Very nice mod, I like. Would be nice if the modules could be turned on/off so I can grab all of them into my inventory then use as needed, and combine them if I wanted to but only when I want to. I would suggest peeking at this mod for how they did it, clicking on the item in your inventory yields a popup menu with an activate/deactivate option. Just as nice (and likely easier to code) would be taking a peek at the other Pip Boy Module you linked in the description - making it so their effects are only while worn and they use generic body slots (no clothing conflicts) is a slick way to do it too.
All in all, a very nice mod. I was firing up FO3 again to finish it (actually didn't get very far first time through, and got sidetracked with other things) and get to know the lore better before FO4 arrives. So I hit the Nexus to find me a few mods to put me in a bit of a God mode and just relax, sail on through and enjoy the story. Found everything I needed, and your mod fit nicely with the rest. Kudos!
Just having a minor bit of trouble I downloaded both packs but only one will stay checked off in the data files is this cause i downloaded it through NMM or was i only supposed to get one?
Only install one. NMM should actually let you use both but it may cause conflicts. The Vault Tec one is slightly more powerful (and has vault lab coat combat armor) but harder to get to.
I don't know why NMM would be unchecking the files though. Could be the NMM .ini ?
Tru deactivating (not just unchecking) both and reactivating just one.
Nifty! I like the upgrade your pipboy with a plug in module idea. While obviously over powered (and intended that way so no insult) I could see a variation of this in a balanced game.
Tone down the effects and only allow one Pipboy Upgrade Module to be in affect at a time (only one can be in your inventory at a time maybe?).Then it could be like bobbleheads where you hunt around the wasteland finding them. Attach the upgrade module you need to your pipboy and leave the others in your locker at home. Hmmm.....
I'm looking at a system that only allows one module to work at a time but scripting is a hassle If it works out you will either have a menu to pick what effect you want on pickup or each module will check if you have another active before applying the effect. I could also make them appear in certain locations based on in game achievements but that usually means finding them is a little too random.
This split from a set of starter pack mods that were more focused on balance so this mod was always meant to be unbalanced. If I can figure out the scripts, I will totally make a scalable one.
New version puts the locker immediately outside the vault exit. This should bypass the issue as no mods I know of change that cell (so much stuff is added to that area such a mod would be incompatible with half the Nexus ).
If anyone wants to stay on the old version (only change is location) and can't find the locker try typing:
coc vault 101a
and see if it's there. You should be able to exit normally and then continue any quests (mod or vanilla) related to 101.
The locker isn't showing up near Vault 101 exit. Haven't tried the Vault tec version as of yet (And no I'm not using them together) just wanted to try both versions. I like the idea, looking forward to any updates.
18 comments
All in all, a very nice mod. I was firing up FO3 again to finish it (actually didn't get very far first time through, and got sidetracked with other things) and get to know the lore better before FO4 arrives. So I hit the Nexus to find me a few mods to put me in a bit of a God mode and just relax, sail on through and enjoy the story. Found everything I needed, and your mod fit nicely with the rest. Kudos!
CloseAllMenus
into console will at least force that screen to go away and let you keep playing normally.
I don't know why NMM would be unchecking the files though. Could be the NMM .ini ?
Tru deactivating (not just unchecking) both and reactivating just one.
Tone down the effects and only allow one Pipboy Upgrade Module to be in affect at a time (only one can be in your inventory at a time maybe?).Then it could be like bobbleheads where you hunt around the wasteland finding them. Attach the upgrade module you need to your pipboy and leave the others in your locker at home. Hmmm.....
This split from a set of starter pack mods that were more focused on balance so this mod was always meant to be unbalanced. If I can figure out the scripts, I will totally make a scalable one.
Thanks for your input!
If anyone wants to stay on the old version (only change is location) and can't find the locker try typing:
coc vault 101a
and see if it's there. You should be able to exit normally and then continue any quests (mod or vanilla) related to 101.
I like the idea, looking forward to any updates.