Fallout 3

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GrahamZ

Uploaded by

GrahamZ

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About this mod

When you install v1.2 of this (basic version), you will receive +10 bonus to your repair skill while you are close to any workbench. V2.0beta1 (enhanced) also adds additional repair options when you are near a workbench.

Permissions and credits
Haldurs Improved Workbench Enhanced (v2.0 beta 1 ) -- A Fallout 3 Mod
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!!!! Please Note !!!!
v2.0 requires the use of the Fallout Script Extender (FOSE). This fine program is available for download at:
http://fose.silverlock.org/download/fose_v1.zip

The FOSE documentation is available at:
http://fose.silverlock.org/fose_command_doc.html

For those of you who choose not to install FOSE, I have included v1.2 of my mod in the same archive.

Installation:
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Copy the .esp file(s) to the DATA subdirectory of your Fallout directory.
Launch Fallout and select the proper .ESP, Haldurs Improved Workbench (v1.2) or Haldurs Improved Workbench Enhanced
(v2.0 Beta) using the Data Files option.

*** USE ONLY ONE OF THE TWO ESPs ***


WHAT THIS MOD DOES:
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Both versions will add a +10 repair skill when you are within a short distance from any workbench.

In addition, the Enhanced version adds new repair options as follows, available based on your Repair Skill, but ONLY when you are within range of a Workbench.

Note that I won't list all unique versions of weapons. Whenever a Unique weapon uses the same exact repair list as a
non-unique weapon, they will also be affected by a workbench. Furthermore, if you use mods that add new weapons that do not
have a brand new repair lists (just use modified or unmodified versions of existing ones), then my mod should also apply
to those weapons, so long as you load this mod AFTER the mod that adds the new weapon(s).

Regardless of repair skill:
* Repair knives, switchblades, Shishkebab using a whetstone
* Repair any crafted item using any of its component parts

At Repair 35+
* Cross-Repair of 32 Pistol and Chinese Pistol
* Cross-Repair of Chinese and Regular Assault Rifles
* Cross-Repair of Combat Shotgun and Sawed-Off Shotgun
* Repair of various items using Wonder Glue (Combat Armors/Helmets, Raider Armors/Helmets, Enclave Armor/Helmet, Nailboards,
Police Batons, Pool Cues

At Repair 50+
* Cross-Repair of SuperSledge and Sledgehammers
* Cross-Repair of standard (including BoS and Outcast) Power Armors/Helmets and Tesla Power Armors/Helmets

At Repair 75+
* Cross-repair of all scoped weapons (including uniques)

At Repair 90+
* Repairs using Scrap Metal of most non-energy weapons (small guns, big guns, metal melee weapons), and metal armors
* Cross-Repair of Laser Pistols and Rifles

At Repair 100+
* Repair using Scrap Metal of additional items (Mesmetron, Tesla & Power Armors)
* Cross-Repair of Plasma Pistol and Rifle
* Repair Alien Blaster (including Firelance) using Plasma Pistol or Rifle


**NOTE THAT THE FOLLOWING ALSO HAS BEEN CHANGED FOR THE ENHANCED VERSION**
1. You will now receive a message when you move out of range of a workbench
2. Formerly, the Deathclaw Gauntlet did not have any repair list associated with it -- I had to create one from scratch.
This means that any other mods that change the Deathclaw Gauntlet, specifically, may conflict with this mod.


*** Note that this is a Beta Version -- It SHOULD be bug-free, but it only has had minimal testing.
*** PLEASE contact me (Haldur in the Beth forums, GrahamZ at FO3 Nexus) if you discover any problems, or have any
*** suggestions for further enhancements or changes/additions to repair lists

Known Conflicts --
This mod PROBABLY should NOT be used in conjunction with any other mod which has altered repair lists to include any of the
same items which I add, but they will not actually 'break' one another. The problem is that my mod deletes items from
repair lists when you move away from a workbench.