Fallout New Vegas
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MugginsAU

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MugginsAU

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About this mod

Changes the formula used to determine weapon and armor repair to be less dependent on skill and more dependent on condition.

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Now with a scripted, ESPless alternative, courtesy of user xax34hah. Requires NVSE.


A simple mod I made in about 10 seconds.

The vanilla repair formula is derived from three Game Settings: fRepairMin, fRepairMax, and fRepairScavengeMult. The first two determine how much impact your Repair skill has on the amount of condition repaired, while the latter determines how much impact the condition of your repair materials (the spare guns and armor you're scrapping) has on the amount of condition repaired. The problem isn't the idea, but the implementation.

Here are the vanilla values:
fRepairMin = 0.5
fRepairMax = 2.0
fRepairScavengeMult = 0.05
Yes, 0.05. This means that the condition of whatever you're using as repair material has a 1-4% impact on the outcome. This has two problems: One, with a maxed out repair skill, you can take five Laser Rifles of any condition and get a fully repaired laser rifle. And two, if you repair something busted with something nearly new, you may as well have not bothered. This is mainly something you'll notice with the Jury Rigging perk or with basically any loot rarity mod, but it effects all repairs no matter what.

No longer, I say. I've provided two files for use, so take whichever you prefer. They are:
French Vanilla: Close to the original experience, but with a new twist. Game Settings are fRepairMin 0.5, fRepairMax 1.5, fRepairScavengeMult 0.5
Chocolate: For scroungers and scrappers. Game Settings are fRepairMin 0.2, fRepairMax 1.2, fRepairScavengeMult 0.8
Download and install only one.

I don't know how these will work with any of the alternative repair mods, because I've never gotten around to checking them out.