Please make absolutely sure that the problem isn't caused by:
- Forgetting to download both "00 Pip-Boy Counters Core Files" AND at least one of the Pip-Boy models; - Not activating the ESP file in either a mod manager or the launcher's Data Files; - Some other mod overwriting my mod due to being loaded later; - You using an outdated version of my mod.
If you are 100% certain that your issue isn't caused by any of the above, then feel free to report it.
How to add Pip-Boy Counters to new models of Pip-Boy
The latest version of the Pip-Boy Counters has deliberately been designed to make it relatively easy to apply to new models of Pip-Boys. This can be done as such:
1. Download NifSkope 2.0. (The download link is at the bottom of the GitHub page.) 2. Download a Pip-Boy model from this modpage (such as the vanilla 3000) and open one of its corresponding NIF files in NifSkope. 3. Right-click on "##PipCntrNode" and select Block > Copy Branch. 4. Open the NIF file(s) of the Pip-Boy model you want to add the Counters to. 5. Right-click on the topmost NiNode and select Block > Paste Branch. 6. The Counter will likely need to have its position adjusted to match the model. While "##PipCntrNode" is selected, edit the values in "Translation", "Rotation" and "Scale" until you get a result that satisfies you. 7. Save.
If you did this correctly, then the Counter should at this point be ready to go. Don't forget that most Pip-Boy models come with separate NIF files for males and females, meaning that you'll have to do this separately for both!
You are welcome to upload any such edits as separate mods, as I am not planning to add any new Pip-Boy models myself.
I've gotten two pip-boy counter related crashes since starting my first ttw playthrough (or at least the crash log has said pip-boy counters.bsa twice), and i'm wondering you know why that could be? i assume the mod is TTW 3.3.3b compatible, the other mods it is interacting with in MO2 is Pip-Boy Effects & Female Pip-boy Fixed - Ultimate Edition, which it overwrites both.
I've tried many times getting this to work with pipboy 2500 mod and the default pipboy. And it doesn't appear at all. Can anybody help? Does MTUI or any other mod mess with this?
Came to write a comment endorsing the mod, but I see the author's account is closed. Still, for what it's worth, I appreciate both the mod and the short guide for adding the counter to other pip-boys. Now I've got the counter placed on the Type4 pip-boy andfallen down the nif-bash rabbit hole haha
I noticed that when using the 12hr clock option in the MCM, the clock changes between AM/PM at 1:00 instead of 12:00, so the counter incorrectly says 12:00AM at noon and 12:00PM at midnight. This is about as trivial as problems can get when it comes to modding, but I thought I'd mention it in case this turns out to be a bug on my end and not a mistake with the mod.
The easiest way to do so is to get Stewie's Tweaks mod and in the tweaks menu you can enable the 12 hour clock. Not sure if you fixed this yet since it was a few months back but...I tried?
Not sure what mod is causing it, probably not this mod, but has anyone else had the problem of the screen of the pipboy being completely white? I've tried enabling and disabling multiple mods at this point, anything to do with the pipboy, and nothing has alleviated the issue.
Just wondering if anyone has had a similar issue and might have a fix.
I also noticed now that it seem to make the pipboy look lik its flashlight is on constantly even if the flashlight is actually off with this mod enabled for the MKVI Replacer
191 comments
Please make absolutely sure that the problem isn't caused by:
- Forgetting to download both "00 Pip-Boy Counters Core Files" AND at least one of the Pip-Boy models;
- Not activating the ESP file in either a mod manager or the launcher's Data Files;
- Some other mod overwriting my mod due to being loaded later;
- You using an outdated version of my mod.
If you are 100% certain that your issue isn't caused by any of the above, then feel free to report it.
The latest version of the Pip-Boy Counters has deliberately been designed to make it relatively easy to apply to new models of Pip-Boys. This can be done as such:
1. Download NifSkope 2.0. (The download link is at the bottom of the GitHub page.)
2. Download a Pip-Boy model from this modpage (such as the vanilla 3000) and open one of its corresponding NIF files in NifSkope.
3. Right-click on "##PipCntrNode" and select Block > Copy Branch.
4. Open the NIF file(s) of the Pip-Boy model you want to add the Counters to.
5. Right-click on the topmost NiNode and select Block > Paste Branch.
6. The Counter will likely need to have its position adjusted to match the model. While "##PipCntrNode" is selected, edit the values in "Translation", "Rotation" and "Scale" until you get a result that satisfies you.
7. Save.
If you did this correctly, then the Counter should at this point be ready to go. Don't forget that most Pip-Boy models come with separate NIF files for males and females, meaning that you'll have to do this separately for both!
You are welcome to upload any such edits as separate mods, as I am not planning to add any new Pip-Boy models myself.
(oh his account got deleted)
Great qol mod. Looks nice. Nice colors. Fits the pipboy well
here
Can anybody help? Does MTUI or any other mod mess with this?
I noticed that when using the 12hr clock option in the MCM, the clock changes between AM/PM at 1:00 instead of 12:00, so the counter incorrectly says 12:00AM at noon and 12:00PM at midnight. This is about as trivial as problems can get when it comes to modding, but I thought I'd mention it in case this turns out to be a bug on my end and not a mistake with the mod.
Just wondering if anyone has had a similar issue and might have a fix.