Hey I think I just noticed another bug but I'm not sure if it can be fixed through this mod - weapons that use niviscontrollers seem to not work properly unless they're equipped via the hotkeys - as an example, I've got a modded 10mm pistol mesh that turns off the laser when you holster it, and turns it back on when you unholster it, but this only seems to work on first load of a game, or if the gun is assigned to a hotkey. If I switch to another weapon, then equip it via the pipboy, the laser doesn't appear at all.
aww yiss, been looking for an update for classic mods like this. 10 years on and we've come a long way with FNV modding...standalone PN modules running on much more efficient JIP scripting, pipboy removers that don't make you flash your assets at whomever you're talking to cuz you accidentally hit tab...lel
Also when I was poking around in FNVEdit to see if it was possible to merge this plugin, I noticed that it had a lot of dirty edits which was nothing a quick auto clean couldn't fix. Had to manually delete the other worldspace edits the quick clean didn't get though.
Is it possible to change it so that the pipboy appears when the tab key is pressed? That way it's already there during the anim that brings it to your face
And I'm guessing it's not possible to get the pipboy light working while the pipboy is removed? Ok might be a bug or maybe not, but when first loading a save, the pipboy light won't work until you use it, then it works for the rest of the session.
Unfortunately, the pipboy is really finicky. I was able to resolve all the bugs except that after-loading one. Which is unfortunate, but just how it is with the game engine.
You're right that I should have cleaned this mod, forgot to do that.
Oh ok, just a bit jarring since I usually move the mouse to where I plan to click and with it popping into existence it makes it a little harder but I can live with it.
None other then this one. I have updated the mod last night from ver 1.03 to ver 1.07. 1.03 wasn't working for me but I never gave it much thought until updating the mod.
Edit: I also just noticed that upon loading up the game. Glitch seems to have gone away until I open and close my pipboy.
Are you using a custom armour? Or a body replacer? Does it only happen with a specific armour? Does it happen when your character is not wearing anything?
Just tested it without Type3 and the issue continues. I do have JIP NVSE plugin installed as well. I also moved the mod to the very bottom of the load order with no change.
I think I somewhat isolated the issue. I installed version 1.06 to see if the issue occurred in previous versions but it works fine now. It seems to only be present in version 1.07
I tested it, but it continues. 1.06 is the only one that worked for me. Maybe its just me though. I'll try it on modless playthrough and a new game to see if its any of my mods.
That is utterly bizarre then, as I've tested with all my mods, as well as just the Pipboy remover. Are you using a mod manager? If so try installing it manually.
Mod Organizer 2. When I am able I will test without any mods installed, except for TTW. With a new game. If that works then its one or more of my mods. Could just be my game.
After some testing. I have some results. I started a new game with all but TTW and version 1.08 of this mod. It worked fine. I then started testing with one mod added at a time. Eventually I found what mod was causing the issue and its the last one I would expect. It was due to an outdated version of JIP LN NVSE Plugin. Thank you for the help and sorry for the trouble.
I come from another time and place called SkyrimClassic where my sneaky archer got so gud, new challenges were required, which led to another new challenge, to bestow my wrath upon even moarbadguise.
Sooooo, they showed me your future technology of xedit and increasing spawn points, marvellous, this is what I need...
You will need to get my updated script from the TTW forums, then tweak it a bit so it looks for Skyrim's .esm files, then change the .txt file to contain Skyrim's NPCs. The latter is already provided in my Oldrim more spawns mod, coincidentally.
I shall rephrase. Nowhere in the main text of the -Description- does it say it requires TTW. Only that it is 100% compatible. Would it be possible to get a non TTW version?
For whatever reason, this only seems to remove the glove for me.The Pipboy stays on my character. I've tried doing a hard reset of the mod by saving without it, but no luck. I don't know what to look for to troubleshoot it, unfortunately.
Looks like the game gave me 3 vanilla Pipboys. Wut.
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I'm going to try the TTW quick start this time and see what the results are. And the results are just a single Pipboy this time.
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You know what, I'm thinking the playable glove has something to do with this. Going to see what's going on with that in xEdit. And it shows TTW Immersive Armors and Weapons makes the Pipboy Glove playable. Unsure if this has any effect on the scripts. The Pipboy itself is untouched by anything other than TTW.esm, so that's ruled out.
Crap, I forgot to mention that part. No, it's still not working with that. Went outside towards Megaton, ran around for a while, opening and closing the Pipboy and it never left my arm. I stayed as the default Caucasian male for good measure, too.
Disable every mod except mine, and do a fresh start. You can just use the console command COC Springvale straight from the main menu. Wait a couple seconds for the game to finish processing after the load screen, then press tab. to open the pipboy. Press tab again, and it should disappear.
Opening the Pipboy duplicates whatever my character's apparel is, including the Pipboy and glove, and makes the character wear them. At the 10th birthday party, I ended up with 6 Pipboys, 6 gloves, and 6 Vault 101 Child jumpsuits. The Pipboy does not disappear from the arm.
Used coc from the main menu, same story, except the character spawns with nothing so no apparel duplicates besides the Pipboy and glove.
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Also when I was poking around in FNVEdit to see if it was possible to merge this plugin, I noticed that it had a lot of dirty edits which was nothing a quick auto clean couldn't fix. Had to manually delete the other worldspace edits the quick clean didn't get though.
Is it possible to change it so that the pipboy appears when the tab key is pressed? That way it's already there during the anim that brings it to your face
And I'm guessing it's not possible to get the pipboy light working while the pipboy is removed?Ok might be a bug or maybe not, but when first loading a save, the pipboy light won't work until you use it, then it works for the rest of the session.You're right that I should have cleaned this mod, forgot to do that.
1.03 wasn't working for me but I never gave it much thought until updating the mod.
Edit: I also just noticed that upon loading up the game. Glitch seems to have gone away until I open and close my pipboy.
I started a new game with all but TTW and version 1.08 of this mod. It worked fine. I then started testing with one mod added at a time. Eventually I found what mod was causing the issue and its the last one I would expect. It was due to an outdated version of JIP LN NVSE Plugin.
Thank you for the help and sorry for the trouble.
I come from another time and place called SkyrimClassic where my sneaky archer got so gud, new challenges were required, which led to another new challenge, to bestow my wrath upon even moarbadguise.
Sooooo, they showed me your future technology of xedit and increasing spawn points, marvellous, this is what I need...
but, a question if i may,
will it play dat wae on dae SSE ok?
;)
Would it be possible to get a non TTW version?
-IAreBob
Looks like Type 4 body replacer replaces the female Pipboy mesh.
-IAreBob
player.showinventory
Give me screenshots of what it says.
I'm going to try the TTW quick start this time and see what the results are.
And the results are just a single Pipboy this time.
You know what, I'm thinking the playable glove has something to do with this. Going to see what's going on with that in xEdit.
And it shows TTW Immersive Armors and Weapons makes the Pipboy Glove playable. Unsure if this has any effect on the scripts. The Pipboy itself is untouched by anything other than TTW.esm, so that's ruled out.
-IAreBob
-IAreBob
Used coc from the main menu, same story, except the character spawns with nothing so no apparel duplicates besides the Pipboy and glove.
-IAreBob