After like 6 years or something, I've managed to update the mod! Honestly very minor stuff, but I *did* manage to fix that you could accidentally take off the pip-boy. Now it's permenantly glued to your arm, as Todd intended.
I'm liking the idea behind this mod but there are too few choices for Defense. there could be a 'Generalized Electromagnetic Shield' that gives some Energy and Radiation Resistance, a 'High Density Electromagnetic Shield' that gives only Energy Resistance, and a 'Low Density Electromagnetic Shield' that gives only Radiation Resistance.
I'm definitely open to suggestions, the mods as they exist were more or less shamelessly ripped from power armour. That said, an energy shield feels a lil far, though I definitely like the idea of adding resistances. I might flavour it differently.
the names I gave were just something I came up with in 5 minutes so they could easily be changed to something else like '******** Electromagnetic Field' or something completely different.
man this mod really NEEDS some way to stop you from accidentally transferring the pip boy to a container because once you do it's pretty much impossible to re-equip it. or, at least make it so it ain't at the VERY TOP so it's less likely to happen. Or, you know maybe i'm just retarded but i'm honestly just shocked such a feature isn't built in.
It's kinda dead and I haven't been able to work on it in like, 5 years, but from what I recall from when I *was* working on it, I had immense trouble getting that sort of behaviour to work, since the game engine didn't have any sort of way to limit object handling like that. You can drop the pipboy too, and it's a pita to get back or back on, but this was a side effect of being able to mod it that I had to live with having.
Hi, just tried a bit with FO4Edit and your pipboy is not flagged unplayable so it appears on your inventory and you can drop it. I tried with console player.openactorcontainer 1 and reequipped it BUT it broke the perks (at least I lost 150 carryweight bonus from perks). I think I fixed it this way: Open FO4Edit, Load pipmodding, find the armor tree, open it and rightclick toggle and untoggle Hide no conflict (etc) and it will show you that the original Pipboy is flagged Unplayable (under Record Header-->Record Flags), rightclick edit and toggle it unplayable and voila!
I tried this with an old save and with and early char without pipboy
PS: I always wanted some mods for PiPboy (I just renamed it PipLady with my female SS) but this mods break a bit the game IMO, because these are the addons of Powerarmor Helmet AND Chest, plus the defense (I guess if you use tesla coils or energy emitter for your pipboy should get damaged and doesn't have the battery to fry enemies) So IMHO Its more lorewise to delete some and to add a condition (VANS Rank 1) to the crafting.
If I ever get around to actually playing and modding FO4 again, I'll definitely have to brush off this mod and try and fix it up, but for the time being, I have no such plans for the forseeable future.
As cool as the mod is, the accidental-transfer issue really is a problem. In non-survival I managed to re-equip the Pip-Boy 3000 via console (you won't notice the problem as long as you are in power-armor, which can make going back to a working save a huge loss of game time).
In Survival there is no way to fix it. I already lost several ingame-days this way (at least 10 hours of play time) and are finally installing preFixer in order to remove the Pip-Boy from the top of the list.
Please, PLEASE ... - either remove the brackets from the item name - or address the issue for new users by recommending the installation of a prefix-mod
I really would like to endorse this mod, please, please do _something_ about this.
This mod's dead, man. I haven't had FO4 installed in several years. This probably won't change unless I somehow end up with the DLCs from somewhere. I touch upon the unequipping issue in the description, but in honesty, this is probably so out of date in general I'd only really recommend it to anyone who's willing to mess with this sort of thing in the first place.
Guys and gals, bad news: this mod's going on hiatus for the time being.
I no longer actively work on Fallout 4 anymore - mostly because I have exactly 0 DLC and my computer already struggles to run the base game - so like all my FO4 mods, this one won't be updated for quite some time.
Sorry for any issues this may cause. I'm not sure if I'll ever come back to this but since it was my first successful mod, I might. Who knows?
Just a quick thought about the pip-boy issue. CWSS, http://www.nexusmods.com/fallout4/mods/14326/?, force removes clothes as well as the pip-boy when using the facilities. Perhaps steve40 and/or FLipdeezy might have some ideas to help if, in fact, they didn't have to do something extremely similar in order to get that part of their mod working properly? It is worth a shot to ask, no?
You know, that might be an avenue worth pursuing. That mods strikes me as having implemented it via script, however. I tend to avoid scripts when I can.
Unfortunately, development on this mod is currently on hiatus due to real-world stuff and the fact I can't get computer facilities working properly again. I'll come back to work on this, no doubt, just not for the foreseeable future. Sorry.
Okay folks, Here's a current working list of upcoming mods:
-electricity damage dealt on block -holo-boy - about 50% done, just gotta figure out how I got the interface working last time. -materials - still working on this. -lockpick/hacking boost - implemented as side boosts separate from perks
possible ideas:
-robot hacking - I'd either need to develop a new system or overwrite the robotics expert perks - neither of which are attractive options (does make robotics expert a bit more immersive though) -giving the pipboy weight and value which are influenced by mods like other items -craftable legendaries compat - unsure about this one -a hard hotkey for equipping the pipboy - not sure how (I've tried forcing equip upon opening the menu to no avail, think I'm doing it wrong)
In case anyone is wondering, I haven't forgotten about this mod. I recently installed Unbuntu 16.04 and I'm still trying to get things working again (WINE hates me -_-).
I'll be back up and being weird again soon enough.
"-a hard hotkey for equipping the pipboy - not sure how (I've tried forcing equip upon opening the menu to no avail, think I'm doing it wrong)" why not have FO4 hotkey compatibility? that would basically let you bind the pipboy to the tab key, equipping it if it wasn't already right?
I'd rather not rely on other mods like that. Plus, the action for removing the minigun from the vertibird forces an equip so I'm trying to reverse engineer that.
Hi since January i release a mod called Pip-Boy Customisation http://www.nexusmods.com/fallout4/mods/8156/?t that does the material switching and some modification i deemed fitted.
I am currently reworking it into a framework for other to make use. and would like to propose that this become an add-on for the Pip-Boy Customisation framework, as you seem to have some nice idea for modifications, and it could save you time as you wouldn't have to reinvent the wheel.
I already figured out - Materials switching - Weight and value - Craftable legendary compatibility - Improved Pipboy.nif that alow to only modify the material files - Craftable Pip-Boy - some PA modification - Ingestible and Holotape that re-equip the vanilla pip-boy ( Can act as partial hotkey ) - Solved the miss aligned model when in the workbench and when inspected - The Pip-Boy doesn't float in the air when it dropped - Dynamic Naming on the Pip-Boy
Anyway, as much as I could've done (or already have) half of those features myself, I'm certainly up for working alongside you on this. I just hope everybody is fine with the fact it'll be changing the mod's requirements. :s
Wow man, you are so great to do this. Kudos given. It looks like you're having fun and I think that's why this is turning out to be such a fantastic mod. Keep it up, mate.
Modding is fun. I've spent more time modding Bethesda games than actually playing them. (I've spent 5x longer modding Skyrim than actually playing it - and I've spent 120+ hours playing. )
I managed to squeeze 500+ plugins into Skyrim though (five of which I made myself), plus 200+ mods that don't have plugins. All mods have compat issues solved and full levelled list merges and everything. Somehow, it still runs on my gaming potato rather nicely.
It's REALLY difficult (I'm a Dark Souls fan but I prefer games I can pause. ) - made even worse by the fact it averages 15-30 FPS. My GPU is bad and bottlenecks my whole potato PC. (Considering The Institute in FO4 puts me down to 0.2 FPS while I'm rendering the water in the middle, running 15-30 FPS is considered 'rather nicely'.)
So this is something people want huh? Just the flashlight lamp or both lights?
EDIT: Had a looksee and found that this mod (http://www.nexusmods.com/fallout4/mods/281) is perfectly compatible with this mod and adds in the dynamic shadows you guys wanted. Load it before Pip-Boy Flashlight if you use that too (which isn't made redundant by this mod, btw).
In any case, I found that adding in dynamic shadows would be re-inventing the wheel. This mod doesn't actually edit any light records so it's compatible with mods that do.
101 comments
I think I fixed it this way:
Open FO4Edit, Load pipmodding, find the armor tree, open it and rightclick toggle and untoggle Hide no conflict (etc) and it will show you that the original Pipboy is flagged Unplayable (under Record Header-->Record Flags), rightclick edit and toggle it unplayable and voila!
I tried this with an old save and with and early char without pipboy
PS: I always wanted some mods for PiPboy (I just renamed it PipLady with my female SS) but this mods break a bit the game IMO, because these are the addons of Powerarmor Helmet AND Chest, plus the defense (I guess if you use tesla coils or energy emitter for your pipboy should get damaged and doesn't have the battery to fry enemies)
So IMHO Its more lorewise to delete some and to add a condition (VANS Rank 1) to the crafting.
In non-survival I managed to re-equip the Pip-Boy 3000 via console (you won't notice the problem as long as you are in power-armor, which can make going back to a working save a huge loss of game time).
In Survival there is no way to fix it. I already lost several ingame-days this way (at least 10 hours of play time) and are finally installing preFixer in order to remove the Pip-Boy from the top of the list.
Please, PLEASE ...
- either remove the brackets from the item name
- or address the issue for new users by recommending the installation of a prefix-mod
I really would like to endorse this mod, please, please do _something_ about this.
I no longer actively work on Fallout 4 anymore - mostly because I have exactly 0 DLC and my computer already struggles to run the base game - so like all my FO4 mods, this one won't be updated for quite some time.
Sorry for any issues this may cause. I'm not sure if I'll ever come back to this but since it was my first successful mod, I might. Who knows?
Just a quick thought about the pip-boy issue. CWSS, http://www.nexusmods.com/fallout4/mods/14326/?, force removes clothes as well as the pip-boy when using the facilities. Perhaps steve40 and/or FLipdeezy might have some ideas to help if, in fact, they didn't have to do something extremely similar in order to get that part of their mod working properly? It is worth a shot to ask, no?
Good Luck!
Unfortunately, development on this mod is currently on hiatus due to real-world stuff and the fact I can't get computer facilities working properly again. I'll come back to work on this, no doubt, just not for the foreseeable future. Sorry.
Load my mod after it just in case.
-electricity damage dealt on block
-holo-boy - about 50% done, just gotta figure out how I got the interface working last time.
-materials - still working on this.
-lockpick/hacking boost - implemented as side boosts separate from perks
possible ideas:
-robot hacking - I'd either need to develop a new system or overwrite the robotics expert perks - neither of which are attractive options (does make robotics expert a bit more immersive though)
-giving the pipboy weight and value which are influenced by mods like other items
-craftable legendaries compat - unsure about this one
-a hard hotkey for equipping the pipboy - not sure how (I've tried forcing equip upon opening the menu to no avail, think I'm doing it wrong)
In case anyone is wondering, I haven't forgotten about this mod. I recently installed Unbuntu 16.04 and I'm still trying to get things working again (WINE hates me -_-).
I'll be back up and being weird again soon enough.
why not have FO4 hotkey compatibility? that would basically let you bind the pipboy to the tab key, equipping it if it wasn't already right?
that does the material switching and some modification i deemed fitted.
I am currently reworking it into a framework for other to make use. and would like to propose that this become an add-on for the Pip-Boy Customisation framework, as you seem to have some nice idea for modifications, and it could save you time as you wouldn't have to reinvent the wheel.
I already figured out
- Materials switching
- Weight and value
- Craftable legendary compatibility
- Improved Pipboy.nif that alow to only modify the material files
- Craftable Pip-Boy
- some PA modification
- Ingestible and Holotape that re-equip the vanilla pip-boy ( Can act as partial hotkey )
- Solved the miss aligned model when in the workbench and when inspected
- The Pip-Boy doesn't float in the air when it dropped
- Dynamic Naming on the Pip-Boy
Anyway, as much as I could've done (or already have) half of those features myself, I'm certainly up for working alongside you on this. I just hope everybody is fine with the fact it'll be changing the mod's requirements. :s
no idea about modding, just trying to give input
Modding is fun. I've spent more time modding Bethesda games than actually playing them.
(I've spent 5x longer modding Skyrim than actually playing it - and I've spent 120+ hours playing.
PM me if you want a mod list.
You can make the Lights of Pip-Boy make shadows?...
or this one: http://www.nexusmods.com/fallout4/mods/1707/?
EDIT: Had a looksee and found that this mod (http://www.nexusmods.com/fallout4/mods/281) is perfectly compatible with this mod and adds in the dynamic shadows you guys wanted. Load it before Pip-Boy Flashlight if you use that too (which isn't made redundant by this mod, btw).
In any case, I found that adding in dynamic shadows would be re-inventing the wheel. This mod doesn't actually edit any light records so it's compatible with mods that do.