I'll be testing and commenting my result later, but in-case anyone else has the answer and responds first: Do the companion pip-boys from this mod work for the Vault-Tech DLC quests which requires an NPC to wear a pip-boy?
I don't think I've tried those quests yet. But I did notice a Vault 88 Pip-boy with extra quest related conditions attached to it in xedit and was wondering what that was for. But there isn't one you can build with this mod. What is the quest for and why does an NPC need it? I guess I'll have to go play it and find out. It would be easy enough to create a recipe in xedit to build a Vault 88 Pip-boy.
You don't "install" it anywhere. It's a substance painter save file which you open with substance painter. Just like you'd open a gimp save file in gimp.
Yep. You don't need anything at all. You can even install mods that add a flashlight to the pip-boy, or other model edits that don't change the materials being used.
Basically, yes. My mod simply adds material swap options and a couple of misc mods. You can build Pip-Boys quickly, slap some mods on it and call it a day.
The "Pip-Boy Customisation Framework" is just too much bloat and nonsense for me. I don't want to build three pieces of a Pip-Boy, then combine them to get a Pip-Boy, I don't want to see any Pip-Boy pieces in stores or as loot, their modding system is weird because you can toggle sections for some reason. They just made it way more complicated than it has to be.
This here is the bare bones version of what a Pip-Boy customization mod requires to work.
Are you calling Creation Club content Creation Kit mods? Or does that mean something else, noticed it on a few of your descriptions?
Also, am I understanding correctly that skins from Creation Club or that use it's framework will appear in one of your categories? Is body the one that appears '-Standard Material' in the screenshots? If yes I'm going to have fun going around using OpenActorContainer to giving the Overseers Overseer paint and painted pip-boys to the Institute department heads :D
Yea I meant CreationClub, but I'm a doofus and wrote the wrong one. And yes, the "-Standart Material" slot is the one where you can change hull to "Winterized", "Worn" or any of the skins you downloaded from CC. I had to give it that odd name because without the - at the front, the Standard texture would be towards the bottom of the list.
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It's a substance painter save file which you open with substance painter.
Just like you'd open a gimp save file in gimp.
You can even install mods that add a flashlight to the pip-boy, or other model edits that don't change the materials being used.
It also swaps textures on billboards, posters and whatnot. But you can only install the Pip-Boy characters.
My mod simply adds material swap options and a couple of misc mods. You can build Pip-Boys quickly, slap some mods on it and call it a day.
The "Pip-Boy Customisation Framework" is just too much bloat and nonsense for me.
I don't want to build three pieces of a Pip-Boy, then combine them to get a Pip-Boy, I don't want to see any Pip-Boy pieces in stores or as loot, their modding system is weird because you can toggle sections for some reason.
They just made it way more complicated than it has to be.
This here is the bare bones version of what a Pip-Boy customization mod requires to work.
Also, am I understanding correctly that skins from Creation Club or that use it's framework will appear in one of your categories? Is body the one that appears '-Standard Material' in the screenshots?
If yes I'm going to have fun going around using OpenActorContainer to giving the Overseers Overseer paint and painted pip-boys to the Institute department heads :D
And yes, the "-Standart Material" slot is the one where you can change hull to "Winterized", "Worn" or any of the skins you downloaded from CC.
I had to give it that odd name because without the - at the front, the Standard texture would be towards the bottom of the list.