Allows you to package the materials needed to fully repair a given set of Power Armor into an AID category item that returns those materials when 'consumed'.
Permissions and credits
Credits and distribution permission
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Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
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Console modding permissionThe author gave permission for someone else to port this mod to console and for it to be uploaded to Bethesda.net. Please credit the author, however
Author notes
I actively encourage anyone who wants to to make spin-offs of this mod that do the same thing for modded-in sets of Power Armor, make compatibility patches for mods that change a PA set's repair materials, etc.
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Changelogs
Version 0.2.1
FOMOD fix attempt 1
Version 0.2
Fixed issue where recipies would only accept raw scrap, not other junk items that could be turned into it - so Steel would be accepted, but not 'Metal Bucket' or a shipment of 100 steel
Added extremely basic FOMOD installer
Version 0.1
Uploaded
Adds 4 new AID-type items, the "Boxed T-45 Repair Kit", "Boxed T-51 Repair Kit", "Boxed T-60 Repair Kit", and "Boxed X-01 Repair Kit", crafted out of the scrap needed to fully repair a full set of the given type of power armor. When 'consumed', they give these materials back to the player. The Repair Kits are all crafted at a Chemistry Station, under the "Utility" category, and weigh as much as all the raw materials would combined.
I, personally, intend to use this mod because carrying around 2-3 "T-45 Repair Kits" is much more orderly in my mind than 54-81 Steel and 2-3 Circuitry, for example, plus the benefits of it not being lumped in with your general junk supply (Won't be consumed while building settlements or modifying weapons and armor, won't be automatically dropped off with your other loot, etc.) This is mostly a proof-of-concept for another mod I intend to make when I'm more confident about it.
While I've made mods similar in scale to this before for Fallout: New Vegas (Never uploaded publicly), this is the very first time I've ever successfully used FO4's Creation Kit, so I'd appreciate it if anyone with more experience on the matter would be willing to take a look through the mod files and make sure I haven't done anything breathtakingly stupid in my inexperience.