FALLOUT 3
CMRS - Cross Mod Repair System -- FOSE Required by Krysee
Fallout 3 » Gameplay Effects and Changes
Added: 01/04/2010 - 10:49PM
Updated: 01/11/2010 - 09:44PM

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RC1 Latest version

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Uploaded by Krysee

Description

Last updated at 21:44, 1 Nov 2010 Uploaded at 22:49, 1 Apr 2010

CMRS - Cross Mod Repair System
Release Candidate 1.0
By Krysee

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Description:
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Cross-repair weapons.
Cross-repair armor.
Cross-repair across the Vanilla/DLC boundary.
Cross-repair ACROSS MODS.

I can repair my M249 SAW from 20th Century Weapons with scrap metal, cast-off Chinese Assault Rifles and those silly "Perforator" and "Infiltrator" guns from The Pitt.
I can repair my Leather Armor with the crap The Pitt raiders wear.
I can repair my Ashur's Power Armor with Enclave Hellfire Armor.
... are you jealous?

Once you're running this mod, you can too.

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How It Does What It Does:
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CMRS.ESM adds 29 master repair lists to the game and populates some of them with vanilla clutter that will be used to repair items that end up on the list. It does not by itself change any content.

Each .ESP file uses scripts to change a weapon or armor's data form *during runtime* to make it repairable by one of the lists from CMRS.ESM, and then populates the lists of CMRS.ESM with this content. Each of the ESPs is labeled to match the mod that it supports: Vanilla supports the base game, The Pitt supports that DLC ... it should be pretty self-explanatory.

Because this alteration is dynamic and exists only in game memory, it may be lost due to quicksaves, autosaves, and the occasional cache dump during long overland walks. To prevent this, the scripts watch for data loss on a lazy schedule and reinitialize their changes when they find their changes missing. While the scripts are repopulating, they will call out their script names to the console letting you know that they're active again; if you see some of the CMRS versions that you are running but not all, close the console and sit in unpaused game more for about 20 seconds and check the console again. Repairability is restored after they have all called out.

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What The Optional Files Do:
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CMRS - Rebalanced Junk:
1. Since scrap metal is now valuable to the player as a repair component (and not just from this repair mod, what if you're running RobCo Certified or the CALIBR/CRAFT ammo mod as well, you need scrap metal), the price on it has gone up and the rewards for turning it in have sweetened considerably. The base value of scrap metal is now 20 caps. Walter now offers 25 caps or 10 karma plus 5 XP per piece, Winthrop offers the same deal he always had, but now gives you 10 karma and 5 XP for each piece as a bonus, and Casdin offers the same reward he always did, but for only one piece instead of two.
2. Have you ever noticed that you strap together 8 pounds of junk to make a 3-pound Dart Gun? Or how you belt together 18 pounds of garbage to get an 8-pound Rock-It Launcher? Ever wondered why the components for a ten-pound Deathclaw Gauntlet only add up to five pounds? This mod fixes all that by altering the weights of the clutter that makes the gear. For almost everything, this means a drastic weight reduction; the only weight increase is on deathclaw hands, which are now considerably heavier. The weapons aren't altered, only the weights of the clutter that make them.
3. The repair lists for the craftables now include all the things that went into making that item, plus scrap metal and/or wonder glue where appropriate.
4. Now that the clutter that makes our crafted weapons is lighter, the rest of the clutter is re-evaluated for weight, causing a great amount of it to take big cuts in weight.

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Requirements:
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Fallout 3 Patch 1.7
FallOut Script Extender (FOSE): http://www.silverlock.org
FallOut Mod Manager (FOMM): http://www.fallout3nexus.com/downloads/file.php?id=640

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Supported Mods:
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19th and 20th Century Weapons v5: http://www.fallout3nexus.com/downloads/file.php?id=5059
(This requires CALIBR: http://www.fallout3nexus.com/downloads/file.php?id=3447)


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Install:
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Make sure you have the current patch and FOSE installed.
THIS FILE DOES NOT WORK WITHOUT FOSE
THIS FILE CANNOT WORK WITHOUT FOSE
If you are unable to use FOSE ... sorry. Can't help you.

1. Extract the files from the archive.
2. Copy files to (install folder)\Fallout 3\Data\
3. Start FOMM and place a checkmark beside the file. Load order is unimportant.
4. Enjoy a game where you can actually fix stuff in an orderly manner.

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Load Order:
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Can you believe it, a mod that *really doesn't care* where it's loaded! For gaspness!
All the magic happens *after* the load, so CMRS honestly doesn't care where you put it!

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Un-Install:
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1. Start Fallout 3 Launcher, click Data Files, uncheck the .esp file.
2. Delete the files/folders associated with the mod.
3. Load the game and remember why you got a repair mod.
4. Follow steps 1-4 of install procedure.

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Compatibility Issues:
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This mod is meant to CREATE compatibility!

CMRS will only conflict with anything that changes the repair fields of weapons/armor with scripts after load, specifically on the items that it watchdogs for each script to reinitialize its changes. If you're really curious to see what these items are, open the scripts and look for yourself.

Since this is the only mod that I know of that changes repair fields during runtime ... I can say with a smug certainty that nothing will conflict with this mod.

CMRS is going to change the repair field and leave the rest alone, so even if you mod everything about the default Assault Rifle, you'll find it to be exactly as your other mods intended it to be, but now it repairs and is repaired by the CMRS automatic rifle table.

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History:
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0.1 4/1/2010 - Initial Attempt. Tests successful, full implementation failed.
0.2 4/3/2010 - First working version. Appears to be a winner ... but loses its functionality sometimes.
0.3 4/6/2010 - Bug stomp that retains functionality ... but causes stuttering.

... four months and two computers later, one of which wouldn't even go online much less play FO3 ...

RC1.0 8/7/2010 - Based on 0.2 with a fixed watchdog that retains functionality without stuttering.

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Contact:
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Krysee on the Nexus. Probably best to PM me, since I don't participate in forums as a general rule.
Except the limited forum in the comments tab on my files, that is. I'm very active there, too.

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Recommended Mods:
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Any!

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Credits:
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Thanks to Bethesda for creating Fallout 3.
Thanks to the Nexus modding community for making Fallout 3 playable, enjoyable, and re-playable.
Thanks to InsanitySorrow for ReadMe Generator this readme is based on.
Thanks to Vocha for starting the Repair Rethought that got me thinking about this.
Thanks to necro-file for picking up where I left off with Repair Rethought Reborn.
Thanks to Apprentice Hunter for the batch file idea (that is no longer necessary).
Thanks to Lakie for giving me they nudge I needed to fix the 0.3 stuttering bug.

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Tools Used:
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The GECK (http://fallout3nexus.com/downloads/file.php?id=759)
FOSE (http://www.silverlock.org)
FOMM (http://fallout3nexus.com/downloads/file.php?id=640)
FO3Plugin (http://fallout3nexus.com/downloads/file.php?id=5104)
FO3Edit (http://fallout3nexus.com/downloads/file.php?id=637)
Fallout 3 ReadMe Generator (http://fallout3nexus.com/downloads/file.php?id=8269)
Notepad++ with a GECK plugin (http://sourceforge.net/projects/notepad-plus/files/ and http://fallout3nexus.com/downloads/file.php?id=10322 ... an absolute must for GECK scripters that need more than a few lines)

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License/Legal:
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Do whatever, just give credit where credit is due.

I'm totally serious about this. I'd rather see my scriptwork ripped off and implemented in every mod out there if it means I can download something and it repairs right out of the box than nitpick about who wrote what.

In fact, I hereby release the this mod and its conceptual workings to the Nexus modding community at large in the hopes that somebody with more skill and/or capability than myself will be inspired to one-up me. Course, I'm still going to keep releasing mod compatibility patches until somebody does.