Incompatible with Dark Commonwealth due to the color value being black; changing to white resolves the issue without any side effects. If you can't update this mod soon, I'm requesting to make that change as well as making Pip-Boy Flashlight a required master due to conflicts with the defaultPipboyLight editorID.
Mods like NEO give more options for headlamps just like Tactical Flashlights, and I agree those shouldn't be required masters to have flexible options.
I have never used pip-pad but I can look into it. It is possible the pip-pad mod uses a different light object than the default pipboy, meaning this mod would not affect it.
I know your post is nearly a year old at the time of this response, but I wanted to say this (in case others are having this issue):
This mod currently conflicts with the Pip-Pad. You can have the Pip-Boy Flashlight mod, Tactical Flashlights, and Pip-Pad installed together, but if you install this mod with it (including putting it in the correct load order), then the Pip-Boy will appear where the Pad is supposed to be.
I've tested this twice. After uninstalling this mod, my Pip-Pad appears. But while this mod is active, the Pip-Boy appears, but I'm holding it up like it's the Pad.
I really enjoy using this mod, but I keep finding more and more mods that require the pad... so alas.
The pip-pad and pip-boy flashlight "head-emitter" option already moved the light next to your head. Use it with tactical flashlight or similar mod will solve the light "outta nowhere" issue
I'm curious, how does it affect stealth, if i normally use tactical weapon lights, but then unequip my weapon, does leaving the flashlight toggle on affect stealth?
I wish I knew but I unfortunately I am not sure without some detailed testing, or reaching out to more experienced modders. I have no idea if the flashlight stealth penalty is linked to the actual light intensity or if it simply toggles with the flashlight state (i.e., the flashlight icon).
I installed this mod together with the Pip-Boy Flashlight mod, and at first I thought both mods didn't work, then I realised that the texture I picked for that Pip-Boy Flashlight did actually show up, my vanilla Pip-Boy light was just still on. I had this mod at the very bottom of my load order, and the only other light-based mod I have is Enhanched Lights and FX, which is very far at the top of my load order. Still, this mod for some reason just plainly didn't do anything for me. Any advice?
When using this mod in conjunction with the Pip-Pad mod it makes the original pip boy appear when looking at your inventory, but it's turned sideways so you can't even see the screen. I have this mod loaded after the Pip-Pad mod.
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Mods like NEO give more options for headlamps just like Tactical Flashlights, and I agree those shouldn't be required masters to have flexible options.
Enhanced Lights and FX at Fallout 4 Nexus - Mods and community (nexusmods.com)
This mod currently conflicts with the Pip-Pad. You can have the Pip-Boy Flashlight mod, Tactical Flashlights, and Pip-Pad installed together, but if you install this mod with it (including putting it in the correct load order), then the Pip-Boy will appear where the Pad is supposed to be.
I've tested this twice. After uninstalling this mod, my Pip-Pad appears. But while this mod is active, the Pip-Boy appears, but I'm holding it up like it's the Pad.
I really enjoy using this mod, but I keep finding more and more mods that require the pad... so alas.
http://www.modsfallout4.com/tactical-tablet/
I have this mod loaded after the Pip-Pad mod.