smit8420 Posted August 29, 2016 Author Share Posted August 29, 2016 I think you can always repair a weapon or armor with another that's the same type. Yeah, seems you can. Dang, I thought that would be a great idea. Makes you wonder why they bothered making repair lists for every weapon and armour if they were only going to populate them the same item in 99% of cases. Oh well. I got this as well. It looks like back to square one. I think what I am going to do is stick with the original plan of disabling the repair command and then create some repair stations around the wastes. Link to comment Share on other sites More sharing options...
smit8420 Posted September 4, 2016 Author Share Posted September 4, 2016 One more stupid question... what was different about Fallout 3's repair system? Link to comment Share on other sites More sharing options...
RoyBatterian Posted September 4, 2016 Share Posted September 4, 2016 In Fallout 3 you could only repair up to your skill level. Link to comment Share on other sites More sharing options...
smit8420 Posted September 4, 2016 Author Share Posted September 4, 2016 I see... hmmm. I do like that, but I also don't like the way you can repair so easily on the fly with copies of the weapon. I wonder if a change in the repair kits could be scripted so they will only repair to your skill level? Combine that with a dramatic increase in weight, 5 lbs or so, to the kit, or maybe make them unusable in combat, and it might dramatically increase the challenge. Link to comment Share on other sites More sharing options...
PushTheWinButton Posted September 4, 2016 Share Posted September 4, 2016 I wrote a script to re-implement the repair limit but it had an issue that I couldn't be bothered to troubleshoot. I'm a bit pressed for modding time at the moment. I'll post it here when I'm back at my PC so you can fix it up if you want. I documented the effects of the repair gamesettings in the article section of JSawyer Ultimate Edition if that'll help you weaken repair. Link to comment Share on other sites More sharing options...
smit8420 Posted October 16, 2016 Author Share Posted October 16, 2016 Sorry to revive this... but I've been hacking away at various things in my spare time. I've been using GECK a lot for some other things, but keep coming back to this stuff. One thing that really irritated me the more I thought about it was the fact that no matter how much you butcher the repair lists, you can always repair a weapon with a copy of itself. I poked around at all of the functions documentation on the GECK wiki, and it seems that you are meant to be able to effectively manipulate the UIs via script. I've been trying to access the items in the list box that comprise the repair list in the hopes that I could force the engine to hide/delete them at run time. If this could be accomplished, it would be a simple matter then of editing the repair form lists to remove uniques and populate them with something like "repair parts" or some such. Having no luck though... I've started simply trying to store a string into a variable and print it to console. Can't even do that... so, I was wondering if any of you guys have experience with the UI commands and can tell me what I am doing wrong? String_Var RepairItem Begin MenuMode 1035 ;Pipboy repair menu let RepairItem := GetUIString "RepairMenu/GLOW_BRANCH/RM_MainRect/RM_RepairList:1/string" printc RepairItem End ;MenuMode Link to comment Share on other sites More sharing options...
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