I'm having trouble with this mod. Below in the comment, "xnjguy", writes: "Mod works great on the main game." I can't agree with that. I don't play Fallout 3 with add-ons, at all. The essence of the problem. When I connected this plugin and went into the game, I noticed that my save in the game rolled back, about 30-40 minutes. I saw that I was in a room that I had left 30-40 minutes ago. The second error I noticed. My weapon from the mod (M4v3r1ck13's settings for Ashriot's R91 Pack), degraded. All other weapons from the mods worked fine. I'm only worried about the first error, from the save rollback, so I don't want to use this mod. Forgive me.
If anyone is having problems with some DLC or Mod items losing all health I found this little mod that also has an auto-repair option, but it doesn't break some mod and DLC items. It's called Auto Ammo Supply and Repair by plasmafall250. It has separate repair options for weapons and armour. Repairs more often than every 5s. It also has an option to automatically give you ammo if you drop below [your current weapon's clip x10].
I can confirm that broken steel and zeta have no issues with the mod as i have done both of them with it. The pitt and pointlookout I have not played yet but i would say there should be no issues with them either.
So you're like what? Not gonna do anything about it or anything? LOL Just admitting, that the problem exists? You made this mess to begin with, so you're not gonna adress all the problems now?...
@Chupacbra1 - He didn't make a mess of anything. It's an unofficial mod that changes the core way a game functions. Sometimes that has unforeseeable and unexpected outcomes. The mod is actually still working as intended in Anchorage, the issue is actually the haphazard way that Bethesda has modified durability just for that DLC. They changed the base values as a kind a faux unbreakable state by setting them so high that they will never seem to degrade to the average user, but that means that this mod is suddenly refreshing to well under that value, instead of the typical well over numeric limit in every other part of the game.
Here's a novel idea, instead of whining like an entitled five year old, just don't use the mod. Or better yet, make your own mod and then deal with the entitled idiot brigade that comes with it. Maybe the experience will give you a more moderate and reasonable sense of the reality of things.
@ome1ette - LOL, it often amazes me how self absorbed people can be. I love how he framed is as something that was your fault to try and make you fix it all because he was too lazy to either fix it himself or just do without it.
@Chupacbra1 - I just read down a little and discovered that someone gave exactly the solution that I was thinking about for this. Just turn the mod off for Anchorage. You don't need it, so it's easy to deal with, but I guess that required too many hand movements for you, or was too complicated for you to think about, so instead you decided to come here and b&@*$ about it so someone else could do the work and think for you.
You literally could have fixed your own problem by looking down this page and reading a hand full of words and then flicking the mod off and back on later.
Mod works great on the main game but Is there any way to get this to work on the dlc's? It causes all the weapons in Operation: Anchorage to drop to 0 health.
Any weapon that you equip that comes with the Anchorage dlc(Chinese Assault Rifle,Silenced 10mm pistol, Combat knife etc.) the only weapon that didnt drop to 0 when equipped was the grenades. Just note that you do not get to use any weapons you have in your inventory when you start the dlc you only get the weapons that come with the dlc. Also the armor you are given when starting the dlc . I think it is winterized combat armor also drops to 0 health. I just disabled the mod and reactivated it when i was done with the Anchorage dlc
Chinese Assault Rifle 999400 HP 10mm pistol 999150 HP 10mm SMG 999250 HP Winterized Combat Armor 999400 HP Winterized Combat Helmet 99950 HP They are practically unbreakable. Do you really need a mod that "auto-repair" these weapons and armors if you brought them to Wasteland via Gary 23 exploit?
xnjguy, during the Anchorage DLC, it doesn't really matter, lmao.
They can't break during it, and unless you want to do the Gary 23 exploit to bring them with you out of the simulation, why worry about it, since you'll lose the items by default upon exit?
True it does not matter in the sense that the weapons and armor do not break but it does matter in the sense that the weapons still act the same way a badly damaged weapon would in the wasteland. meaning it takes longer to reload because you have to put the clip in then grab the lever to unjam the weapon. also the damage the weapon does is greatly reduced when it is at 0 health. The Chinese assault rifle at full health has a dam of 46 at 0 health it has a dam of 25. Plus the armor at 0 health does not provide much protection like a full or even half health armor does.
Yeah right...except unique Winterized T51-b PA, that cannot be found elsewhere and is one of the strongest armors in the game aside from slightly stronger and better regular T51-B PA and Hellfire Enclave Armor on top of having damage lowered to the very bottom, because of poor gun condition and getting it jammed all the time...no biggie really...LOL Also it is quite likely that it's the earliest PA you well be able to wear in the game, since normally (when no bugs are involed) Operation Anchorage and the entire simulation is pretty easy even for low leveled characters and Bailey's Crossroads is also pretty easy to find and doesn't involve anything tough to do...so what this mod does is screws up one of the best amors in the game on top of doing Anchorage simulation nearly unplayalbe for low leveled characters! At least this doesn't ruin Trench Knife, Jingsei's Shocksword and Gauss Rifle (thank heavens!) It is also annoying, that in order to "auto-repair" each apparel/weapon one has to individually equip each of them via inventory all the time combined with the fact, that it has weird delay before auto-repair kicks in, that varries from a mere second to full 5-6 seconds! It's bad enough, that i have to manually equip each item every damn time to repair all those 30+ weapons i picked up i have to also check back again to see if apparel is repaired, because there is no damned CND counter in the bottom right corner of the hud, that would let me know like with weapons! LOL So on top of this mod being too damn buggy and junky (i also get CTDs pretty often ever since this installed!) it is also extremely inconvenient and messy! Unfortunately this is the best we have got regarding weapons auto-repair if it wasn't for that feature i wouldn't even bother with this and rather get any other no reapair needed mod here on Nexus, majority of which do not have even half of the problems this one has!...
From what i see , beside other things - this actually add/set armor/weapons to 10k hp. Fro any w/a even from mod- that value is way above their stats. And here is what makes problems for Anchorage :
Chinese Assault Rifle 999400 HP 10mm pistol 999150 HP 10mm SMG 999250 HP Winterized Combat Armor 999400 HP Winterized Combat Helmet 99950 HP Set to 10k actually breaks them:)) Other than that - all good.
Can i play with this mod without launching the game with the FOSE launcher ? The FOSE launcher give me free crash on the game and all my others mods works perfectly but this one not ?
34 comments
I found this little mod that also has an auto-repair option, but it doesn't break some mod and DLC items.
It's called Auto Ammo Supply and Repair by plasmafall250.
It has separate repair options for weapons and armour. Repairs more often than every 5s. It also has an option to automatically give you ammo if you drop below [your current weapon's clip x10].
Here's a novel idea, instead of whining like an entitled five year old, just don't use the mod. Or better yet, make your own mod and then deal with the entitled idiot brigade that comes with it. Maybe the experience will give you a more moderate and reasonable sense of the reality of things.
Anyway, thanks for the effort!
You literally could have fixed your own problem by looking down this page and reading a hand full of words and then flicking the mod off and back on later.
10mm pistol 999150 HP
10mm SMG 999250 HP
Winterized Combat Armor 999400 HP
Winterized Combat Helmet 99950 HP
They are practically unbreakable.
Do you really need a mod that "auto-repair" these weapons and armors if you brought them to Wasteland via Gary 23 exploit?
They can't break during it, and unless you want to do the Gary 23 exploit to bring them with you out of the simulation, why worry about it, since you'll lose the items by default upon exit?
Chinese Assault Rifle 999400 HP
10mm pistol 999150 HP
10mm SMG 999250 HP
Winterized Combat Armor 999400 HP
Winterized Combat Helmet 99950 HP
Set to 10k actually breaks them:))
Other than that - all good.
FOSE is required for the mod to work. I wish it didn't haha
thanks
http://fose.silverlock.org/
thanks for your future help
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