Just recently started a new game with over 100 mods and this mod still works perfectly fine. If pip-boys are not showing up at the Vault 81 trader you have a conflict. Should not need to wait a bunch of days or anything like that.
I have removed the lore-friendly tag from this file sense the DLC pip-boys are designed to not be removable like some people have commented. I like being able to give my companion a pip-boy that works like a normal piece of armor so I'm personally still happy with how this mod works.
Although I haven't updated sense march this mod still works fine to my knowledge, it is a very small edit that was not effected by any official patches or DLC.
From first glance of the new Vault-Tech DLC it seems to add a Pipboy! Obviously their Pipboy works much better and has custom scripts. This mod does not conflict with any of the new Vault-Tech DLC files so they should be fine to run together with no issues.
I will be leaving this mod as is for people who don't have the dlc.
Before uninstalling this mod you must remove Pipboys from NPCs otherwise they will still be on them and can't be removed. If this happens just reinstall the mod and remove them, should be no problem.
its what should have been "lore friendly" because rob-co designed pip-boy
its uncommon but its not that rare. every adventurous wastelander should have a pip-boy as their own gadget to reliably travel the wasteland and if its rare why the heck people says "i'll mark it on your map" when they dont even have a pip-boy they own? thats a missed dev design.
First off I love the mod, and as far as immersion goes, you walk up to a 200 year old wooden door, shoot it with a fatman and still can't open it wtf. So yeah I gave up on immersion in these games, back in the 70's. Anyway nowadays I just play which ever way that's fun for me personally, in a singleplayer environment.
The mod isn't as immersive as you think I'm afraid.
Pip-Boys have a self-destruct mechanism. FO3 Operation Anchorage proved that when the BoS Outcasts tried to get a Pip-Boy off a dead Gary Clone, only for it, and Gary's arm, to explode. Pip-Boys can only be removed by the person wearing it, and people who are programmed into it (such as high-ranking Vault staff). Only reason the Sole Survivor could take the Pip-Boy was because it was already unclasped for some reason...also the dude was nothing by bones, so it MIGHT not have gone boom if it had still been clasped...like, 50/50...
Your forgetting the key factor here, Alex Combes is a well known pipboy mechanic. Residence of the vault will even comment on this fact in game, saying to take your pipboy to her if it "acts up." She has removed any explosives from the device before selling them.
Makes it only slightly plausible, but alright. Just don't forget that knowledge of how to make new Pip-Boys is lost to time, as per one of the loading screens in the game. Might wanna make the supply limited by rarity or some such if immersion is what you are trying to go for.
Not all pip boys were like that. They were all different. Each vault did it's own experiments and had their tech setup differently.
Also, knowledge on them and how to make them isn't lost in time.. The one they player character gets in fallout 3 was an old broken one that your father and that other guy repaired iirc
Repairing is not the same as creating, and Vault-Tec did not make the Pip-Boy, RobCo did, Vault-Tec was simply their biggest customer in regards to that line of products. It's a bit unlikely that the Pip-Boys were variables of the social experiments.
ok. so vaultech buys a s#*!-ton of pip-boys, 200 years pass and a good bit of the vaults are now empty for whatever reasons. makes sense some pip-boys would be left behind.
its really not a stretch that other people in the wasteland could have them. if they can salvage the other tech, they can certainly salvage a pip-boy.
also, lets pretend my argument was "they were built post war", whatever lol...if the enclave were able to create new power armor post war and the institute was able to...happen, there is no valid argument for why a few pip-boys couldnt have been created. or something far better and less retro looking for that matter.
never said i think every wastelander and their mother should have one, just said more should be out there than we see.
I think you may have overlooked the fact that the PC in Fallout 4 literally picks it off of a dead guy's arm. I don't think any nonsense about it being clasped or not is relevant.
form id doesnt work, it says pipboy added but there is nothing in my inventory, and it takes so many days until the pipboy finally shows up in vault 81's inventory, i slept like 9 times now, pipboy still hasnt showed up, in my last play through it should up on the 3rd or 4th.
Do you have any other mods that edit venders or npcs? Try moving this mod all the way to the bottom of load order and see if the bugs still happen. If so let me know!!
Just wondering if this is supposed to be lore-friendly. I thought Pip-Boys can only be obtained in vaults, and only by specific kind of people. Then why wannabe NPC\settlers would have one and how they get it ? Serious question here, not trying to complain about something from your mod.
Settlers can only have one if you give it to them, and they are only found naturally on NPCs that already have them in vanilla. For example the residence of vault 81 have them, but if you kill or pickpocket in vanilla you can't loot it. I think this counts as lore-friendly, why would you not be able to take them from others who have one?
Being sold in vault 81 might be pushing it though, but that's the only possibly way to get them if you don't have high pickpocket perks or wanna kill people. I also raised the value to 750 so they are not cheep.
Damn, never realize there were originally NPCs with Pip-Boys in vanilla ! Yeah sure it's logical to get some if you loot on people who supposed to have one, it make sense. I'm not saying your mod is not lore-friendly, just wanted to increase my personal knowledge about Fallout lore, as i've allways thought that only the main char can have this kind of gadget because he was from a vault.
But this mean that everyone with one in your game ( with this mod ) got it because you gave it to them or because they brought it in V81. I'm speaking in term of *immersion* here. At last this is how I understand it.
It would make sense that they would be around the wasteland. And I don't see why settlers couldn't have one. I mean, the player character just finds one and figured it out in moments.
There are abandoned and failed vaults everywhere. Not to mention if you ever played the other fallout games you saw others with them.
The player character in NV wasn't from a vault. In fallout 3 they gave one to everyone who turned 10(I think was the age) in vault 101.
Tbh it always bugged me I didn't see more people with one wandering around...
*It would make sense that they would be around the wasteland. And I don't see why settlers couldn't have one. I mean, the player character just finds one and figured it out in moments.*
Yup, i'm agree.
*There are abandoned and failed vaults everywhere. Not to mention if you ever played the other fallout games you saw others with them.*
Playing since F3, and to be honest I didn't figure that others had one lol. Damn, I wonder what others details i've miss around.
*The player character in NV wasn't from a vault. In fallout 3 they gave one to everyone who turned 10(I think was the age) in vault 101.*
In FNV, you get it from the doc at the beginning if I remember correctly right ? I guessed he was in a vault before or know someone who been. And in F3, well, like you say we were in a vault so...
*Tbh it always bugged me I didn't see more people with one wandering around...*
Yeah me too, but i've put it on my lack of Fallout lore knowledge. Really love the license and i've read many things to understand the lore, but still there's so much i don't know yet. Wonder if there's some kind of Fallout Encyclopedia i can read to correct this...
For what it's worth Pip-Boys are supposed to be all over the Commonwealth but most are broken and any in working condition are very rare. You hear about this when you first try to get into Vault 81. The security guy over the intercom says how many have tried to break in but you're the first who has with a working Pip-Boy. While I think it's plausible to strip the Pip-Boy off a dead corpse I don't think they should be for sale. A working Pip-Boy being sold would pretty much be like giving out the keys to your front door. As protective as they are about their vault and outsiders, selling something that could let someone break in goes against that.
Vault 81 has already thought of this fact and have guards on duty at all times, based on the response to you walking up when you first arrive.
I agree that they would not sell them to just anyone. I'm not sure how to add quest requirements to sold items but I will look into it. It would make sense that the item is only sold to you after finishing the story in the vault.
38 comments
I have removed the lore-friendly tag from this file sense the DLC pip-boys are designed to not be removable like some people have commented. I like being able to give my companion a pip-boy that works like a normal piece of armor so I'm personally still happy with how this mod works.
From first glance of the new Vault-Tech DLC it seems to add a Pipboy!
Obviously their Pipboy works much better and has custom scripts.
This mod does not conflict with any of the new Vault-Tech DLC files so they should be fine to run together with no issues.
I will be leaving this mod as is for people who don't have the dlc.
Before uninstalling this mod you must remove Pipboys from NPCs otherwise they will still be on them and can't be removed. If this happens just reinstall the mod and remove them, should be no problem.
its uncommon but its not that rare.
every adventurous wastelander should have a pip-boy as their own gadget to reliably travel the wasteland and if its rare why the heck people says "i'll mark it on your map" when they dont even have a pip-boy they own? thats a missed dev design.
So yeah I gave up on immersion in these games, back in the 70's.
Anyway nowadays I just play which ever way that's fun for me personally, in a singleplayer environment.
Pip-Boys have a self-destruct mechanism. FO3 Operation Anchorage proved that when the BoS Outcasts tried to get a Pip-Boy off a dead Gary Clone, only for it, and Gary's arm, to explode. Pip-Boys can only be removed by the person wearing it, and people who are programmed into it (such as high-ranking Vault staff). Only reason the Sole Survivor could take the Pip-Boy was because it was already unclasped for some reason...also the dude was nothing by bones, so it MIGHT not have gone boom if it had still been clasped...like, 50/50...
Immersion saved.
Also, knowledge on them and how to make them isn't lost in time.. The one they player character gets in fallout 3 was an old broken one that your father and that other guy repaired iirc
its really not a stretch that other people in the wasteland could have them. if they can salvage the other tech, they can certainly salvage a pip-boy.
also, lets pretend my argument was "they were built post war", whatever lol...if the enclave were able to create new power armor post war and the institute was able to...happen, there is no valid argument for why a few pip-boys couldnt have been created. or something far better and less retro looking for that matter.
never said i think every wastelander and their mother should have one, just said more should be out there than we see.
Do you have any other mods that edit venders or npcs? Try moving this mod all the way to the bottom of load order and see if the bugs still happen. If so let me know!!
Just wondering if this is supposed to be lore-friendly. I thought Pip-Boys can only be obtained in vaults, and only by specific kind of people. Then why wannabe NPC\settlers would have one and how they get it ? Serious question here, not trying to complain about something from your mod.
Being sold in vault 81 might be pushing it though, but that's the only possibly way to get them if you don't have high pickpocket perks or wanna kill people. I also raised the value to 750 so they are not cheep.
But this mean that everyone with one in your game ( with this mod ) got it because you gave it to them or because they brought it in V81. I'm speaking in term of *immersion* here. At last this is how I understand it.
There are abandoned and failed vaults everywhere. Not to mention if you ever played the other fallout games you saw others with them.
The player character in NV wasn't from a vault. In fallout 3 they gave one to everyone who turned 10(I think was the age) in vault 101.
Tbh it always bugged me I didn't see more people with one wandering around...
Yup, i'm agree.
*There are abandoned and failed vaults everywhere. Not to mention if you ever played the other fallout games you saw others with them.*
Playing since F3, and to be honest I didn't figure that others had one lol. Damn, I wonder what others details i've miss around.
*The player character in NV wasn't from a vault. In fallout 3 they gave one to everyone who turned 10(I think was the age) in vault 101.*
In FNV, you get it from the doc at the beginning if I remember correctly right ? I guessed he was in a vault before or know someone who been. And in F3, well, like you say we were in a vault so...
*Tbh it always bugged me I didn't see more people with one wandering around...*
Yeah me too, but i've put it on my lack of Fallout lore knowledge. Really love the license and i've read many things to understand the lore, but still there's so much i don't know yet. Wonder if there's some kind of Fallout Encyclopedia i can read to correct this...
I agree that they would not sell them to just anyone. I'm not sure how to add quest requirements to sold items but I will look into it. It would make sense that the item is only sold to you after finishing the story in the vault.