Neat mod. I think it's really cool that Imp's mod is still getting love from mod makers so many years after he has abandoned them. Just curious what inspired you to make this mod. Have you tried Imp's HUD and hotkeys? I would give it a try but the mismatching font from the game's UI is too much for me.
Using the Pip-Boy 2500A, and the textures revert back to Pip-Boy 3000, but they're super messed up. Currently trouble shooting other mods, however, I would like to note that this did not happen until I downloaded this mod.
I REALLY want to use this mod and the 2500A, so anyone who can tell me what's what, please do.
It turns out that I made an oversight and did not include the modified textures intended for it. I can't believe nobody bothered to bring that up until now...
This should be fixed in the new version of the file.
It looks like the display for nutrients, once they hit the negatives, is slightly broken. Things like double minuses and missing minuses. It's a small issue, but it makes things a little confusing to figure out sometimes.
Have the Gamepad issues been fixed? IIRC, the 'IsXbox' function was replaced by JIP or NVSE to instead return the NVSE version (So scripts needing to check for NVSE don't crash or something), so that won't work for gamepad checking anymore. You could use 'GetController' instead, though. I replaced all instances of 'IsXbox' with 'GetController' and the buttons are working again. I can't actually test the controller until maybe a few days, so I'll leave you with this information and hopefully it helps.
Huh, I guess I just haven't tested it recently and assumed it was still broken. Nice to know it's working as intended again! Still, the 'GetController' function seems like it would work for both PS3 and Xbox controllers (If New Vegas can use PS3 at all, which I believe it can), so it might be worth using anyway for the very small percentage of players using a PS3 controller. Plus, it's insurance in case the 'IsXbox' function changes again for any reason in the future.
I actually had a friend test whether the game can detect a PS3 gamepad at all, and this is what I learned:
- When a PS3 controller is plugged in by itself, then the game doesn't detect it at all.
- When a PS3 controller is plugged in together with an Xbox controller, then the game does detect it, but treats it as just another Xbox gamepad.
As such, it's pretty clear to me that IsPS3 never becomes true on PC. And while I'll keep GetController in mind for any new projects that require NVSE, IsXbox is pretty handy for anything that does not require it.
Why can't I press the buttons to switch pages? I picked the correct resolution, that didn't work. Then, I used the other option to manually set it, and still nothing. Help?
to mod author please advice that this mod seems to get broken by the new JIP plugin that this needs. its because the JIP stuff got megred with lutana plugin and the name was changed.
The new JIP is supposed to be merged with Lutana now, but from the looks of it, functions from Lutana are just plain not working anymore. At least not unless you have Lutana separately.
thank you for such a quick response. i will notify other modders that got struck by the new JIP plugin. anyways gotta download the update now.
EDIT: so far your fix seems to fix more than your own mod. it also fixed the enhanced item info by pintocat. im already talking to the dude about the JIP update and whatnot as well as your fix somehow fixing his mod slightly.
I merge this plugin with a bunch of other small scripted plugins, and it's always irritating how variables seem to get reset when formids change, and this results in the mod adding multiple resolution items, which I then need to remove with the console. Since this was irritating, I made a small change to the script to try and prevent this. I added a short variable called 'ResItemCount', and made the following change to the script: if ( ResDoOnce == 0 ) && player.getitemcount ZUPipCounterIMCNNVResolution01 < 1 player.additem ZUPipCounterIMCNNVResolution01 1 showmessage ZUPipBoyCounterIMCNNVIntroMsg01 ;player.additem ZUPipCounterIMCNNVResolutionToken01 1 1 set ResDoOnce to 1 elseif player.getitemcount ZUPipCounterIMCNNVResolution01 > 1 set ResItemCount to player.getitemcount ZUPipCounterIMCNNVResolution01 player.removeitem ZUPipCounterIMCNNVResolution01 ResItemCount -1 set ResDoOnce to 1 elseif ( ResDoOnce == 0 ) set ResDoOnce to 1 endif
That elseif is a failsafe in case I already have more than one of the item, but it should be prevented from happening in the first place. If the player already has one, then it should trickle down into re-setting the ResDoOnce value, in case it got reset. Just an 'else' would probably work in its place, but then it might be setting the variable every time this script runs, and while setting a variable is probably one of the least performance-intensive things you can do, I'd rather avoid doing these things when possible. Maybe I could just encapsulate that whole section in a single if for ResDoOnce? Then I could use the else at the end rather than an elseif, since it wouldn't meet any of the 'if's conditions, and it wouldn't be checking any of the other conditions unless ResDoOnce gets reset somehow.
I don't know why the nexus doesn't keep the formatting, but I did that change I suggested to myself. I could probably just make the 'set ResDoOnce to 1' be the final command that runs anyway, instead of having it all over the place...
if ( ResDoOnce == 0 ) if player.getitemcount ZUPipCounterIMCNNVResolution01 < 1 player.additem ZUPipCounterIMCNNVResolution01 1 showmessage ZUPipBoyCounterIMCNNVIntroMsg01 ;player.additem ZUPipCounterIMCNNVResolutionToken01 1 1 elseif player.getitemcount ZUPipCounterIMCNNVResolution01 > 1 set ResItemCount to player.getitemcount ZUPipCounterIMCNNVResolution01 player.removeitem ZUPipCounterIMCNNVResolution01 ResItemCount -1 ;set ResItemCount to player.getitemcount ZUPipCounterIMCNNVResolutionToken01 ;player.removeitem ZUPipCounterIMCNNVResolutionToken01 ResItemCount -1 endif set ResDoOnce to 1 endif
I dunno, does that work? It compiles fine in the GECK, so I assume it works. I don't see how this could break anything, and it all looks like it'll function as intended.
This is a awesome mod and this gives to the pip boy (or in my case is the readius) a tremendous accomplishment of making the pipboy special. There is just one thing, could you put the resolution of a normal 15.6 inches laptop screen for the bottons? I know there is a manual config but still I found a bit odd that a 1366x768 was not present in the options.
I included every widescreen resolution that the game itself allowed me to choose. If 1366x768 IS allowed, then I don't know why it isn't present on the launcher's list.
I will have to later go back and properly tweak the resolution settings anyway, since at the time, they only support Pip-Boy 3000 (meaning that you'd have to use custom config anyway).
28 comments
I REALLY want to use this mod and the 2500A, so anyone who can tell me what's what, please do.
This should be fixed in the new version of the file.
Things like double minuses and missing minuses. It's a small issue, but it makes things a little confusing to figure out sometimes.
You could use 'GetController' instead, though.
I replaced all instances of 'IsXbox' with 'GetController' and the buttons are working again. I can't actually test the controller until maybe a few days, so I'll leave you with this information and hopefully it helps.
Still, the 'GetController' function seems like it would work for both PS3 and Xbox controllers (If New Vegas can use PS3 at all, which I believe it can), so it might be worth using anyway for the very small percentage of players using a PS3 controller. Plus, it's insurance in case the 'IsXbox' function changes again for any reason in the future.
- When a PS3 controller is plugged in by itself, then the game doesn't detect it at all.
- When a PS3 controller is plugged in together with an Xbox controller, then the game does detect it, but treats it as just another Xbox gamepad.
As such, it's pretty clear to me that IsPS3 never becomes true on PC. And while I'll keep GetController in mind for any new projects that require NVSE, IsXbox is pretty handy for anything that does not require it.
I picked the correct resolution, that didn't work.
Then, I used the other option to manually set it, and still nothing.
Help?
EDIT: I've just downloaded the latest version of JIP, and checked it again, and the buttons still don't work.
Download the hotfix I just added.
The new JIP is supposed to be merged with Lutana now, but from the looks of it, functions from Lutana are just plain not working anymore. At least not unless you have Lutana separately.
EDIT: so far your fix seems to fix more than your own mod. it also fixed the enhanced item info by pintocat. im already talking to the dude about the JIP update and whatnot as well as your fix somehow fixing his mod slightly.
Since this was irritating, I made a small change to the script to try and prevent this. I added a short variable called 'ResItemCount', and made the following change to the script:
if ( ResDoOnce == 0 ) && player.getitemcount ZUPipCounterIMCNNVResolution01 < 1
player.additem ZUPipCounterIMCNNVResolution01 1
showmessage ZUPipBoyCounterIMCNNVIntroMsg01
;player.additem ZUPipCounterIMCNNVResolutionToken01 1 1
set ResDoOnce to 1
elseif player.getitemcount ZUPipCounterIMCNNVResolution01 > 1
set ResItemCount to player.getitemcount ZUPipCounterIMCNNVResolution01
player.removeitem ZUPipCounterIMCNNVResolution01 ResItemCount -1
set ResDoOnce to 1
elseif ( ResDoOnce == 0 )
set ResDoOnce to 1
endif
That elseif is a failsafe in case I already have more than one of the item, but it should be prevented from happening in the first place. If the player already has one, then it should trickle down into re-setting the ResDoOnce value, in case it got reset. Just an 'else' would probably work in its place, but then it might be setting the variable every time this script runs, and while setting a variable is probably one of the least performance-intensive things you can do, I'd rather avoid doing these things when possible. Maybe I could just encapsulate that whole section in a single if for ResDoOnce? Then I could use the else at the end rather than an elseif, since it wouldn't meet any of the 'if's conditions, and it wouldn't be checking any of the other conditions unless ResDoOnce gets reset somehow.
I don't know why the nexus doesn't keep the formatting, but I did that change I suggested to myself. I could probably just make the 'set ResDoOnce to 1' be the final command that runs anyway, instead of having it all over the place...
if ( ResDoOnce == 0 )
if player.getitemcount ZUPipCounterIMCNNVResolution01 < 1
player.additem ZUPipCounterIMCNNVResolution01 1
showmessage ZUPipBoyCounterIMCNNVIntroMsg01
;player.additem ZUPipCounterIMCNNVResolutionToken01 1 1
elseif player.getitemcount ZUPipCounterIMCNNVResolution01 > 1
set ResItemCount to player.getitemcount ZUPipCounterIMCNNVResolution01
player.removeitem ZUPipCounterIMCNNVResolution01 ResItemCount -1
;set ResItemCount to player.getitemcount ZUPipCounterIMCNNVResolutionToken01
;player.removeitem ZUPipCounterIMCNNVResolutionToken01 ResItemCount -1
endif
set ResDoOnce to 1
endif
I dunno, does that work? It compiles fine in the GECK, so I assume it works. I don't see how this could break anything, and it all looks like it'll function as intended.
There is just one thing, could you put the resolution of a normal 15.6 inches laptop screen for the bottons? I know there is a manual config but still I found a bit odd that a 1366x768 was not present in the options.
I included every widescreen resolution that the game itself allowed me to choose. If 1366x768 IS allowed, then I don't know why it isn't present on the launcher's list.
I will have to later go back and properly tweak the resolution settings anyway, since at the time, they only support Pip-Boy 3000 (meaning that you'd have to use custom config anyway).