is it fine to use this with unofficial nvse patch plus? it includes it which i didnt know at the time and now i have a save with both your mod and it on
Does this mod cooperate with mods that change the way that the Weapon Repair Kit works? I run a mod that gives Weapon Repair Kits a 20 percent boost if you have a Wrench in your inventory, as well as allowing them to work 3 times before being fully consumed.
Does this mod prevent the Repair Kit from accidentally being used when a weapons condition is already at 99%+? And does this mod prevent the Repair Kit from accidentally being used when a weapons condition is above ones repair skill level with Fo3 Repair enabled?
Not sure if I want to make a supplementary mod using NVSE/JIPLN for game fixes or not since I already add that stuff to TTW and I have enough projects. I think someone else was making a similar mod, but it included things that aren't fixes and more just "I don't like this so I'm going to change it" stuff.
I actually took this out of TTW, I only released it because a user asked for it so they can use it now. Alien Epoxy is also fixed in TTW since the WRK is just an alteration of that script.
Didn't UPP actually implement this mod at one point? I vaguely remember it being merged into it. But looking at the page now, I guess PushTheWinButton removed it.
He made his own patch for this independently quite some time ago, I spoke to him in PM and I was given credit for some reason, I'm still not entirely sure why. But since he didn't use this, the credit was removed.
Thanks for the mods(^,^)V Can you add a function that will allow it to repair armors as well?
If yes then you can use the formula: 20% base + (repair skill level/2) and if Jurry Rig Perk is taken then the repair automatically goes 99%. ------ I read further down and saw someone asked the question and you answering it sorry. I hope that person finishes that mod so I can stop looting armor too much >,< (Just found that mod *facepalm*) ----- Wish I can delete this post>,<
By default repair kits can only repair the weapon's base health. If it has one or more durability mods it can't be repaired past it's base health value. The other bugs are pretty self explained in the description.
Well others have done it, but didn't support F3 repair which I use, so did it myself and re-wrote the script luthien wrote for NVEC with his permission and added the other fixes I had done.
I think i have now the perfect FNV (runs smooth with no CTD), so every game fix is appreciated. THANX. Check my profile - USER IMAGES section for wallpapers.
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And does this mod prevent the Repair Kit from accidentally being used when a weapons condition is above ones repair skill level with Fo3 Repair enabled?
https://www.nexusmods.com/newvegas/mods/65412
Will it be merged with YUP or Unofficial Patch Plus?
Not sure if I want to make a supplementary mod using NVSE/JIPLN for game fixes or not since I already add that stuff to TTW and I have enough projects. I think someone else was making a similar mod, but it included things that aren't fixes and more just "I don't like this so I'm going to change it" stuff.
I actually took this out of TTW, I only released it because a user asked for it so they can use it now. Alien Epoxy is also fixed in TTW since the WRK is just an alteration of that script.
Can you add a function that will allow it to repair armors as well?
If yes then you can use the formula: 20% base + (repair skill level/2) and if Jurry Rig Perk is taken then the repair automatically goes 99%.
------
I read further down and saw someone asked the question and you answering it sorry.
I hope that person finishes that mod so I can stop looting armor too much >,< (Just found that mod *facepalm*)
-----
Wish I can delete this post>,<
I haven't noticed an issue.
Did the durability bar stop after a point or did it continue, as in it was hidden?
One more thing is this compatible with mods that alter the crafting recipe? I believe it should be ok but I'll ask first.
Check my profile - USER IMAGES section for wallpapers.