Jump to content

Make a mod that makes it not able to use uniques as repair material, with Jury Rigging.


TheGuyWithGlasses1

Recommended Posts

I have this perk called Jury Rigging, which is awesome. But there is one mod that I want: Something that will remove uniques from repair list. Say i select r to repair Super Sledge, now I see this

 

Shovel

Tire Iron

Super Sledge

Oh, Baby!

 

I want to see this

 

Shovel

Tire Iron

Super Sledge

 

Now, i do pay attention to when I repair but it would be nice to not have to worry about accidentally repairing a Rocket Launcher with Annabelle, or repair a Marksman Carbine with All-American, Super Sledge with Oh, Baby! etc.

 

This might exist, but I couldn't find it on the nexus, and i used these search terms

 

Jury Rigging

Repair Unique

 

But nothing was found.

Edited by TheGuyWithGlasses1
Link to comment
Share on other sites

Yeah it would suck to loose a unique just to repair a vanilla item. A little tedious, but easy enough to do.

 

Probably should be done through script so your not in esp overwrite hell. If you do it manually and any mod makes a change to teh repair form list (and loads after this one) then all bets are off.

 

 

If I get a little time I'll cobble together something for you. Just involves getting a list of all unique items on the repair forms and tossing them in the script along with ListRemoveForm, but you'll need NVSE to use the mod.

Link to comment
Share on other sites

Yeah it would suck to loose a unique just to repair a vanilla item. A little tedious, but easy enough to do.

 

Probably should be done through script so your not in esp overwrite hell. If you do it manually and any mod makes a change to teh repair form list (and loads after this one) then all bets are off.

 

 

If I get a little time I'll cobble together something for you. Just involves getting a list of all unique items on the repair forms and tossing them in the script along with ListRemoveForm, but you'll need NVSE to use the mod.

Thats okay, I already use NVSE. Could you explain why it would be bad doing this through a esp?

Edited by TheGuyWithGlasses1
Link to comment
Share on other sites

Thats okay, I already use NVSE. Could you explain why it would be bad doing this through a esp?

Oh it's definitely going to be through an esp, not a esm. But the thing that is tricky is adding/deleting or editing formlists that are commonly in use, manually. If you do it via NVSE's functions you could have a hundred mods all in a row that might add a item to one form list or another and they could all be copacetic. It all (the entries in the lists) gets added or removed on the fly dynamically when the quest script runs.

 

But when you manually edit a formlist in the geck, it quite simply replaces that formlist. It's not adding, deleting or otherwise altering the individual entries on that formlist, it's just replacing it in one fell swoop, and whatever esp loads last uses that mods formlist.....all the rest are overwritten. It's why the DLCs use the addFormToFormList to add an entry. The developers don't want to overwrite all the other dlcs formlists or the main games. Now throw mods in, and you have a potential ton of overwrites. addFormToFormList, however plays nice and just adds the forms it needs to a formlist which is happily chugging along in the background.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...