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SamanthaSays

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Antrix

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About this mod

Dynamically changes the cost of ship repairs based on how damaged your ship is.

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Changelogs
This release should be considered an early beta. While the system has been tested under various conditions, it’s still possible that unusual mod conflicts or edge cases may cause unexpected behavior. To be safe, it’s recommended to create a backup save before using this mod. Even in worst-case scenarios, all relevant globals can be manually restored via console — a repair guide or in-game recovery function will be added in the future.

Important Notice

First and foremost — this is not a remake, redux, clone, or re-release of the original Dynamic Repair Bill, and I’m not the author of that mod nor do I make any claims to ownership of the original idea. This version is best described as a technical continuation — rebuilt and repurposed for ship repairs, with stabilization, expansion, and internal logic adjustments. The original files were used as-is, without any form of decompilation or reverse engineering (in whatever limited sense that even applies here). Full credit goes to SamanthaSays, who originally shared version 2.0 publicly and made its files openly available.

As mentioned earlier, I neither claim authorship nor co-authorship of this mod. Moreover, should SamanthaSays ever request it, I will immediately take this mod’s page down, hand over all original files along with my additions, and, if needed, offer assistance without hesitation.

Overview

Out of respect for the original structure, the core concept remains unchanged: the cost of services should scale with the actual condition of what’s being repaired. This version applies the same philosophy to ships — dynamically recalculating repair prices based on hull integrity, using live in-game data, cached original values, and real-time overrides. If another mod modifies the repair cost globals during runtime (e.g. raises the base cost from 1000 to 3500), Dynamic Repair Bill will adapt, recalculate, and restore its internal state after repairs are complete.

To prevent redundant dialogue, if your ship is already fully repaired, the mod will automatically suppress the repair option in technician dialogue — both for the default technician and the one in Red Mile.

Calculation Modes

In the Gameplay Options menu, two new settings are available:
  • Ship Repair Calculation: Defines how repair cost is calculated.
  • Ship Repair Multiplier: Adjusts cost globally to match your desired economy.

Repair Modes:

  • Fixed Value: Flat cost.
  •     Cost = Base
  • Percentage: Based on damage percentage.
  •     Cost = (1 - CurrentHull / MaxHull) × Base
  • Point Based: Based on raw damage.
  •     Cost = (MaxHull - CurrentHull) × 3

Note: If SamanthaSays gives the green light in the future, I'd like to revisit the current formula structure with the goal of making calculations more immersive, logical, and customizable via Gameplay Options.

Final prices are always multiplied by your selected Repair Bill Multiplier:
  • 0.5x
  • 1x
  • 2x
  • 3x
  • 5x
  • 10x

Technical Details

  • The mod monitors and caches the original ShipServicesRepairCost global, updating only when necessary.
  • If another mod or console command modifies this global, DRB will detect the change and adjust its own baseline accordingly.
  • All repair cost calculations are performed at runtime based on live ship stats.
  • Once repairs are complete (or the dialogue closes with a fully repaired ship), the global value is automatically restored to avoid permanent alterations.
  • If no repairs are needed, the repair dialogue option is suppressed entirely.
  • Supports both DialogueShipServices and DialogueRedMile (RedMile technician) scripts.
  • No hardcoded values. All numbers are derived from runtime state and user-configured globals.

Installation

  • Install with any mod manager of your choice.
  • Make sure this mod loads before any others that modify ShipServicesRepairCost.

Uninstallation

  • In Gameplay Options, set the repair mode to Fixed and multiplier to x1.
  • Land or dock to trigger a final repair cost reset.
  • Save your game.
  • Uninstall the mod.

Updating

  • Before updating, go to Gameplay Options and set the calculation mode to Fixed with a multiplier of x1.
  • Save your game.
  • Exit the game and replace the old version of the mod with the new one.
  • Launch the game and reapply your preferred settings.

Note: 
This also applies when updating from version 1.0 to 2.0.

New Game Requirement

You must start a new game unless you already use a mod that removes the constant flag from ShipServicesRepairCost global. Otherwise, changes will only apply in NG+ or a fresh save.

Compatibility

  • We’re currently working with rbtRvlt to ensure full compatibility between Dynamic Repair Bill and his excellent mods, including Cost of Spacing and others.  
    While the systems already work reasonably well together, our goal is to implement seamless price synchronization between them — including support for features like auto-repair in CoS.
  • Theoretically should work with overhauls like Starvival 
  • Other mods can safely change ShipServicesRepairCost — provided they only adjust base values for balance. DRB will detect and adapt to such changes.
  • If another mod recalculates this global dynamically using its own formula (i.e. duplicates this mod’s role), the systems will interfere — leading to inflated or inconsistent costs. In such cases, using both mods together is strongly discouraged.
  • This mod should always be loaded before any other that touches ShipServicesRepairCost.

Plugin Info

This mod is a Small Master (ESM) and modifies:
ShipServicesRepairCost

See Also

Dynamic Medical Bill 2.0 – A customizable cost system for doctor services.