the weapon repair kit will not be used, no sound will play and a message will pop up saying that the weapon is already at 100% health.At the moment the recipe for a weapon repair kit consists of the following items, but I am open to suggestions on whether items should be added or removed.Conductor2x Scrap metalSensor moduleWonderglueWrenchAs weapon repair kits can be sold for almost 300% of the price of the raw materials, buying components and selling repair kits back to the merchants could be a quick way to make some caps.Nexus Mod Manager will download and install this file by pressing the appropriate buttons. Fallout Mod Manager or a manual install also works. Either let NMM/FOMM handle the installation or copy the Data folder in the .zip file into your Fallout 3 folder. This will add the CraftableWeaponRepairKit.esp file and the required mesh and textures into the correct place (Data\Meshes\CraftableWeaponRepairKit and Data\Textures\CraftableWeaponRepairKit), then you just need to activate the .esp, either using FOMM or in the data files tab of the launcher. I'd recommend FOMM, as you can also re-arrange your load order, though it shouldn't matter where in your load order this mod goes.Use version 1.3 of this mod if you would like to use the model and textures of the New Vegas repair kit. It requires you to have access to the .bsa files of New Vegas, and a program able to extract files from them (FOMM has this ability). Use FOMM to open the Meshes.bsa file and search for "repairkit" or browse to meshes\clutter\repairkit. Select repairkit.nif and extract it to "Fallout 3\Data\Meshes\CraftableWeaponRepairkit" You may need to check that it actually goes there. Next, open Fallout - textures.bsa and browse to 'textures\clutter\repairkit\" and extract both repairkit.dds and repairkit_n.dds to "Fallout 3\Data\Textures\CraftableWeaponRepairkit" Then open Fallout - textures2.bsa, browse to "textures\interface\icons\pipboyimages\items\" and extract item_repair_kit.dds to that same folder. Browse to your Fallout 3 folder and open Fallout - textures.bsa, browse to textures\interface\icons\pipboyimages\items\ and extract items_schematics_bottlecap_mine.dds to that folder.I'll soon add another version that will use an item texture and model from Fallout 3 or create my own, for those who do not have New Vegas or do not want to do the above steps.Due to the 10-recipe limit for the workbench, this will be incompatible with any mod that adds recipes to the workbench. If there's enough interest, I will create a mod that works with CRAFT which lets you add more recipes. if anyone knows of another way to get around this limit, let me know.Roughly in order of importance:If you've got the non-FOSE version ignore any checks for weapon skill, as they are not included in the script.As of version 1.2 the version percentage is equal to the player's repair skill. Use version 1.1 if you want the following effects.Repair or weapon skill < 25 - 10% repair25 =< Repair or weapon skill < 50 - 15% repair50 =< Repair or weapon skill < 75 - 20% repair75 =< Repair or weapon skill < 100 - 25% repairRepair and weapon skill =< 100 - 30% repairThanks to strungout for his tutorial on adding a custom weapon to the workbench, he saved me a lot of trawling through forums with this concise guide. Reddit user /u/hopper31 gave me to command necessary to check for the player's skill with their equipped weapon, used in the FOSE version.Other G.E.C.K. tutorials I used include adding items to vendors and Basic Quest.



