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Name: BA_Repair
Author: Shiholude
Version: 1.0
Date: 1/2/2010
Cateogry: Gameplay Effects and Changes
Link: None
Homepage: None



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Description:
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Welcome to the Bad Ass Repair mod!!!!! WHOOOOOOOOOOOOO!!!
Yes, it's just another repair mod, nothing huge.
It will utilize junk items for repair (Tin Cans, Bent Tin Cans, Wonderglue, and Scrap Metal).
These items can be used on every type of weapon or armor.



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File Information:
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There are several different .esp's located within this mod. I designed it so that you could grab the needed DLC packs if you only have a one or two of them, as well as a GOTY (Game Of The Year) version that includes everything packed into one file for less clutter on your mod listing (as I like it).

BA_RepairVanilla.esp
Repairs for all Form ID's for all vanilla weapons and armor. The largest file.

BA_RepairAnchorage.esp
Repairs for all FormID's for Anchorage weapons and armor.

BA_RepairPointLookout.esp
Repairs for all FormID's for Point Lookout weapons and armor.

BA_RepairThePitt.esp
Repairs for all FormID's for The Pitt weapons and armor.

BA_RepairGOTY.esp
COMBINES ALL OF THE ABOVE INTO ONE PACKAGE. IF YOU INSTALL THIS, DO NOT INSTALL THE OTHER FILES!!
Honestly, I doubt that anything will happen as all the files are the same, but I wanted to have the chance to type something in all caps to make it seem critical.
Seriously though, you dont need anything more than this ESP if you have the above three expansions.

The other expansions (Broken Steel and Mothership Zeta) don't have any FormID lists in them, so they either use the vanilla FormID's, or none. I will update if I find out differently, but I have yet to play any of the expansions, as I spend more time modding than playinig as of late. :)

Oh yes, I almost forgot. In addition to these changes, I also EXCLUDED all unique weapons and armor from the repair lists. This means that if you need to repair the unique item (like the T51B Armor), the same listing will apply. However, if you are repairing something similiar (like Outcast Power Armor), you would not see or accidentally repair the regular armor with the unique counterpart (T51B Armor in this case).



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Details:
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After playing FO3 for the past year, 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 went overboard with the number of things that could be used for repair purposes. While semi-logical, 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 (Availablity - Medium):
These piles of miscellaneous metal scraps were orignally called "spare parts" in the GECK. With that thought in mind, these scraps could be easily used for repair of most any substance. Like their weaker counterpart, tin cans, they also can be used on clothing for harder items like belt buckles, steel toed boots, spiked shoulderpads, and so forth. I feel that their use in most other weapons and armor are obivous.

Wonderglue (Availability - Medium):
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):
Don't let the tinny name fool you! Tin cans are actually made mostly of aluminium (about 90%), and got their name from the tin coating placed on them to help prevent corrosion. Aluminium 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).
But the idea is 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 offically been kicked. :)

I even thought about bringing in the possibility of using Pre-War Money as a component for clothing. After all, money is made from cotton, not wood as paper is. But since it's value was equal to that of Wonderglue, and it would not be as universally appicable to the lists, I decided to disallow it.

As for other components, I realized that although a hammer and wrench are logical to be USED while making repairs, they would not be consumed in the process. Therefore I opted to excluded these types of devices as well. I understand that a hammer is a miniature sledgehammer, and as such should be a clear replacement product for it. If you so wish, add it on. I'd like to think of a hammer as an optional weapon over a useful subcomponent for comsumption myself. :)



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Requirements:
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Fallout 3 Patch 1.7 (or equivelant 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 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!! :)

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 (or mod manager - I suggest Timeslip's FOMM), 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.



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Compatibility:
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I would not use this along side of any other mod that modifes 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!



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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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History:
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1.0 1/2/2010 - Initial Release



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Contact:
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http://thenexusforums.com/index.php?act=Msg&CODE=4&MID=1090316



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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: http://www.fallout3nexus.com/downloads/file.php?id=640
GECK: http://static.bethsoft.com/fo3/geck.zip (and 1.5 update: http://download.bethsoft.com/patches/geck/GECK_1.5_Update.exe)
FO3 Edit: http://www.fallout3nexus.com/downloads/file.php?id=637
Fallout 3 ReadMe Generator: http://www.fallout3nexus.com/downloads/file.php?id=8269



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License/Legal:
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This file is provided as is and the author holds no responsiblity for anything that may come to happen from using this file, including the random act of violence towards anyone with arms reach as a result of game crashes, or because of the extra time it takes to reload a weapon due to gun jams.