Fallout New Vegas

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Includes assets by Silvie - invock - EdisLeado - MannaroThePatient

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VariableEagle

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  1. VariableEagle
    VariableEagle
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    If after any update you encounter odd in-game behavior, go to the MCM interface for UPBC, click default and reconfigure your preferred settings. This should sort out most issues.
     
    After adding new Pip-Boys, go to the menu and click Search. If they were properly set up, they will show up in their list.
     
    French translation, courtesy of redondepremiere and spinomorg.
    Russian translation, courtesy of Evalsu.
     
    Updates in v1.6:
    • xNVSE requirement raised to 6.1+
    • kNVSE requirement raised to 10.0+
    • Holo Pip-Boy and the Pip-Boy 2501 custom skins will more reliably update visuals in 1st and 3rd person, when auto-hide is off.
    • Config file is now a separate download to prevent overwriting custom changes when updating. Anytime installed models are checked, a new config file is generated if missing.
    • Version check now runs on each game start.
    • Pimp-Boy 3 Billion availability now checks both quest status and if any are present in the player inventory, in case it was acquired through another mod.
    • Miscellaneous message and debug log clarifications.
    • Callable UPBCDebug function for ingame debug mode toggling.

    Updates in v1.5:
    Spoiler:  
    Show

    • JohnnyGuitar NVSE 2.6+ is now a requirement.
    • JIP LN NVSE version requirement raised to 55.45+
    • Current sub-menu light no longer appears dim when opened if auto-hide is active. Optional Fix #1 has now been deprecated. If you had this feature toggled on, you'll get a reminder that it's now unnecessary.
    • Pip-Boy light no longer turns off each time you close the menu if auto-hide is active. Note that loading a save with a Pip-Boy unequipped prevents turning on the light, until the first time you bring up the menu.


    Updates in v1.4:
    Spoiler:  
    Show

    • xNVSE 6.0+ is now a requirement.
    • kNVSE 2.0+ is now a requirement.
    • Finally, animation swapping between wrist-mounted and hand-held models can be done in-game.
    • Set -> Let syntax, since after xNVSE 6.0 this and other functions are much faster.
    • An INI file has been included, allowing you to name custom added Pip-Boys that appear on the MCM interface without having to edit the menu scripts directly.


    Updates in v1.3:
    Spoiler:  
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    • Switching to handheld models is no longer broken when only the Pip-Boy 2501 is detected.
    • New option to mute the Pip-Boy equip/unequip sounds that play when auto-hide is enabled. YUP is now a soft requirement, since the Pimp-Boy 3 Billion base record needed to be edited in order to make this work. I chose to forward YUP's fixes to the Pimp-Boy 3 Billion female model. As a result, its ingame model won't display unless YUP's files are installed.


    Updates in v1.2:
    Spoiler:  
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    • Let -> Set syntax except for one array walking block, should be more performant but nothing noticeable in-game.
    • Small tweak to how the 2000 MK VI clock update events were unset on Pip-Boy switch, with auto-hide disabled.
    • Removed an unnecessary failsafe check for excess Pip-Boys in inventory on first load.


    Updates in v1.1:
    Spoiler:  
    Show

    • Name consistency in initialization messages.
    • Now displays a corner message on successful, first-time initialization.
    • Properly initializes on savegames where you have no Pip-Boy equipped on load (reported by Ceyst, Phuntis).
    • When the MCM interface hasn't been fully loaded yet, it will tell you this instead of just being blank.
    • When Readius_NV.bsa is present but unloaded by the game, you will be reminded to rename the archive or extract its contents (reported by avandavee).
    • *[Optional Fix]* For known issue #1 (see description), shuffles between sub-menus to fix the initially unlit button. Not a fan of this method but it's there for those who want to give it a try.
    • *[Optional Fix]* For known issue #2 (see description), triggers a quick pause on save load to safely refresh custom skins on the Holo Pip-Boy and the Pip-Boy 2501. Thank you very much to EPDGaffney for pointing me in the right direction.


  2. MacLikesBLS
    MacLikesBLS
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    Using this in TTW and the wrist disappears whenever I first open the handheld Pipboy 2500. Reverting back to the default pipboy does nothing either, just brings up the missing wrist with no pipboy.
  3. sabinaguerrero
    sabinaguerrero
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    Anyone tested the Pip-Boy 2000 yet?
    1. E1ite007
      E1ite007
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      It works neat. You just have to edit the config file to add the name.
  4. RevanFanMan
    RevanFanMan
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    I could use some help. It's been forever since I used this mod, I reinstalled TTW and this mod along with the Pip-Boy 2500. When playing as a kid, I can't open the pip-boy menu at all. Is there something I need to do?
  5. MaxwellsModing
    MaxwellsModing
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    Is there a config / ini that the MCM saves to? It'd be really helpful to keep some settings when you start a new game.
  6. AutisticBiskit
    AutisticBiskit
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    For some reason with this mod installed the lighter you use to light dynamite ceases to exist
  7. ThatMilkyBoy
    ThatMilkyBoy
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    • 9 kudos
    Where's the Holo Pip-Boy?
  8. westonb11
    westonb11
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    Any chance for a patch for Hit Power Armor Pip-Boy and by proxy No Pipboy in Power Armor? No Pipboy does work to an extent, if you keep it set to a wrist mounted pipboy and keep auto hide off it works as intended, but hits animations seem to get overridden pretty much regardless, and if you change any of those settings you turn permanently invisible and the power armor interface doesn't come up just the pipboy.
    1. VariableEagle
      VariableEagle
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      I've wanted this mod to work more seamlessly with that one for a while but it's not a straightforward patch. I've also been waiting on certain YAPR functions to become usable in scripts, so that both major changes can be done at the same time.
    2. Adeith1993
      Adeith1993
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      ive been trying my best to figure this out also. my best guess would be to make the No Pipboy in Power Armor a "hand held" since the mod handles it separately from the normal pipboy
  9. dredQ1228
    dredQ1228
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    Weird thing with me is that whenever i go back to a save, my pip boy glove comes back
    1. VariableEagle
      VariableEagle
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      You probably have another mod active that removes or does something with the pip boy glove.
  10. trenchyx
    trenchyx
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    all of the handheld pip boys just show my wrist looking like a twisted mess can i just create folders inside your mod and place the textures in there
  11. Tiedspy05
    Tiedspy05
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    It keeps saying "Whoa there, slow down cowpoke :^)" I can't customize my pip boy cause it won't move. :(
    1. BoussIRL
      BoussIRL
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      Same for me, I'm disappointed that this doesn't appear to be addressed here
    2. Etherial1
      Etherial1
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      same here :L
    3. tethersever7
      tethersever7
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      Did y'all try slowing down, cowpokes? If you literally wait a bit, the mod will load.
    4. Etherial1
      Etherial1
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      I was at primm and it was still saying it