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Repair Overpowered

General help and technical troubleshooting. Ask for help here if you can't find an answer in the FAQ.
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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Not unless one of the plugin

Post by RoyBatty » Tue Aug 18, 2015 10:29 pm

Not unless one of the plugin wizards finds the function and can hook it.


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CDTalmas
Posts: 138
Joined: Thu Feb 07, 2013 3:33 am

Well, if you look into PN's

Post by CDTalmas » Wed Aug 19, 2015 6:05 am

Well, if you look into PN's Alternative Repair Code you can actually set it so that it's based on the original formula... I believe. May have a hard time detecting the "current health" of the item being selected.



subtledoctor
Posts: 35
Joined: Sat Nov 10, 2012 8:17 pm

What about just removing the

Post by subtledoctor » Fri Oct 16, 2015 4:37 am

What about just removing the ability to repair weapons with other weapons?  Force the use of vendors and scrap metal and weapon repair kits etc.


Looking in the GECK, I see that this is possible.  Gonna edit my current game like this, should be a nice hardcore mod.  (Actually, I'm using the "Realistic Repair NV" mod, I'll edit that .esp to include this change.)


EDIT - been playing this way for a day, and it's fantastic. Everything is more run-down and scarce and I can't get weapons in tip-top shape very easily. I highly recommend this!



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pintocat
Posts: 576
Joined: Sun Apr 07, 2013 12:50 am

That could be scripted,

Post by pintocat » Fri Oct 16, 2015 5:52 pm

That could be scripted, probably. GLTA all weapons, then get all repair lists of all loaded weapons, go through each list, get type of each formlist entry... if weapon, remove. I don't know what you'd do for Jury Rigging, though, I think that'd hard coded.



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Jury rigging is indeed hard

Post by JaxFirehart » Fri Oct 16, 2015 8:11 pm

Jury rigging is indeed hard coded. If you cached the default repair lists, you could modify the jury rigging perk to, instead of allow similar weapons to repair each other, allow identical weapons to repair each other.


So without jury rigging you are incredibly limited in repair. with jury rigging, you can make use of identical weapons a la vanilla fallout.



subtledoctor
Posts: 35
Joined: Sat Nov 10, 2012 8:17 pm

pintocat wrote:That could be

Post by subtledoctor » Mon Oct 19, 2015 1:54 pm

[quote=pintocat]That could be scripted, probably. GLTA all weapons, then get all repair lists of all loaded weapons, go through each list, get type of each formlist entry... if weapon, remove. I don't know what you'd do for Jury Rigging, though, I think that'd hard coded.[/quote]


Yeah, but that's okay. It makes Jury rigging even more special. 


Hmm, I just realized I'm also using a modified "Skill Perks" mod that removes Jury Rigging from the normal perk list, and instead gives it to you automatically when you reach ~80 Repair. So this makes investing point in repair even more important. Between that, and ammo crafting recipes that open up with higher Repair, I've found myself prioritizing Repair over Guns when I level up, which is very unusual for me.  


(Both of these, the modified "Realistic Repair" and the modified "Skill Perks" are based on other peoples' work, and the authors have disappeared, so I can't distribute them. But if anyone wants to give them a try, PM me (do we have PMs here?) and I'll give you a private copy.)



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