Also how come you can use Vault-Tec Assisted Targeting System without PipBoy?
That's simple - according to the lore Pipboy is not mandatory to do this. Unfortunately, bethesda screwed up adapting it, which puts F4 into non canon fanfiction category. That terminal entry is best proof for their incompetence.
Or they are rewriting and fixing lore thats broken and doesnt make sense? It fits much more that you can only do it with certain technology than to just be able to do it for no reason. Also its literally called "Vault-Tec Assisted Targeting System" meaning it would require some kind of Vault-Tec device to be able to use. Duh.
For fixing the issue with the radroaches despawning you just need to make two cell edits (moving the script and linked reference that disables the roaches to another activator). I would suggest doing the following to the panel that opens the vault 111 door.
(For anyone interested you can do this easily on this mod's esl on FO4Edit, instructions in the spoiler)
Spoiler:
Show
This is the record you need to add to the esl and modify
?
Add the script that despawns the roaches to the vault door panel
??
Add the linked reference to the same panel
After editing the record like this in your esl you can delete the same script and linked ref on the PipboyTakeFurnitureREF
I came to the comments to see if anyone else had asked for Pootis a fix to this. Yet, here you are just giving out the goods! Thank you! Saved me a lot of time trying to figure it out. Now I cant get this mod and be a happy gamer.
Not sure if you realize it, but when you entered the Vault there was only 1 person who had a Pip Boy. The Doctor who you followed. His skeleton (with the mangled lab coat) makes perfect sense at the exit point - he'd have been forced by gunpoint to open it after they offed the Overseer. Prior to the mutiny the Overseer and the Doctors isolated themselves from the rest - you know that by reading the holotapes. That Doctor wouldn't have never come anywhere near where you put the skeleton.
I understand this mod is for convenience, just painting the picture.
Also, one can probably assume that the guards took all the weapons and ammo (and stimpacks) in the Vault with them as they tried to leave. So how did they get there? Kellogg, who was the last one to visit the vault some 50 years before you left. He likely left that as a "professional courtesy" seeing as how he knew you saw him kill your wife and take your kid. Give the guy a fighting chance once he leaves the vault, but to be honest he won't last a week......
Just because you only see one guy wearing a pip-boy doesn't mean there was only one pip-boy in this vault. Your argument is invalid. So unless you find a document or an archive(which doesn't exist anyway) specifically stating that there was only one pip-boy, which would have been highly unusual for a vault, there is no way to say that one of the scientists couldn't have had some remorse and tried to free them and got killed there. And just a question. Where is the overseer pip-boy ?Wouldn't he have one too ? How does that make any sense ? The most probable is that when you first enter the vault they simply didn't have time to put on their pip-boy, to focus on welcoming the stick fishes, or they simply didn't judge useful to wear it at that point. And why on earth would those who escaped leave the only pip-boy of the vault behind if it wasn't simply for the fact that they all had one or at least another one ?
Definitely an issue.....Downloaded it as recommended to play along with "horror in vault 111" but it teleport me to the door and i get killed.... Edit : So i disabled E3PC the camera mod and now when i pick up the pip-boy activate the skeleton(which has no pip-boy actually) i don't get tp to the door anymore, instead, it triggers the animation when you get out of the pod, vision blurred and coughing and then nothing, no pip-poy equipped. I used tfc and saw that the pip-boy was now at it's vanilla position near the entrance.... Edit : So i solved my problem. It wasn't an issue with this mod and it wasn't a conflict with any other mod. In my case at least. I just didn't follow the proper procedure of installation for the mod "horror in vault 111". I forgot to start the game with the plugin disabled first. I remembered it when i was creating my character, so i quit the game and disabled it and reloaded that same game file, which seems to have caused the issue where the pip-boy moves to the entrance and if you activate the skeleton it tp you to the entrance. Now considering that for others this happened before the release of Horror in vault 111, it wont be the same for them
A small suggestion; have the pipboy and skeleton by the toolbox in that hall, right in front of the disabled door. Your character has a scripted coughing attack there, and it might as well be because you found the skeleton...
Hello I was actually looking for something else when I spotted this , and thought , Ohh, this could be good, I downloaded 1.0 ver then mo2 told me an update was available, so I downloaded 1.8 and still had to fight thru raddy's to get to the pip-boy, in both version, ... In the latest ver I downloaded, I play a lot in 3rd person, and way before , The gate section, I noticed I already had the pip-boy on my arm, just couldnt access it .? went back to ver 1.0 still nothing had to wait till I actually picked it up ... ahh well , was a nice idea ... Had to uninstall, didn't seem to make any difference , like the change in the story on the terminal tho ^^
47 comments
Gen 3 Synths can use VATS without a Pip-Boy according to a terminal entry in the Institute.
Bethesda did this on purpose.
That's simple - according to the lore Pipboy is not mandatory to do this. Unfortunately, bethesda screwed up adapting it, which puts F4 into non canon fanfiction category. That terminal entry is best proof for their incompetence.
Also, where's my Pipboy, John?
For fixing the issue with the radroaches despawning you just need to make two cell edits (moving the script and linked reference that disables the roaches to another activator). I would suggest doing the following to the panel that opens the vault 111 door.
(For anyone interested you can do this easily on this mod's esl on FO4Edit, instructions in the spoiler)
This is the record you need to add to the esl and modify
Add the script that despawns the roaches to the vault door panel
Add the linked reference to the same panel
After editing the record like this in your esl you can delete the same script and linked ref on the PipboyTakeFurnitureREF
Have a good one!
Should be compatible with PipPad too.
It stuck on your wrist until you open the vault door though.
His skeleton (with the mangled lab coat) makes perfect sense at the exit point - he'd have been forced by gunpoint to open it after they offed the Overseer. Prior to the mutiny the Overseer and the Doctors isolated themselves from the rest - you know that by reading the holotapes. That Doctor wouldn't have never come anywhere near where you put the skeleton.
I understand this mod is for convenience, just painting the picture.
Also, one can probably assume that the guards took all the weapons and ammo (and stimpacks) in the Vault with them as they tried to leave.
So how did they get there? Kellogg, who was the last one to visit the vault some 50 years before you left.
He likely left that as a "professional courtesy" seeing as how he knew you saw him kill your wife and take your kid.
Give the guy a fighting chance once he leaves the vault, but to be honest he won't last a week......
The most probable is that when you first enter the vault they simply didn't have time to put on their pip-boy, to focus on welcoming the stick fishes, or they simply didn't judge useful to wear it at that point. And why on earth would those who escaped leave the only pip-boy of the vault behind if it wasn't simply for the fact that they all had one or at least another one ?
when the player picks up the pip-boy, it teleports the player to the original location in front of the vault door button.
Edit :
So i disabled E3PC the camera mod and now when i pick up the pip-boy activate the skeleton(which has no pip-boy actually) i don't get tp to the door anymore, instead, it triggers the animation when you get out of the pod, vision blurred and coughing and then nothing, no pip-poy equipped. I used tfc and saw that the pip-boy was now at it's vanilla position near the entrance....Edit : So i solved my problem. It wasn't an issue with this mod and it wasn't a conflict with any other mod. In my case at least. I just didn't follow the proper procedure of installation for the mod "horror in vault 111". I forgot to start the game with the plugin disabled first. I remembered it when i was creating my character, so i quit the game and disabled it and reloaded that same game file, which seems to have caused the issue where the pip-boy moves to the entrance and if you activate the skeleton it tp you to the entrance.
Now considering that for others this happened before the release of Horror in vault 111, it wont be the same for them
I was actually looking for something else when I spotted this , and thought , Ohh, this could be good, I downloaded 1.0 ver then mo2 told me an update was available,
so I downloaded 1.8 and still had to fight thru raddy's to get to the pip-boy, in both version, ...
In the latest ver I downloaded, I play a lot in 3rd person, and way before , The gate section, I noticed I already had the pip-boy on my arm, just couldnt access it .?
went back to ver 1.0 still nothing had to wait till I actually picked it up ... ahh well , was a nice idea ...
Had to uninstall, didn't seem to make any difference , like the change in the story on the terminal tho ^^