Fallout 3
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grigoriprime

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grigoriprime

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About this mod

A series of "upgrade modules" for the pipboy to buff various skills, stats, and abilities. There is also a Stealth Field Module and a VATS Overclock Module.

Permissions and credits
A collection of "upgrade modules" for your Pip Boy. These grant several major bonuses as detailed below. They all work like the Lucky 8 Ball in that picking up a module applies the effect (and displays a hopefully amusing message) and dropping a module removes the effect (and again displays a lore friendly attempt at bad jokes). They DO NOT actually modify the appearance, function, or anything else of your Pip Boy 3000 (though they do void the warranty).

Vault 101 Exit Version:


Location is a locker right outside the exit from the Vault 101 cave by the first bush you see (after your eyes adjust to that brave new world), you can't miss it.
  • VATS Module: adds 50 AP and boosts +25 critical chance and +3 Luck.
  • Anti Toxin Module: +30 Radiation and Poison Resistance.
  • Ranged Weapon Module: +25 bonuses to Small Guns, Energy Weapons, and Big Guns.
  • Close Combat Module: +25 bonuses to Melee, Unarmed, and Unarmed Damage.
  • Executive Module: +25 bonuses to Barter and Speech, and +3 Charisma.
  • Stealth Module: +25 bonuses to Stealth and Lockpicking, PERSISTENT STEALTH FIELD. Works like permanent Stealth Boy, not Chinese Stealth Armor.
  • Pip Boy 4000 Upgrade: +9 to ALL SPECIAL, +99 to some skills, +50 AP +100 to Rad, Poison and Damage resist. This one is a full on super cheat.

Vault Tec HQ Version:

Location is directly in front of the Vault Tec HQ Mainframe.DOUBLE most of the above bonuses (except the super cheat one as what would be the point) and adds a unique OP Vault Lab Coat with several buffs and an AR similar to combat armor.

NOTE


Using both versions HAS been tested to work (as in no CTD and effects DO stack).

HOWEVER, there are two different sets of objects, enchantments, and scripts (attached to the objects) with the same name in the GECK, They have different object IDs when the game loads and there is no "disenchanting" in FO3 so this SHOULD be ok. I take no responsibility for any strange side effects but will try to fix any that occur if reported.

Originally part of my Starter PacK Series but doesn't really belong there.



UNDER NO CIRCUMSTANCES MAY THIS MOD BE DISTRIBUTED IN WHOLE OR IN PART VIA STEAM WORKSHOP OR ANY PAID DISTRIBUTION CHANNEL.
If you paid for it the person you paid stole it.



Credit and Disclaimer:



I was unaware of gimpyparrot's set of PipBoy Modules when I made this. NONE of his content or ideas were used in making this mod. The idea came to me when playing FO1 and 2 and wondering why some of the Pip Boy upgrade devices were not used in FO3 or NV.

This mod is not exactly the same as his. However I must point out that his looks like it offers some pretty cool customization options either with or instead of this mod. His is also much more scalable so you can control how much and exactly what boost you get. As a result, I probably won't release a more complex version of this mod (updates and fixes not included). Great minds must think alike :)

Shameless Self Promotion:



Fallout New Vegas:
JOANA COMPANION
SKYNET COMPANION
EMILY ORTAL DOCTOR COMPANION
ASSASSIN'S ABODE

Fallout 3:
ANTAGONIZER COMPANION
THE VAULT DWELLER'S STASH
PIP BOY UPGRADE MODULES

Skyrim:
DRAGONBORN SKAAL HOME
CRAFTMEISTER GEAR