Repair Rethought Reborn 1.0 by Krysee Fallout, Operation: Anchorage and/or The Pitt based on: Repair Rethought by Vocha http://www.fallout3nexus.com/downloads/file.php?id=1250 Repair Rethought allows many armors and weapons to be cross repaired and repaired by things found in the world, while also giving you bonuses to Repair for having repair tools in inventory. Picking up where Repair Rethought 0.6 Alpha by Vocha left off and using that as a basis for this mod, here are the big changes: ====================[FILES/INSTALL/LOAD ORDER]====================== RRR 1.0 RRR+ANCH 1.0 RRR+PITT 1.0 RRR+ANCH+PITT 1.0 If you're not running any DLC, use RRR. If you're running Anchorage but not The Pitt, use RRR+ANCH. If you're running The Pitt but not Anchorage, use RRR+PITT. If you're running Anchorage and The Pitt, use RRR+ANCH+PITT. Run only one file at a time, only the last running one in load order will be the one that gets used. If you have any mods that edit the T-51b, Colonel Autumn's Overcoat, or any of the unique armors from the DLC, load them AFTER the RRR. If you have any mods that do multiple things that include messing with vanilla repair lists, and you want to keep the other things they do and you want RRR to work properly, it's advisable to load them BEFORE the RRR. I strongly advise that if you're going to run this mod with any other mod, that you do yourself the favor of getting FOMM to adjust load order. ===========[VANILLA CHANGES FROM REPAIR RETHOUGHT 0.6A]============ REPAIR TOOLS - Fixed language of the messages when you pick up a repair tool. - You should now be able to see your tool bonus on your conditions screen. - Plans now exist for updating the script, but that's beyond the scope of my current update project. KNIVES - Knife, Combat Knife, Switchblade and their uniques are all cross- repairable. - Whetstones are now repair items for knives and swords. SWORDS - Whetstones are now repair items for the chinese officer swords. RIPPER/SHISHKEBAB - The Ripper and Shishkebab are now cross-repairable. - Whetstones are now repair items for rippers and the shishkebab. COLONEL AUTUMN'S UNIFORM RR got his guns but missed his outfit! Colonel's Autumn's uniform is now repairable on the Regulator Duster list. ======================[ANCHORAGE UPDATES]========================= RRR will not make repair possible within the sim world: everything in the sim has a special sim-only form with an enormous amount of health and no repair list. RRR+ANCH focuses ONLY on the new items added to the wasteland. Almost everything introduced in Operation: Anchorage uses existing lists, and they were simply placed on the lists so they can be used to repair other things. The Gauss Rifle was the only thing that came with a new repair list. You can now use Abraxo Cleaner, Conductor, Fission Battery and Scrap Metal to repair your Gauss Rifle. The Neural Interface Suit that you get after you exit the simulator is now repairable and behaves like Recon Armor. General Chase's Overcoat is now repairable and uses the Regulator Duster list. It is not added to the wasteland; you'll need one of the Anchorage loot mods to do this for you. The Winterized T-51b no longer breaks "You Gotta Shoot Em In The Head" quest. The Chinese Stealth armor, by default, is repaired by the Recon Armor repair list. I'm not sure if I agree with this, but I haven't changed it at this time. Depending on user feedback, I'm willing to cut it a new repair list just for itself. Let me know. The other wasteland weapons, including the ones that weren't actually added to the loot room (like the "Alloy Steel" variants), simply used existing repair lists. They've been added to the appropriate repair lists so you can use them to repair other stuff. Again, the items that weren't added to the wasteland still aren't, all I did was make them work with RRR - use another mod for your Anchorage loot improvement. ========================[PITT UPDATES]============================== Metal Master, Bombshell and Leather Rebel armors are unique versions of Raider Throwdown, Raider Ordinance and Raider Commando armors, respectively. By default, they're on the Leather Armor list, but this update moves them to the Raider list. All raider armors are now inter-repairable. Raider Throwdown/Metal Master armor looks a great deal like Metal Armor and is interrepairable with metal armor as well as raider armors. Raider Iconoclast armor is basically an armored radiation suit. It is interrepairable with other radiation suits as well as raider armors. Auto-Saws, Steel Saws and the uniques are now interrepairable with Rippers, using the new RRR Ripper list. Ashur's Armor and the Tribal Power Armor can now be used to repair other power armors. Wild Bill's Sidearm and Infiltrator/Perforator can repair .32/.44 and assault rifles, respectively. Steel Knuckles can repair the Brass Knuckles family. ==========================[ANCH+PITT]============================= All of the above. And yes, this means you can use the Winterized T-51b to repair Ashur's Armor. You know you want to ... ==================[INCOMPATIBILITIES]========================= If you run mods for any of the following items, place them *AFTER* RRR in your load order to avoid having RRR screw up your other mod. Their mod is likely to do whatever RRR did, plus whatever you want it to do; unless they play with the repair lists, you won't have a problem loading them after RRR. Fort Constantine T-51b Colonel Autumn's Uniform Ant-Agonizer's Costume and Helmet Mechanist's Costume and Helmet General Chase's Overcoat (Anchorage) Winterized T-51b (Anchorage) Neural Interface Suit (Anchorage) Metal Master Armor (The Pitt) Bombshell Armor (The Pitt) Leather Rebel (The Pitt) Raider Iconoclast Armor (The Pitt) Raider Throwdown Armor (The Pitt) Specifically, my other mod, The Pitt Raider Armor Repair Fix clashes with RRR+Pitt: load it *before* you load RRR+Pitt, or you'll be repairing raider armors on the vanilla repair list. ======================[FUTURE PLANS]============================ I want to rework the script and handling of the repair tools because right now, I don't think it's working as intended. I'd do that right now with this release, but I don't want to rush a change that may make things worse. Give me time to play with it. I am a fan of the CALIBR and CRAFT mods; if somebody were to lay out a "mega-mod" of additional weapons for CALIBR and/or a "mega-mod" of CRAFT items that they want to work with RRR, I would be happy to do the work of modding their mod for them, because I'm going to do it anyway for my own use. May as well save you the work, right? ======================[AUTHOR NOTES]========================== I'm only doing this because I feel it has to be done. Not for publicity, kudos, or any other such nonsense. It was not my intention to become a modder for public consumption, but after years of sitting on the sidelines and modding for myself, I guess it's my turn. Repair Rethought was one of the few mods that I felt that I must have, and when The Pitt came out, I learned that RR's author had vanished from the scene and after fixing Pitt armors in my own special way, and got permission from him to carry on his project. My goal is to keep with the spirit of the original RR mod by keeping things simple and widely compatible. I'm trying to keep maximum compatibility by changing only the repair lists except where something else absolutely needs to change. As you can see above, the list of things that were changed is very small. I do want to keep this mod maintained, and I am open to public critique and suggestions. If I missed something, let me know. If there's a way you can think of make it better, let me know. And if you have a better scripting resource than the one Bethesda has on their site with the GECK ... PLEASE let me know, because I feel the scriptwork in this needs some cleanup and there's a lot that can be done if the scripts are fixed up. -- Krysee --