Fallout 3

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Nidokoenig

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Nidokoenig

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About this mod

Adds the ability to salvage Scrap Metal and new Cyborg boosting items from fallen robots and an adapter for making Cyborg-specific aid items out of energy cells.

Permissions and credits
Adds a new item, the Salvage Wrench. Picking this item up adds the new perk "Robotic Salvage", dropping it removes it, so to uninstall simply drop it and wait for the added aid items to run out before saving.

With this perk, whenever you activate a fallen robot you'll get the option "Salvage". Selecting this will get you 10 Scrap Metal, a bottle of Fission Battery Acid, a randomised amount of Coolant(if you have Nuka or Soda bottles), possibly a Cortical Acceleration Chip and, if you're lucky, a Cortical Override Chip. There's also a chance of the robot exploding or yielding a Fission Battery.

Aid item effects:

Coolant(five minute duration)
5 damage per second for everyone
+150 AP for Cyborgs
+20 DR for Cyborgs
+5 IN for Cyborgs
+5 PE for Cyborgs

Fission Battery Acid(five minute duration)
100 damage on use for everyone
5 damage per second for everyone
3 rads per second for everyone
+10 Agility for Cyborgs
+10 Endurance for Cyborgs
+10 Strength for Cyborgs
+30% damage output for Cyborgs

Cortical Accleration Chip(five minute duration)
+5 Charisma for Cyborgs
+5 intelligence for Cyborgs
+10% Critical Chance for Cyborgs

Cortical Override Chip(five minute duration)
+10 Melee Weapons damage for Cyborgs
+10 Unarmed damage for Cyborgs
+50% Speed for Cyborgs
-20 Charisma for Cyborgs
-20 Intelligence for Cyborgs

Both Coolant and Fission Battery Acid will kill you,
and anyone else dumb enough to drink them, if the
damage isn't dealt with, and FBA's rad damage is
almost enough to kill you, too. Both of these items,
in combination with just Psycho, Med-X and Jet, will
yield +45 DR, +55% damage output, +180 AP and max
out 3 to 5 stats while eating through your stimpaks
and food like nobody's business.


New in 0.85

Energy Cell Adapter
Opens a menu to convert energy cells into aid items, bottle FBA from Fission Batteries and manufacture a Hunter-Seeker Module. All effects are for Cyborgs only.
All items are produced one at a time, except Adapted MFCs which are made in batches of 10, and FBA which produces 2, but requires 2 Empty Whiskey Bottles as well as a Fission Battery.


Hunter-Seeker Module(six minute duration)
Stealth Field
+15% Sneak Crit damage
Requires 1 Stealth Boy, 1 Sensor Module and
1000 Electron Charge Packs

Adapted SEC(five minute duration)
+3 Health per second
Requires 250 Small Energy Cells

Adapted MFC(Instant)
+100 Health with Cyborg
+100 Health with Cyborg and 10 Intelligence
+100 Health with Cyborg and Robotics Expert
Requires 450 Microfusion Cells, makes 10

Adapted ECP(five minute duration)
+500 Carry Weight
+30% Damage with Big Guns
+20 Crit Chance with Big Guns
Requires 200 Electron Charge Packs

Adapted Mezz EC(five minute duration)
+25% Melee or Unarmed damage
-25% All other damage
+1000 Head Damage per second
(i.e. incurable concussion)
Ant Vision
Requires 5 Mesmetron Energy Cells

Alien Power Charge
Double Damage
Double Critical Hit Damage
+85 Damage Resistant
Requires 1 Alien Power Cell

The Mesmetron EC's Ant Vision effect makes it effectively impossible to see the Pipboy menus while stealthed. I'm happy with this as a side effect, and might even add a stealth effect during menu mode to make it happen whenever you're under the effects of Mezz ECs unless there's a huge outcry.


New in version 0.9


The Robotic Salvage perk has been renamed to just Salvage.
Oh, and I've added the ability to dismantle power armour,
metallic armours and metallic weapons, mostly into Scrap
Metal. This only works for vanilla, generic items, no
unique, DLC or modded items will trigger it.
To do this, crouch and activate an item lying on the
ground. You'll get the option to Dismantle them in addition
to the usual Take or Steal. Select this and the item will
disappear and you'll get some Scrap Metal. For items on
the bodies of enemies, you'll have to loot them and then
drop them. Make sure you're on level ground.

If the item is Power Armour, you'll also get 1 to 8
Power Armour Motors, some energy cells(SECs for T-45D
armour, MFCs for Enclave and Tesla), a suit of Recon Armour
and if it's a suit of Tesla Armour and you're lucky, a
Tesla Coil.

Power Armour Helmets yield Scrap Metal and possibly a
Recon Armour Helmet.

Combat Armours, Metal Armour, vanilla Raider Armour, the
Raider Arc-Light and Blastmaster Helmets and all generic,
vanilla guns except the Gatling Laser can be dismantled
for varying amounts of Scrap Metal, ranging from 1 or 2
pieces up to 6 depending on how big and complex the item
is. You can indeed scrap Recon Armours immediately after
getting them from scrapped Power Armours.

Power Armour Motors and Tesla Coils are currently just
vendor trash. My intention is to add a turn-in quest
for them and an ability to craft new armours in a future
update. If there are any special abilities you'd like to
see on a Power Armour, or you have a Power Armour texture
without faction logos you'd like to donate, send me a
message on Fallout3Nexus.com or leave a message in this
mod's comments.

Currently, there's an exploit where you can choose to
dismantle something instead of stealing it, thus bypassing
the karma hit and not turning the owner hostile, even in
plain sight. I don't know how to fix this in a way that
doesn't have unwanted consequences. If you do, please
share your knowledge for kudos and credit.

I haven't been able to make stealth mode come on reliably
while in the PipBoy Menu for the Adapted Mezz EC, so the
item and its effects are unchanged in this update.


Notes

Pretty much all the scripting in this mod is derived from LFox's Butcher Pete's Meat, which is awesome and can be found here: http://fallout3nexus.com/downloads/file.php?id=5939

If you pick up two Salvage Wrenches at once and then drop one of them, you won't have the perk any more. Just drop the other one and pick it up again.

Robots exploding is caused by applying the dismemberment effect to the whole body. This is based on the effect in LFox's Butcher Pete's Meat, where it always happens to show the effects of butchering. I've randomised it here because you'd have to be pretty incompetent to have every robot explode.

If you use RobCo Certified or Buildable Bots, it's probably ridiculously easy to abuse the ability to kill and resurrect/rebuild robots to salvage ridiculous amounts. If enough people find the opportunity too tempting, I might see about making a compatibility patch to prevent this.


New in version 0.92


A little housekeeping before I make some big
additions. Next update will add a vendor, some
cybernetic perks and a collection agent quest.
Almost all perks will be easily removed in a number
of in-game ways and I'll be including a perk
removing version of the mod to have the benefit of
belt and braces should anyone want to uninstall.
If I make any changes to basic salvage mechanics
or aid items in the larger mod, I'll mirror those
changes in a Metal Salvage Lite version without
adding the vendor and all his shenanigans.

I've added a GetDead check to salvaging robots
(Oops) and FBA, Coolant and Whiskey now all have an
add bottle effect.
If you have another mod which alters Whiskey, load
it after this mod to overwrite the change I've made
without any issues, aside from the fact that whether
you get an empty whiskey bottle from drinking
whiskey will depend on the other mod. I'll happily
upload a version without this change if anyone asks.
Dismantling Outcast Power Armour and Helmets now
yields the Outcast variants of Recon gear, and these
can now be dismantled as well. Gatling Lasers still
can't be dismantled because I feel they're rare and
expensive enough for it to be more likely that
someone will accidently dismantle one and not want
to than want to dismantle them. As with the Whiskey,
nobody's complained so far, be the first and get a
free mod uploaded for you.


Credits

Created by Nidokoenig
Adapted from scripts by LFox
Hosted by Fallout3Nexus.com