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.