Works with NMM: 0.45.6, 0.45.7, 0.47.3, 0.49.6, 0.49.8, 0.50.3, 0.51.0, 0.52.3 (*) (Personally tested all of them)
* Windows didn't recognize NMM 0.52.3 to auto correct compatibility settings to run on my game computer at first. The solution was to run it once with Compatibility mode set to Windows XP SP3. After that I could turn of and run normal mode without any issues. This action somehow set a flag to allow NMM to run some FOMOD functions, and Windows remember it.
I love this idea of this mod. But it totally crash my game. please someone fix it good.
Edit: guys do no use this mod anymore. It will ruin your pipboy. use the FOV Slider instead. Just set the pipboy fov to 36 or 37 then you can see the work just as good if not better than this bug mod.
When you load a save you can't use your PipBoy light (it's not responding to key presses) until you activate PipBoy at least once, after that light works as usual.
Sorry it not worked for your playthrough with some TTW mods...
To have a chance to actually make a difference what mods with TTW do you run that not work with this mod? As at the time years ago of creation I tried to be as less intrusive as possible, but I can't foresee what others do, please tell what mods that have an odd mission dependency that force you to have a PipBoy equipped all the time.
Also back in the time I got notified from Nexus if someone commented on mods I released, this was not the case this time so I was not aware of your comment at all! Sorry for the delay in answering.
Sadly mostly of primarys ones .. anchorage... virtual reality father....(also start new game too) and today im encounter a problem with "Sit anyware" mod ...use a lot of hours , sadly im going to replace with pipboy remover mcm (is not as good like this but dont fail or bug)
about " mods with TTW do you run that not work with this mod " you can disable all and crash from begin ... im activate after leave vault ... but again bugs on misions and stuck without pipboy
It's your own fault, NV mods arent compatible out of the box with TTW, they have to be checked and the TTW master has to be added to the esp file. Since TTW has a shitload of FO3 forms added, any NV mod can easily conflict with the newly added forms.
unequipping and re-equipping armor or weapon in script has a big downside. If you have two of the same armor, it will always re-equip the low condition one if you do it from script. and attaching it to the pipboy means that you always will have the low condition one equipped. to say it simple, in the current state this mod will equip you lowest quality armor if you have more then one of the one you are wearing.
EDIT: i fixed the script to correct this problem, and some other little problems that the mod had, if you want it, PM me and i'll send it to you. Also cleaned up all unneccesary things from the nif files, they're now 5kb instead of 20kb. It all works completely error free now, if you want it let me know in a PM. I repacked it in a fomod (replaced the files in the original fomod and repacked it)
I have an Idea! Why not make this mod to only work when a certain armor is equipped? And the rest of the time leave the normal pip-boy alone, like only working when the player is using a power armor, like this you will have a floating menu like in fallout 4 when using the power armor and you won’t have conflicts with TTW.
I think it's awesome, not only it removes this dumb looking bulky thing from your hand, it removes it from menu mode as well, which makes interraction with inventory feel super neat.
Maybe this mod is not 100% safe to use, but I'm sticking with it anyway!
The only downside that I've noticed is that screen position as well as menu border inside the screen are slightly misaligned to the left.
115 comments
(And please don't be sloppy but also tell them WHAT version off NMM you run and have problem with, there is a little nice click down to select version at the right.)
UPDATE 2014-11-18
Works with NMM: 0.45.6, 0.45.7, 0.47.3, 0.49.6, 0.49.8, 0.50.3, 0.51.0, 0.52.3 (*)
(Personally tested all of them)
* Windows didn't recognize NMM 0.52.3 to auto correct compatibility settings to run on my game computer at first. The solution was to run it once with Compatibility mode set to Windows XP SP3. After that I could turn of and run normal mode without any issues. This action somehow set a flag to allow NMM to run some FOMOD functions, and Windows remember it.
If you slam in this mod in your homemade TTW setup without check out what this mod actually does, I will not take the blame.
Edit: guys do no use this mod anymore. It will ruin your pipboy. use the FOV Slider instead. Just set the pipboy fov to 36 or 37 then you can see the work just as good if not better than this bug mod.
When you load a save you can't use your PipBoy light (it's not responding to key presses) until you activate PipBoy at least once, after that light works as usual.
Never assume any NV mod works ok with TTW.
To have a chance to actually make a difference what mods with TTW do you run that not work with this mod? As at the time years ago of creation I tried to be as less intrusive as possible, but I can't foresee what others do, please tell what mods that have an odd mission dependency that force you to have a PipBoy equipped all the time.
Also back in the time I got notified from Nexus if someone commented on mods I released, this was not the case this time so I was not aware of your comment at all! Sorry for the delay in answering.
If you have two of the same armor, it will always re-equip the low condition one if you do it from script.
and attaching it to the pipboy means that you always will have the low condition one equipped.
to say it simple, in the current state this mod will equip you lowest quality armor if you have more then one of the one you are wearing.
EDIT: i fixed the script to correct this problem, and some other little problems that the mod had, if you want it, PM me and i'll send it to you.
Also cleaned up all unneccesary things from the nif files, they're now 5kb instead of 20kb.
It all works completely error free now, if you want it let me know in a PM.
I repacked it in a fomod (replaced the files in the original fomod and repacked it)
I think it's awesome, not only it removes this dumb looking bulky thing from your hand, it removes it from menu mode as well, which makes interraction with inventory feel super neat.
Maybe this mod is not 100% safe to use, but I'm sticking with it anyway!
The only downside that I've noticed is that screen position as well as menu border inside the screen are slightly misaligned to the left.