Fallout 3

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NS97

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NS97

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47 comments

  1. Tomes2789
    Tomes2789
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    DELTED great mod!
  2. Theguywhopaints
    Theguywhopaints
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    Can anyone recommend a video or a guide to help me get this mod to work, I downloaded it but it isn't working.
  3. saitofutoshi88
    saitofutoshi88
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    Thanks :D
  4. StellarHarbour
    StellarHarbour
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    Why I may have this instead picture of Kit?
    Imgur
    1. NS97
      NS97
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      This is caused by wrong .dds export settings. Doesn't appear broken, if the texture size setting is set to large for some reason.
      Anyway, I fixed it in the new update just now.
    2. StellarHarbour
      StellarHarbour
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      Nice, hope you will figure out how to add icons in F3 
  5. StellarHarbour
    StellarHarbour
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    Hey, do you use Fallout 3 Loot Menu mod?
    If yes, can I request you port NV Sorting Ycons mod and make useful junk that used in crafts have icon?
    1. NS97
      NS97
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      I don't know anything about script extender plugins. Don't even know if Fallout 3 script extender has the needed features to make it work.
    2. StellarHarbour
      StellarHarbour
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      There's Command Extender
  6. Battyfluff
    Battyfluff
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    I know it's a lot to ask but I saw you say you were taking feedback in another comment. I think a version where you can only buy or craft them would be cool as it makes the player have to work more to earn repair kits instead of finding them laying around on enemies. 
    1. NS97
      NS97
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      I have thought about it. I will most likely end up making a FOMOD installer with all the current options and a modular installation option with several repair kit distribution options to choose from. It will be pain if I need to update the mod, but worth it for the customization, I think.
  7. Destroyance
    Destroyance
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    Hey so I read the description thoroughly, I just want to make extra sure. I don't actually need the workbench mod for this to work, correct?

    EDIT: answered my own question, works like a charm, great work!
  8. blackrat99
    blackrat99
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    These are bit too common, well far too common IMO. Going through Springfield School I've already got half-a-dozen from raider drops. The drop chance may need to be lowered to 10% or even 5%. However, Armour Repair Kits also uses 75% no chance and are much rarer, but it also uses diferent flags and I don't know what effect (if any) these have.
    1. NS97
      NS97
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      Currently, raiders have 2 drop chances:
      85% no chance list with one in six chance to pull a guaranteed repair kit.
      100% chance list with one in three chance to pull a 75% no chance repair kit.

      I could add a no chance % to the first list's repair kit or adjust the drop rate of the latter list's kit / get rid of it completely.
    2. blackrat99
      blackrat99
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      Armor Repair Kits drop at the same rate as Weapon Mod Kits (same author) and those are quite rare. Weapons deteriorate faster than armor so probably need to be more common. It's just getting the right balance. I can't suggest either of the suggested approaches because I don't know what the result would be. But maybe other players like the drop rate? For myself, I've amended the no chance setting in FO3Edit but I haven't played enough since to see the effect.
    3. NS97
      NS97
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      I personally like to play with all repair kit drops from enemies removed, so I leave the drop rate balancing to player feedback.
      I'll leave it as is for now, waiting input from more people.
  9. Chupacabra31
    Chupacabra31
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    I'd honestly you just made it repair normally like any other item, used to repair weapons or apparel from within weapons/apparel pip-boy tab itself, instead of using it as consumable item from "aids" tab...i always hated this system in FNV and couldn't understand why i have to equip weapon all the time, then go to aid menu and choose repair kit to consume it in order to repair my stuff! Seemed like lots of unnecessary annoying extra action...i'd rather weapon repair kits were made into "misc" item and were used by pressing "R" while in weapons/apparel menu...less wasting time - more convenient management...
    ...For now this isn't looking like my cup of tea, so i'll have to probably stick to BA Repair mod for a little longer...
    1. NS97
      NS97
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      Making the repair kit usable from the repair menu would require a compatibility patch for every single weapon mod on nexus and elsewhere. Using the FNV method creates more tedium for sure, but it is more convenient this way.
    2. Chupacabra31
      Chupacabra31
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      Gotcha! Well great effort anyway! Good job with the mod! 
  10. EiderCheesyWheel
    EiderCheesyWheel
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    Hey,

    I've put your mod into my load order with Recipe Menu enabled, and have already seen them in the world and on merchants. Was just wondering whether or not there is a need to find a schematic in order to craft them, or a need to have the skill requirement to see the option. I currently don't see a way to craft them, though my repair is too low to do so.

    Thanks for your work.
    1. NS97
      NS97
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      No need for schematics. Repair 50 is required to craft them. You should still see it listed on the menu, if you have lower skill.
    2. EiderCheesyWheel
      EiderCheesyWheel
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      Yep, issue with load order on my end. Thanks for the speedy reply.