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Changelogs
Version 3.4
fix armor using the light armor tools and materials regardeless if they were light, medium or heavy, reported by anaphysik
default list of tools and materials to repair armor is now the medium armor one (instead of the light armor one). This happen in case an armor has no weight class defined
correct typos in ini file comments, reported by anaphysik
Version 3.3
fix mode 5 and mode 6 not working properly on armors due to my dumbness XD. Kudos to anaphysik.
Version 3.2
fix Luck stat increasing the chance of breaking a tool instead of decreasing
improve script by adding some 'eval' where I could and removing some useless lines and also changinq the getINIFloat function by the one provided by showOff plugin, wich could be more fast
add an option to auto-enable the FO3 repair tweak from JIP so you don't need to do it by yourself each time JIP is updated
minor edits to ini file
Version 3.1
reduce loot from Repair Kits and add an option to configure loot amount
fix an issue where one item (Wonder Glue, usually) is always guarantee when unpacking repair kit
add a safe check in case a repair kit gives nothing (it should be impossible but...)
Version 3
add 2 new repair modes (mode 5 and mode 6, read description)
improve the repair kit script. Now content of repair kits will reflect the options you choose
add pilot light into list of item that can be use to repair energy weapon/power armors
scissors can be used as tool to repair light armors
option to make custom lists added to vanilla ones, instead of replacing them entirely (read _documentation.txt included)
fix some minor issues I could find here and there
now requires showoff nvse (Used for only one function changing the repair kit sound, but it's pretty cool)
Version 2.4
fix script converting repair kits into tools and materials not always working as expected
minor script optimizations
Version 2.3
change repair kit item to give you tools and materials when gettin one or using one, instead of being able to repair your stuff
repair kits have a configurable chance to give you whet stones (pretty uncommon in game)
Version 2.2
fix the bExcludeBlades setting that didn't work as it should
auto support english, french and german (kudos to indola) versions of the game
Version 2.1
fix exclude options that didn't work as expected
adds more option for excluding bladed weapons
minor script optimizations
update the provided _DOCUMENTATION.txt file
Version 2
rewritten from scratch: better, faster, stronger
each item type use different list of tools and materials by default
mod is more open to customization
Version 1.3
add an option to change materials need for repairing light armors (spare parts -> leather belt)
add an option to remove tools needed to repairing an armor
note that those options aren't stable. Disable them if you have issues.
Version 1.2
fix tools not being properly handled by the mod in the 1.1 version
change some typos
Version 1.1
add 'Option 5' mode
improve scripts for the mod to be able to accept other item as materials or tools
remove unecessary loading screen
change some typos
Version 1
first release
DESCRIPTION: I made this mod to make repairing more challenging but without having to go to the workbench to create repair materials. I wanted to keep field repairs usable and fun. The idea was to come up with the simplest possible mod, adding no new objects to the game. I'm a long time user of Alternative Repairing mod, and I still recommend it for very hardcore experience, but I'm getting old and I wanted more simplicity.
Now, when you want to repair some equipment, you additionally need tools or materials, or both. Materials are:
Scrap Electronics (only when the equipement is an energy weapon or a power armor)
Scrap Metal (Spare Parts)
Duct Tape
Wonderglue
Leather Belt
Pilot Light (only when the equipement is an energy weapon or a power armor)
When Tools are:
Wrench
Hammer
Whet Stone (bladed weapons only)
Scissors (light armors only)
Depending on the equipement's Type, not all tools or materials can be used
Check the .ini file provided with the mod for some options. It allows you to choose a repair mode by changing the iRepairMode setting.
0: when repairing, one random material from your inventory is consumed.
1: one material and one tool are consumed.
2: one material is consumed and one tool is needed, but only consumed depending on your Repair skill level*. Default.
3: one tool is consumed.
4: one tool is needed but only consumed depending on your Repair skill level*.
5: one tool is consumed. USES REPAIR LIST TWEAKS (more details below).
6: one tool is needed but only consumed depending on your Repair skill level*. USES REPAIR LIST TWEAKS (more details below).
7: one material or one tool is consumed.
* highter your Repair Skill is, lower are chances for the tool to be consumed/broken
REPAIR LIST TWEAKS: add materials to vanilla weapon's repair lists so you don't need anymore to own a similar item to repair and then you can repair with misc items. A tool is still required.
For casual hardcore/survival game settings and modlist, I recommend to simply use option 0, 2 (default) or 6. On top of that, there are some little more options, like excluding bladed weapon. They could be activated for compatibility purposes.
Repair Kits will also work differently. Instead of being able to repair your weapon, they will be transformed into tools and materials. The recipe to craft Repair Kits is disabled.
COMPATIBILITY When using JSawyer Ultimate Edition, disable Armor Repair Kits in JSawyer Ultimate's INI file and load my mod after it. French and German languages are automatically detected. English will be used for all the rest.
SPECIAL THANKS: I want to thank PushTheWinButton: Repair Tools came out just when I was about to finish this mod. Looking at the scripts of Push' mod really helped me to improve one of mine and to discover what UI parts I need to change for the mod being able to display how many materials you have in your inventory when entering the repair menu.