In version 1.1 I made some changes to the mod due to this broken or invisible arm issue with some of the vanilla outfits (e.g. the Minuteman General Uniform). As far as I could figure out this issue had nothing to do with my mod, but was caused by the uniform/clothes/armor meshes. Anyhow, I fixed that for the 1st person view with a pipboy substitute showing up in 1st person view only.
So, now when you unequip your pipboy it will unequip in 3rd person view only and while in 1st person you might see the pipboy, depending on your weapon and on how you hold your weapon.
Since version 1.5: Pip-Boy will not show in your inventory until you left Vault 111. If you have not done the quest where you are supposed to leave the Vault 111 (e.g. due to some new life mods) and install this mod while you are in an iterior cell, the Pip-Boy will not show in your inventory until you go into the open world.
Since version 1.8.: The AutoUnequipPipboy.esp is flagged as a master file. So, I can add some optional mods on top of this mod likewise to modules. Using this method, I ensure I won't overload a simple and well working mod with stuff you don't want. The file is still an esp, so you won't even recognize when updating.
The first optional mod is AddonPipboyStyles: original idea was to provide the ability to change the style of the pipboy in game, but finally it became a much bigger mod and so I gave it a new name (Pip-Boy Manager) and it's own mod page. Anyhow, it is an addon for this mod so you can dl here.
Since version 1.9 the mod supports 8 different equip slots for the pipboy substitute. You can set the equip slot with the optional mod AddonPipboyHolotape.
Version 2.0 provides full functionality for the FO4 CC update (v. 1.10.20+).
Version 2.0-ESM: REQUIRES A CLEAN INSTALLATION! (I started a new playthrough. Time to update and make use of Beth's ESLs ;) )
Due to a lot of requests I made a 1st Person Patch for version 2.0-ESM. Be aware that in first person perspective you might have a weird looking wrist or underarm with some of the original armors and clothes.
i really like this mod however i have an issue when the pip-boy is not equipped in first person. The game seems to "unload" the high resolution version of the texture and as soon you use your pip boy it use a low resolution of the pip boy... I know that your mod doesn't change texture however the game itself takes 2/3 seconds to load the texture, for this reason the game doesn't have enough time to load the pip boy texture, also i want to specify that while the pip boy is used the texture will not progress his rendering because the game is "frozen"
this is issue that occur because the pip boy isn't being rendered while unequipped.. so we needs a workaround to keep it in the memory even if is not equipped.. i think that equipping it on one of your companion can solve the issue edit: i can confirm that it does indeed work... but still this is a workaround
OMGGGGGGG LOVE YOU LOVE YOU LOVE YOU LOVE YOU LOVE YOU IF ANYONE USING pip pad/pip boy 2000/ tactical tablet and you see the it in first person or is invisible when you exit the vault this mod fixes that thank you sooo much
I like the animation when your character first puts it on in a new game. I would love to see something like that when you take it off or put it back on and when you open the menu with it unequipped it shows you holding it up in your hand (in first person with the patch). Also gives me the idea that if you could equip it like a weapon you could beat down enemies with it in a pinch.
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The author has locked this comment topic for the time beingSo, now when you unequip your pipboy it will unequip in 3rd person view only and while in 1st person you might see the pipboy, depending on your weapon and on how you hold your weapon.
Since version 1.5: Pip-Boy will not show in your inventory until you left Vault 111. If you have not done the quest where you are supposed to leave the Vault 111 (e.g. due to some new life mods) and install this mod while you are in an iterior cell, the Pip-Boy will not show in your inventory until you go into the open world.
Since version 1.8.: The AutoUnequipPipboy.esp is flagged as a master file. So, I can add some optional mods on top of this mod likewise to modules. Using this method, I ensure I won't overload a simple and well working mod with stuff you don't want. The file is still an esp, so you won't even recognize when updating.
The first optional mod is AddonPipboyStyles: original idea was to provide the ability to change the style of the pipboy in game, but finally it became a much bigger mod and so I gave it a new name (Pip-Boy Manager) and it's own mod page. Anyhow, it is an addon for this mod so you can dl here.
Since version 1.9 the mod supports 8 different equip slots for the pipboy substitute. You can set the equip slot with the optional mod AddonPipboyHolotape.
Version 2.0 provides full functionality for the FO4 CC update (v. 1.10.20+).
Version 2.0-ESM: REQUIRES A CLEAN INSTALLATION! (I started a new playthrough. Time to update and make use of Beth's ESLs ;) )
Due to a lot of requests I made a 1st Person Patch for version 2.0-ESM. Be aware that in first person perspective you might have a weird looking wrist or underarm with some of the original armors and clothes.
However, I do have one question - why is it ESM? Not that I mind, obviously, just curious.
The game seems to "unload" the high resolution version of the texture and as soon you use your pip boy it use a low resolution of the pip boy...
I know that your mod doesn't change texture however the game itself takes 2/3 seconds to load the texture, for this reason the game doesn't have enough time to load the pip boy texture, also i want to specify that while the pip boy is used the texture will not progress his rendering because the game is "frozen"
iamges below:
LOW RESOLUTION:
HIGH RESOLUTION:
edit: i can confirm that it does indeed work... but still this is a workaround
can i use it with this mod? https://www.nexusmods.com/fallout4/mods/43287