[WIP] Armour Repair Kits

Post » Mon Jun 07, 2010 1:30 pm

Armour Repair Kits

In Fallout New Vegas, Weapon Repair Kits allow you to repair your currently equipped weapon by a certain percentage (based on your Repair skill). Armour Repair Kits do the same thing, but for all your currently equipped armour; simple as that.


Planned Features

Each Armour Repair Kit is used from the Aid section of the Pip-Boy - same as a Weapon Repair Kit - and repairs your equipped clothes/armour and headgear by the following percentages based on your Repair skill (these values are the same as for the Weapon Repair Kit):

00-24 Repair - 10%
25-49 Repair - 15%
50-74 Repair - 20%
75-99 Repair - 25%
>=100 Repair - 30%


Crafting Armour Repair Kits is similar to crafting Weapon Repair Kits; it is done at a workbench, and requires a Repair skill of at least 50. The components are as follows:

Duct tape (1)
Leather Belt (1)
Scrap Metal (3)
Wonderglue (2)
Wrench (2)

(In other words, the same components as a Weapon Repair Kit, except for a leather belt instead of scrap electronics.)


I'm also considering adding workbench recipes to disassemble both Armour and Weapon Repair Kits into their base components, perhaps requiring a Repair skill of at least 60. Not sure yet, but it seems like it would be helpful; if you have a lot of one kit type, but need the other...


Progress

This mod will require NVSE, and that's the main thing I'm waiting on; I've actually already written the script and tested it in Fallout 3 using FOSE. Seems to work just fine. Barring any unforeseen problems, I should be able to release this as soon as NVSE is available. It should be fine though; I don't foresee any problems (if you see what I did there).

One thing I'm wondering about; at the moment I only have the script checking for items in the Hat, Head and UpperBody slots, as I think that armour pieces (outfits, helmets, hats, etc) can only take damage if they're in these slots. If anyone knows better, please illuminate me; it's easy enough for me to add other http://fose.silverlock.org/fose_command_doc.html#Equipment_Slot_IDs to the script if needed.
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Elizabeth Lysons
 
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Post » Mon Jun 07, 2010 3:03 am

I am VERY MUCH looking forward to this. Good luck, hope it's all going well. Your WMK was superb as well, great mod for vanilla weapons.
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louise hamilton
 
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Post » Sun Jun 06, 2010 11:50 pm

I am very much looking forward to this. It seemed strange to me that vanilla, while adding a WRK, didn't add one for armor, especially considering how hard/expensive it is to repair Mk II reinforced combat armor.
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Markie Mark
 
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Post » Mon Jun 07, 2010 11:43 am

Might make more sense to have 1 hammer and 1 wrench instead of 2 wrenches, since a hammer would be useful for things like beating dents out of metal, riveting armour pieces together, etc.
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Christine Pane
 
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Post » Mon Jun 07, 2010 4:48 am

Might make more sense to have 1 hammer and 1 wrench instead of 2 wrenches, since a hammer would be useful for things like beating dents out of metal, riveting armour pieces together, etc.


This is something I was considering. At first though I was concerned that since hammers are not used in any existing recipes (as far as I know at this point), there might not be enough of them found in the game world to make it a viable component. (Belts are used to make Super Stimpaks, so that's fine.) In playing the game some more since then, I've found that hammers are... everywhere, really, so I may do exactly as you suggest. ;)

(Incidentally, another component I considered and then decided against was scissors; pretty sure there aren't enough of those to be found.)
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Lily
 
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Post » Mon Jun 07, 2010 3:36 am

I think that power armor could only be affected slightly because you need alot of materials to keep it in working condition.
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Shaylee Shaw
 
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Post » Mon Jun 07, 2010 7:33 am

Ah! Cool - I was hoping that someone might tackle this as a mod. It's kinda fitting that it would be you, Antistar. :)

With any luck the first version of NVSE will be out very soon.

P.S. Every time I add a mod to a weapon in Fallout NV I quietly thank you for laying the groundwork/idea of WMKs in Fallout 3 (and Obsidian for taking note of the F3 modding community!) .
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Portions
 
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Post » Mon Jun 07, 2010 7:49 am

The first NVSE beta was just http://www.gamesas.com/index.php?/topic/1137220-beta-new-vegas-script-extender-nvse-v1/ (wheeee!), so I plugged the script into the FNV plugin I prepared earlier, and tried it out.

At first it didn't work - but then suddenly it did, and I'm not sure what changed. :huh: So I'm going to be doing some more testing before I release anything (and this is definitely not just an excuse to spend the rest of the night playing the game rather than modding).


Edit: And now it's not working again. I've asked for help over in the NVSE beta thread; there's something weird going on. (Alternatively I'm being stupid and am missing something obvious.)
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Catherine N
 
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Post » Mon Jun 07, 2010 3:55 am

Sounds awesome overall, and big kudos for getting this going. :)

A couple of thoughts/comments:

hammers vs. wrenches: Yes, there are a lot of hammers as placement in the game world. One thing to consider however: unless I'm mistaken, I don't recall seeing hammers very often, if ever, on a vendor - whereas wrenches are there all of the time. For folks playing with extremely slow leveling / lots of additional content / going through all side quests etc, this could eventually lead to a bit of a shortage. (I'm not sure about that, just throwing it out there)

recipe in general: I don't think I really agree with the 3 scrap metal to be honest. Sure for some armors that might make sense, but the same kit is being used on the light armors as well... *shrug*

taking kits apart into component parts: Excellent idea, though I don't really see why it would take more skill to take the bits apart than it would to assemble them in the first place - seems to me that leaving it at 50 would be appropriate.


Just a few thoughts off the top of my head...
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Kat Lehmann
 
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Post » Mon Jun 07, 2010 3:36 am


hammers vs. wrenches: Yes, there are a lot of hammers as placement in the game world. One thing to consider however: unless I'm mistaken, I don't recall seeing hammers very often, if ever, on a vendor - whereas wrenches are there all of the time. For folks playing with extremely slow leveling / lots of additional content / going through all side quests etc, this could eventually lead to a bit of a shortage. (I'm not sure about that, just throwing it out there)



Hammers appear on a couple (actually several) leveled loot lists, but I did notice that wrenches appear on "VendorCraftingSuppliesAll", "VendorCraftingSuppliesRepair", and "VendorRepairKit" while hammers don't. Could use "AddItemToLeveledList" in a quest script that adds hammers to those lists.
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Symone Velez
 
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Post » Mon Jun 07, 2010 6:24 am

Cool! Any plans to make a mod to allow weapon kits to be made?
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Victoria Vasileva
 
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Post » Mon Jun 07, 2010 3:25 am

I seem to have it working again now, after getting some help in the NVSE beta thread. Definitely doing some more testing first though...


Sounds awesome overall, and big kudos for getting this going. :)

A couple of thoughts/comments:

hammers vs. wrenches: Yes, there are a lot of hammers as placement in the game world. One thing to consider however: unless I'm mistaken, I don't recall seeing hammers very often, if ever, on a vendor - whereas wrenches are there all of the time. For folks playing with extremely slow leveling / lots of additional content / going through all side quests etc, this could eventually lead to a bit of a shortage. (I'm not sure about that, just throwing it out there)

recipe in general: I don't think I really agree with the 3 scrap metal to be honest. Sure for some armors that might make sense, but the same kit is being used on the light armors as well... *shrug*

taking kits apart into component parts: Excellent idea, though I don't really see why it would take more skill to take the bits apart than it would to assemble them in the first place - seems to me that leaving it at 50 would be appropriate.


Just a few thoughts off the top of my head...


On using scrap metal: it's one of those 'abstracted for gameplay reasons' things. For the sake of comparison, there are a number of weapons in the game that don't contain any electronics - or even any metal - that nevertheless can be repaired with Weapon Repair Kits like any other weapon.

I think I agree with you on reducing the Repair skill required to break down the kits to 50, though. After a quick look at the ammo crafting recipes, it seems like breaking down ammo mostly has the same skill requirement for crafting that ammo type, if not a lesser skill requirement. Of course, with breaking down ammo, there's the drawback of not getting as much lead/powder out as you need to put in. Hmm....


Hammers appear on a couple (actually several) leveled loot lists, but I did notice that wrenches appear on "VendorCraftingSuppliesAll", "VendorCraftingSuppliesRepair", and "VendorRepairKit" while hammers don't. Could use "AddItemToLeveledList" in a quest script that adds hammers to those lists.


That sounds like a good idea. I had had a look to see what leveled lists the hammer was in, but not what lists it wasn't in - if you follow me. ;)


Cool! Any plans to make a mod to allow weapon kits to be made?


Not for this mod specifically. Something to think about though...
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dell
 
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Post » Mon Jun 07, 2010 10:50 am

Yeah, I loved your weapon mod kits mod for FO3, and NV is greatly lacking when it comes to be able to craft weapon mod kits.
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Floor Punch
 
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Post » Mon Jun 07, 2010 3:07 am

I've tested the mod a bit more - it's still working fine, so hopefully I'll get time to release it as a beta tomorrow at some point.
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Spooky Angel
 
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Post » Mon Jun 07, 2010 1:04 pm

Here's the http://www.gamesas.com/index.php?/topic/1138192-betarel-armour-repair-kits/. :)
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Baby K(:
 
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