Hella fine work on this, Npc18! THANK YOU for this mod/patch! Workin' awesome with PBF and Next-Gen (Steam / Manual installation)! Endorsed and Kudos! ♥
Thank you for working to fix the bugs with this mod. What light distance and shadow option did you use? The original mod has a different .esp depending on what light distance you use (50%, 100%, etc.) and if you want shadows enabled or not.
Huh you know what, I never even considered that might be an issue. I looked on the mod page and while the ESPs are the same name, they will obviously have different settings depending on what option you pick. Knowing me I probably picked 100% with Shadows, since most machines should be capable of handling that.
Would more options to choose from in my mod be better or would a quick guide on how to change the values in xEdit be preferred?
I know it's tedious, but I think including all the options would be the best way to go. While editing the .esp in xEdit is easy, if you installed the mod through a mod manager and decide to disable it then enable it again later, your changes will be lost.
I can test it with the WS Pibpoy, but if it doesn't do anything to change the light attach point on the model I'm guessing it doesn't work for replacement mods.
EDIT: It does not work for pip-boy replacement mods.
Have you tried this? Pip-Boy W.S. Flashlight Patch I'm using Pip-Boy Flashlight, this Pip-Boy Flashlight Patch, Pip-Boy W.S., and the above flashlight fix for W.S. (in that load order). Everything is working perfectly for me, the light is in the right place and I can do modifications at the armor workbench.
@Christopher0014 I already made my own patch a while ago that I'm happy with, I was just curious for the sake of simplifying things and for other users who may have similar questions. I don't see the point in using this mod if you use a replacer, though, as it doesn't touch the WS mod at all. Which, as you mentioned, includes its own workbench modifications as well as its own model that overrides the default Pip-Boy Flashlight mod since it relies on the light Attach Point added by Pip-Boy Flashlight. As far as I can tell, this mod does nothing for replacer mods, because it only edits the vanilla Pip-Boy EditorIDs.
So I guess I should clarify. The original mod, makes a highly questionable edit to the Pip-Boy "Armour" Record (The only change is the name changing from Pip-Boy to Pipboy) The original record (The one in Fallout4.esm) adds a bunch of extra info to allow it to be edited in the armour workbench, added when the CC Paintjobs was released, Pip-Boy Flashlight fails to carry this over also. This mod reverses the questionable edit (by deleting the record) basically allowing you to modify your Pip-Boy in the workbench again. This mod does not touch anything else
21 comments
THANK YOU for this mod/patch!
Workin' awesome with PBF and Next-Gen (Steam / Manual installation)!
Endorsed and Kudos! ♥
Would more options to choose from in my mod be better or would a quick guide on how to change the values in xEdit be preferred?
EDIT: It does not work for pip-boy replacement mods.
I'm using Pip-Boy Flashlight, this Pip-Boy Flashlight Patch, Pip-Boy W.S., and the above flashlight fix for W.S. (in that load order). Everything is working perfectly for me, the light is in the right place and I can do modifications at the armor workbench.
I don't see the point in using this mod if you use a replacer, though, as it doesn't touch the WS mod at all. Which, as you mentioned, includes its own workbench modifications as well as its own model that overrides the default Pip-Boy Flashlight mod since it relies on the light Attach Point added by Pip-Boy Flashlight. As far as I can tell, this mod does nothing for replacer mods, because it only edits the vanilla Pip-Boy EditorIDs.