Fallout 3
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About this mod

Causes the Pip-Boy to be invisible when not in use. The Pip-Boy Light is remapped to the \'B\' key (reconfigurable), as holding town your Pip-Boy key will no longer turn the light on.

Permissions and credits
NOTE: I changed the mod's Nexus name to be less misleading. The mod is still internally called Pip-Boy Remover, because it's a hell of a lot shorter to type.

Please rate and/or comment, so I can tell whether or not I'm doing a good job.

*Causes the Pip-Boy to be invisible when not in use.
*The Pip-Boy Light is remapped to the 'B' key.
*Fixes the issue with Elder Lyons' Robes (and maybe a few other armors) overlapping the Pip-Boy screen

Changing the Mod Keybinds
The default mapping for the Pip-Boy Light and Mod Options key is 'B'. To change this, hold down the 'B' key (or whatever key you have the light mapped to) for three seconds, and you'll get the mod options menu. The rest should be fairly self-explanatory.

*Ensure that you have FOSE installed.
1.) Extract the contents of the archive to your Fallout3/Data directory.
2.) Enable the ESP.
3.) Play the game.

1.) Use the "Uninstall Mod" button in the mod options menu.
2.) Save and quit.
3.) Deactivate the ESP. You can delete it along with the Meshes/PipBoy3000/InvisPipboy directory.
4.) Load the save, reequip your armor, and play as normal.

Known Issues or Bugs
*Closing the Pip-Boy menu is a little noisier than it was before. This is a byproduct how the mod works, and isn't really something I can fix. I think it's an acceptable tradeoff.
*There MIGHT be compatibility issues with body replacers; I'm not sure. If you notice any, please report them and I'll try to fix them.

Version History
v1.200 - March 21, 2009
*Modified the Pip-Boy NIF so that Elder Lyons' Robes and other hacked armors won't overlap with the Pip-Boy.
*The script has been cut down and should run a bit smoother when calling up the Pip-Boy.

v1.103 - March 19, 2009
*Fixed scripting goof that caused clicking Cancel in the options menu to crash the script.
*Tweaked Pip-Boy light script, difference should be indiscernable on user-end.

v1.102 - March 18, 2009
*Fixed issue where spamming the Pip-Boy light for a cummulative three seconds silenty froze the script.
*Added an FOSE check; the script will do nothing if FOSE is not detected.

v1.101 - March 18, 2009
*Fixed issue where closing the Pip-Boy Menu without armor equipped silently froze the script.

v1.100 - March 17, 2009
*Script entirely rewritten in hopes of a more stable solution.
*Added option to reconfigure the Pip-Boy light key.
*Added uninstallation assistant to make removing the mod less dodgy.

Thanks to everyone who's reported bugs for me to fix. Please continue to do so.
Thanks to ForeverNomad for making a similar mod, by which I learned the ResetPipboyManager command.
Thanks to LHammonds for the Readme Generator this file was based on.

Tools Used
NIFSkope - http://niftools.sourceforge.net/wiki/NifSkope
Fallout 3 Script Extender (FOSE) - http://fose.silverlock.org/
FO3Edit - http://fallout3nexus.com/downloads/file.php?id=637
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp

Ask my permission before changing/re-releasing this mod.