Fallout New Vegas

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EdisLeado

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EdisLeado

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1404 comments

  1. beefydonut69
    beefydonut69
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    would you ever consider making one for fallout 4? ive never been able to get into these games cos the way pipboys look on arms just turns me away, and ur handheld version is the only version that looks good. pip pad looks worse than the pipboy. ive had that game for years and have never really started it but this would help me force my way thru the slog at the beginning till i possibly actually like it
  2. HuskaIshelwood
    HuskaIshelwood
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    Fun Fact, the Lore-Friendly tag should be removed because one major feature of Fallout is the fact that miniaturized electronics did not exist in Fallout. Look at the screen of this tablet, Imagine how the heck that'd work - LCD displays can't be done, the technology isn't there - so it'd have to be some super shallow CRT - which wouldn't function because there is dimensions needed so that the imagine displays properly on the screen.

    Not to mention the Dweller handbook in the first two games refers to the Pipboy as a wrist mounted device, not handheld.
  3. Muncheez710
    Muncheez710
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    I had an issue with the vacuum tubes and buttons on the pipboy not lighting up. I fixed it now. NevadaSkies ended up being the problem. I went into my ModConfigurationMenu and went to Climate, then FX. In there was a LightIntensity option. It was set to zero. I turned it up a very little bit and then that fixed the 2500 pipboy lighting issue I was having. Thought I would post this in case someone else has a similar issue.
    1. partybeast70
      partybeast70
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      Thanks for this.
  4. ISeaweedl
    ISeaweedl
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    I downloaded and the mod activated in-game... but now my character just pulls up his arm like he would for the pipboy 3000 with nothing there. any idea on how to fix?
  5. deleted103428718
    deleted103428718
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    "The 3000's accompanying glove will also be removed."
    No it doesn't. At least not anymore. I installed everything correctly and it still won't remove it. I think it's outdated on that detail. I had to install a separate mod that removes the glove.
  6. ThalasinEnjoyer
    ThalasinEnjoyer
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    A little thing that confused me: if I equip certain weapons, the Pip Boy takes a second or two to load into my hand and then when I lower the Pip Boy again, it randomly gives me a notification on the side of the screen that says "added", is there any reason why this might be happening?
    1. E1ite007
      E1ite007
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      Load it with Universal Pip-boy Customization. This .esp for loading the model is pretty old and UPBC has more options.
  7. MundaneRaven
    MundaneRaven
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    It didn't remove my glove, what did I do wrong?
  8. saviddubstep
    saviddubstep
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    Mod worked perfectly for most of my playthrough thus far on TTW. Just did the Tranquility Lane mission and now the PipBoy is invisible. Turns out the game had given me a PipBoy 3000 after that quest ended, so I had to manually remove it and re-equip the 2500 via the console. Hope this helps others with similar issues. 
    1. Rohmat233
      Rohmat233
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      how to unequip pipboy 2500 with console? i already finish the tranqulity lanes and manage to equip my pip boy but for some reason i cant equip my armor (anything with left gloves attach to me will be automaticaly be unequipped)
    2. saviddubstep
      saviddubstep
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      If you're using xNVSE just type "search pip armo" into the console and it will tell you the code, then use player.removeitem and remove the pip-boy 3000, then use player.equipitem for the 2500
  9. alexlarage
    alexlarage
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    so i cant uninstall since i cant acess my pip boy , then it broke my game ?
    1. jacobsavelli13
      jacobsavelli13
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      i just reinstalled the mod when that happened to me then was able to turn it off thru modded pipboy and the vanilla showed up after that i had no game break tho
  10. agmoyer955
    agmoyer955
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    Alright so for invisible pipboy problem I did this...
    1. Manually download the mod
    2. Create a folder named "Data"
    3. Extract the mod files into the new Data folder
    4. Zip the Data folder and name it whatever you want (I chose name of the mod so I don't forget what it is)
    5. Throw it into the mod manager and enable it
    EDIT: Okay so I broke it then fixed it again. I think problem was I tried using a texture replacement for it and that didn't go well even after removing the replacement. After removing the mod from the mod manager and deleting the archive I threw it back in the manager and it worked again.