Mod articles
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Ok, I somewhat overlooked an issue that I thought shouldn't be present anymore:
Loading up a savegame with an active Pip Boy light results in loading one with no Pip Boy light. -.-
I went back to V2.6 where it still works. I wonder what broke this, but I will now integrate all functions step by step into V2.6 and take a close look onto this behavior.
Luckily the experience I gathered through adding all these functions should help me adding them again in a cleaner way.
"Player.EquipItem PipBoy 0 1" or "Player.EquipItem PimpBoy 0 1" crashes the game when used in Game Mode. So regarding cell transition or GetGameLoaded, I have to use the console for properly changing the model and shortly "simulating" menu mode to equip these items.
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Tried to update the image but it got worse...
Especially with that "BONK!" ^^
Found it a bit poor to kick a Coyote. They just look like cute doggies. :P...