Alien Epoxy and Repair Kits work on Armor and Headgear 3.2

Mod releases and conversions for Current versions of TTW
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pintocat
Posts: 567
Joined: Sun Apr 07, 2013 12:50 am

Alien Epoxy and Repair Kits work on Armor and Headgear 3.2

Post by pintocat » Wed Nov 21, 2018 4:16 am

I'll be updating this soon to be aware of FO3 repair option in JIP LN plugin, as well as item mod changes (weapon mod durability)

DOWNLOAD here: https://drive.google.com/file/d/1h7kL8r ... 2RB5yq2I9p

I made both Alien Epoxy and Weapon Repair Kits able to repair equipped: armor, headgear, or weapon.

The repair skill scaling is now per-point, rather than at every 25 points; You will repair (Skill / 3) percent -- so at 100 skill you'll repair 33%.

For comparison, the vanilla skill scaling is
  • 0-24: 10%
  • 25-49: 15%
  • 50-74: 20%
  • 75-99: 25%
  • 100: 30%
Update 1.2, 20190211: Added support for JIP LN Fo3 style repair optional, and weapon mod durability.

Update 1.1: Added a global variable to switch between mod default per-skill point scaling, and vanilla 25-point jumps in scaling. To use vanilla style scaling, in console: "set PCRKLevelledScaling to 1"

Weapon Repair Kit is renamed to Repair Kit.

The script is cludgy but I wanted something fast so I could play with it.

You are free to modify, or do what you like with it.



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SPITSPHIRE
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Joined: Thu Aug 29, 2019 10:13 pm

Re: Alien Epoxy and Repair Kits work on Armor and Headgear 3.2

Post by SPITSPHIRE » Sat Oct 12, 2019 6:35 am

the "cancel" option closes the menu and consumes the repair kit without actually repairing anything.

curseofnight
Posts: 2
Joined: Fri Oct 18, 2019 1:52 am

Re: Alien Epoxy and Repair Kits work on Armor and Headgear 3.2

Post by curseofnight » Thu Oct 24, 2019 5:22 am

SPITSPHIRE wrote:
Sat Oct 12, 2019 6:35 am
the "cancel" option closes the menu and consumes the repair kit without actually repairing anything.
The cancel option is working properly for me with both repair kits and alien epoxy. Perhaps it was fixed in one of the updates?

Regardless, excellent mod. Much appreciated considering how expensive the repair costs are for some items.

ZippoMoon
Posts: 8
Joined: Sat Dec 14, 2019 8:45 pm

Re: Alien Epoxy and Repair Kits work on Armor and Headgear 3.2

Post by ZippoMoon » Mon Aug 24, 2020 2:04 pm

Sorry for the necro, but were's version 1.2? The download link gives version 1.1.

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Manan
Posts: 60
Joined: Wed Aug 31, 2016 10:35 pm

Re: Alien Epoxy and Repair Kits work on Armor and Headgear 3.2

Post by Manan » Tue Sep 15, 2020 12:17 am

ZippoMoon wrote:
Mon Aug 24, 2020 2:04 pm
Sorry for the necro, but were's version 1.2? The download link gives version 1.1.
Huh, maybe that would explain the issue with kits being consumed even when "Cancel" is selected. I had the issue too, late time I had TTW installed.
Edit: I'm not sure what was up last time, but I'm not experiencing the issue anymore in my current playthough. I checked in FNVedit both times. If there was a conflict, I didn't see it. Huh.

SPITSPHIRE
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Joined: Thu Aug 29, 2019 10:13 pm

Re: Alien Epoxy and Repair Kits work on Armor and Headgear 3.2

Post by SPITSPHIRE » Wed Oct 07, 2020 7:21 am

i mentioned this in a previous comment from a while ago but its come up again in my current playthrough and i think i know whats causing it this time.

i mentioned before i was having issues with the repair kits being consumed without actually repairing an item.
well after testing this issue seams to start upon visiting point lookout and continues to be present from then on in the save

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Manan
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Joined: Wed Aug 31, 2016 10:35 pm

Re: Alien Epoxy and Repair Kits work on Armor and Headgear 3.2

Post by Manan » Sat Dec 11, 2021 4:23 am

Posting this here so it's known, repairing items to 100% with this mod manifests a vanilla engine bug where the item with 100% durability will not appear in the inventory if another item of the same kind is present. Anyone who's used a mod that places equipment without adding a durability to it may be familiar with this bug, as that is another way of causing it. YUPTTW appears to have a method of preventing this in its Weapon Repair Kit script by only repairing weapons up to like 99.7% or something like that (repairing things in your inventory without repair kits has a similar workaround). I'd post a fix myself since the permissions are open, but I don't have enough experience with scripting to know how to do that.

There is a workaround to unhide the items, which is just to drop them and pick them back up. Workaround or not, it's still really easy to have a bunch of ghost weight in your inventory if you're not specifically thinking about it.

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