Fallout 4

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Created by

7StarC

Uploaded by

7StarC

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About this mod

Manage your PC's and NPC's Pip-Boys in-game.

Requirements
Permissions and credits
Changelogs
This mod allows the in-game creation of pre-defined custom Pip-Boys and the CC Pip-Boy skins.
You can craft 10 different custom Pip-Boys and the CC Pip-Boy skins at the ChemLab or Armor Workbench. 
Choose the style of your custom Pip-Boys out of up to 10 pre-installed Pip-Boy retexture mods.
Use your favorites Pip-Boy retexture mods and apply or change between the mods in-game and on the fly.

Store your Pip-Boy in containers or place wherever you want.
Trade your Pip-Boys with NPCs (Settlers, Companions, Vendors, etc.).
NPCs will use the custom Pip-Boys likewise to the vanilla Pip-Boy.
You can add, equip, unequip and remove an NPC's Pip-Boy.
NPCs will wear different styled Pip-Boys (brings variety to your settlements).

Since v. 1.2 you can craft an InterCom Holotape (at the ChemLab).
Using the holotape you can dial settlers holding a custom Pip-Boy in their inventory
and call them to your position. A demo you can see in the video for the mod
Private Area Markers (keep settlers out of your house).




Mod supports the vanilla game logic for the Pip-Boy and is compatible with the latest FO4 updates. Full integration of UnequipPipboy and compatible with most flashlight mods! For use with Pip-Boy Flashlight you have to install the Pip-Boy Manager below Pip-Boy Flashlight in your loadorder and then patch Pip-Boy Flashlight with the Pip-Boy Emitter or Head Emitter provided as optional download files. Thanks and credit to Kuschel-Drow who made this patch and allowed me to upload. 

UnequipPipboy is a required master for this mod. Please install that mod first (or at least together with this mod), as this mod will not give you any additional feedback when installed. If you use UnequipPipboy already make sure you have updated to the latest version. You can create the new custom pipboys at the ChemLab (need to have the rank 1 armorer perk).

You do not need to have any retexture mods installed to use this mod or to create new pipboys. This mod has its full functionality even without any texture mod installation. So, you can always change and experiment with different texture mods during your playthrough. 
As of version 1.3+ this mod also supports the creation club pipboy skins Onyx-Black, Desert-Camo, Swamp-Camo, Water-Camo, Chrome, White, Nuka-Cola Classic, Nuka-Cola Quantum, Overseer, Institute, Grognak, Mistress of Mystery, Manta Man, Silver Shroud (if installed). Likewise to the 10 custom pipboys you can craft the cc pipboys at the ChemLab and change the worn pipboy on the fly or give to NPC's.


Requirements and recommendations:

  • Unequip Pipboy (vers. 2.0-ESM required)
  • Rename Anything (optional to rename your custom Pip-Boys)
  • F4SE (optional to suppress any "you cannot equip" notifications)
  • NMM for mod installation

Texture mod installation:

  • Manually download and extract the Pip-Boy retexture mod.
  • Copy and paste the content of the folder: "…/Textures/AnimObjects/Pipboy" of the texture mod into one of the following 9 subfolders: "…/Fallout4/Data/Textures/AnimObjects/Pipboy/AddonPipboyStyles01" or
    "…/AddonPipboyStyles02" or

    "…/AddonPipboyStyles09".

 
That's all for most of the Pip-Boy retexture mods available on the nexus.

The game uses all the content of the folder "…/Fallout4/Data/Textures/AnimObjects/Pipboy" for the vanilla Pip-Boy, which is the "Standard Vault Model" of this mod. So, whatever you have installed in this folder will be used for the vanilla Pip-Boys from the Vauls 111, 81 and 88 and for this mod's "Standard Vault Model". The content of the subfolders "…/AddonPipboyStyles01 - 09" is used for the "Custom Pip-Boy Model #01 - #09". 

Example:
The "Custom Pip-Boy Model #01" will not use any of the textures within the folder "…/Fallout4/Data/Textures/AnimObjects/Pipboy" but
only textures within the subfolder "…/Fallout4/Data/Textures/AnimObjects/Pipboy/AddonPipboyStyles01". 

If you want to apply a specific texture already installed for the vanilla Pip-Boy for a custom Pip-Boy as well, e.g. a broken screen or background texture, you need to manually copy the texture file into that custom Pip-Boy's subfolder. The mod uses its own pipboy meshes, which are compatible with the new CC meshes, but provide a lot more options (allow you to customize all parts of your pipboy, e.g. gauges, labels, knobs, interior etc.).