Fallout 3
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Shiholude

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About this mod

Welcome to the Bad Ass Repair mod!! WHOOOOOOOOOOOO!! This mod does four things to the FormID lists: 1. It adds six junk items for use in repair on various types of weapons or armors. 2. It adds logical cross-items for use in repair - without being ridiculous. 3. It adds schematic sub-components to appropriate user-created weapons. 4. It removes all

Permissions and credits
Name: BA_Repair
Author: Shiholude
Cateogry: Gameplay Effects and Changes



Thank you to everyone that continues to support and download my mods! I love this community! Check out my other stuff on MY MEMBER PAGE.



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Description:
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Welcome to the Bad Ass Repair mod!! WHOOOOOOOOOOOO!!
Yes, it's just another repair mod, nothing huge.

This mod does four things to the FormID lists:
1. It adds six junk items for use in repair on various types of weapons or armors.
2. It adds logical cross-items for use in repair - without being ridiculous.
3. It adds schematic sub-components to appropriate user-created weapons.
4. It removes all Unique items from being used for repair purposes.



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Background:
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I've played FO3 for over three years now, and during that time, I've used several repair mods that have all brought some needed logic to the game. However, the earlier ones were not designed well, and the latest one's really used a ton of items for repair. While semi-logical with some of the objects, I found that I was hauling around tons of items to use for repair - rather than sell.

So my solution was to come up with a simplified set of things that would be used for repairs. I first set out to only use items that would be directly linked to a specific piece of armor or weapon, and after reviewing most junk and alternative pieces of clothing or weapon types, I feel I've come to some logical solutions:


Scrap Metal
(Availability - Medium)
[Used in: Combat Armor & Helms, Metal Armor & Helms, All Guns, and Melee Weapons (except Wooden ones)]
These piles of miscellaneous metal scraps were originally called "spare parts" in the GECK. With that thought in mind, these small piles of scraps could be easily used for repair of most any substance. Their use in most weapons and armor is obvious, and while I can see some very good reasoning for their use in clothing, I felt that it had extremely limited usage. In fact, I often felt like I was cheating when repairing cloth or leather items with it, so I dropped it from these types of items.


Wonderglue
(Availability - Medium)
[Used in: Everything]
This liquid gold is able to piece together any substance. It's a awesome adhesive, it's water resistant, it's a varnish, it's..... wonder glue! I realize that the value of wonderglue is 10x that of the other three components, but its legitimacy for use overshadowed the higher cost of repairs.


Tin Cans / Bent Tin Cans
(Availability - High)
[Used in: All Armor, All Guns]
Don't let the tinny name fool you! Tin cans are actually made mostly of aluminum (about 90%), and got their name from the tin coating placed on them to help prevent corrosion. Aluminum and tin both can be melted down and reused with little to no loss of their natural elements, making them an ideal recyclable product for repairs.

That being said, of course we aren't walking around the wasteland with forges in our backpacks, but they are easy to soften to a malleable state at a simple fire (think of someone making lead bullets). The idea is that these cans aren't only good for a cheap explosive or preserving food. They can be used for splints in wooden items (bats, gun grips, etc) which when combined with Wonderglue will repair them to a solid state. They can be used as a coating, or fill, for damaged weapons. They can help hold clothing together as buttons, snaps, jewelry, etc. They can be the solder for piecing your heavier armor back together!! I think that the dead horse has officially been kicked. :)


Pre-War Money
(Availability - Medium)
[Used in: Cloth Armor & Helms, Leather Armor & Helms, Glasses, Masks, and Wooden Melee Weapons]
It is a common misconception that money is made from trees, when it is in fact made from cotton. So, I have found use for it as an expensive but viable alternative for use in repairs of certian items. It is limitied to lighter duty items, like glasses, and cloth apparrel, and can even be used to wrap grips of wooden items.


Whetstone
(Availability - Low)
[Used in: Metal Melee Weapons]
These little blocks of compressed carborundum can be very helpful sharpening that rusty blade you found on a rotting chinese trooper. But even moreso than that, they can help take that big burr on the end of your sledgehammer, or file the sleve of your police baton so it extends with greater efficency.

As for hammers and wrenches, these are logical to be used during the repair process, but they would not get consumed.

In addition to these changes, I also EXCLUDED all unique weapons and armor from the repair lists!!



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File Information:
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(March 14th, 2012)
In my most recent update, I've removed the individual expansions, and simplified the download into a Vanilla (original game) version, or a GOTY version. Additionally, there is an XTRAS file included, as well as a version that supports the latest Apocolypse Armory mod (V2) - all in a single download.

All versions modify the FormID lists for every weapons and piece of armor. If you are using the Fallout Remastered mod (and why aren't you? Seriously!), then you will want to place my mod somewhere BEFORE it, and create a merged patch AFTER it that carries my changes past his. For this purpose, you can feel comfortable loading BA_Repair fairly high in your load order. If using the AA package, be sure to load this AFTER that, naturally. Everything has been tested and is working fully.


NORMAL VERSION:
Original version. Completes all four of the objectives mentioned above:
1. It adds six junk items for use in repair on various types of weapons or armors.
2. It adds logical cross-items for use in repair - without being ridiculous.
3. It adds schematic sub-components to appropriate user-created weapons.
4. It removes all Unique items from being used for repair purposes.

ALTERNATE VERSION:
Modifies all FormID's to repair items with ONLY Tin Cans, Bent Tin Cans, Wonderglue, Scrap Metal, Pre-War Money, or Whetstones (according the same restrictions applied above).

Choose only ONE of these (all changes are included in all versions):
BA_Repair.esp (Requries FO3)
BA_Repair_GOTY.esp (Requires FO3 and all DLC's)
BA_Repair+AA.esp (Requires FO3 and "Apocalypse Armory.esm")
BA_Repair_GOTY+AA.esp (Requires FO3, all DLC's, and "Apocalypse Armory.esm")


XTRAS (located in the main file):
These are additional files that drill deeper to include modifications to armor and weapon stats. Mainly, if a piece of armor or a weapon did not specify a RepairList in it's stats, then I have done so for it. Furthermore, if the RepairList called for didn't fit the item properly (like repairing a piece of leather armor with jumpsuits), then I modified them to make more sense.

This file is separate because it goes beyond what I intended my mod to do in the first place. This file is separate from the above changes, and as such, can be chosen in addition to the above.

Choose only ONE of these (all changes are included in both versions):
BA_Repair_Xtras.esp (Requries FO3)
BA_Repair_GOTY_Xtras.esp(Requires FO3 and all DLC's)



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Requirements:
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Fallout 3 Patch 1.7 (or equivalent fake-ish patch)
Fallout 3 DLC Contents (as applicable to the files you wish to use)



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Install:
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1. Download and install via the NMM (Nexus Mod Manager).

OR

(my personal recommendation as all mod authors do not package their mods the same way, and you shouldn't randomly isntall mods without viewing them first)
1. Download the files to a secure location. Contrary to some other authors, I do not recommend directly downloading or unzipping directly to your Data folder.

2. Extract the files from the archive to a new folder under it's name. This is handy for keeping a record of what version is associated with the mod (if the author properly marked the download file). Once you get to 40+ mods, it will be hell trying to remember when you got the last update for each mod.

3. Inspect the folder contents, including the file names and any corresponding meshes or textures folders to understand what you are about to replace.

4. Read the included ReadMe file for installation instructions or additional information. I understand the irony of including this install step in a ReadMe file for installation that would only be read if someone opened the ReadMe file in the first place. JUST SHADDUP AND DO AS I COMMAND!! :)

-------REMEMBER!!!! CHOOSE ONLY ONE OF THE ESP'S!!!!----------

5a. If satisfied, copy the associated file(s) and folders to [DRIVE]:[INSTALL PATH]\Fallout 3\Data\ folder.

5b. If unsure of the contents, or to learn more about the mod, transfer ONLY the .esp file to the Data folder, and use FO3 Edit to inspect the contents.

6. When ready to play with the mod, open your Fallout 3 Launcher, Timeslip's FOMM (FallOut Mod Manager), or NMM - and place a checkmark beside the .esp file, and run the game.

7. Enjoy this fine product from Shiholude!



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Un-Install:
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1. Open your Fallout 3 Launcher (or mod manager), and uncheck the .esp file.

2. Delete the files/folders associated with the mod.

3. Run your “Master Update” again if you’re using FO3edit.



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Compatibility:
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I would not use this along side of any other mod that modifies the formID listing for repairing items. However, if you do, then I would recommend using FO3Edit and running a Master Update to merge the differences together.

There is much more involved in this process than a simple MasterUpdate+PlayGame, but I will leave that up to you to learn. FO3 Edit is a POWERFUL (and equally dangerous) tool that can be very beneficial in skilled hands. Learn it, love it, kudos it!

I have posted TWO video tutorials to help guide you through the process of using FO3Edit to combine this mod with other custom weapon and armor mods. Please see the video section for more details.



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Bugs/Issues:
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No known issues at this point, please let me know if you find any.



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To Do:
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Nothing else at this time. Let me know if something is amiss!



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History:
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1.0 1/2/2010 - Initial Release
1.11b - updated version, beta testing
2.00r - Full release version, all issues tested.
2.01 - Small updates and new "Xtras" versions added
2012.03.14 - New update to include some long overdue schanges and an AA update to V2. New release format (by current date).



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Contact:
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Private Message - Shiholude




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Credits:
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Thank you to Bethesda for creating Fallout 3, naturally.
Thank you to InsanitySorrow for ReadMe Generator this readme is based on!! Simplicity is sweet!
Thank you to all the other modders that continue to make this game playable, over and over again!



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Tools Used:
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FOMM
FO3 Edit
GECK with GECK 1.5 Update



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License/Legal:
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Use it as you wish. Just give the credit where it's due.