if you still maintain this mod, do you think you could make it compatible with hitman's Power Armor Pip-Boy Anim mod? makes it so that whenever you're wearing power armour it displays a holographic screen instead of bringing up the pipboy
In its current form? No. It's an engine plugin, so it works by 'hooking into' the game's executable to modify game code. In order for it to work in FO3, somebody would need to find the appropriate places for it to hook into FO3's executable.
Works well with UPBC, only the arm is invisible in the pip-boy menu, but that is honestly fine. Question, does this effect other npc's pip-boys? Or just the players?
I've just been wondering about that. I'm glad it doesn't since It would be a significant problem; NPCs with PipBoys are often crucial to quests, have deep backgrounds, and intentionally draw your eyes' attention.
Pip-Boy users can override the biometric lock and remove their own Pip-Boy. That's how Doc's wife got hers off so the Courier could eventually get it, and how Mick swaps the Courier's for the 3billion. The lore says its "permanent" in the sense that it can't be forcibly removed due to the biometric lock, which is why the Outcasts tried to cut off the Gary clone's arm.
Okay I am going to leave this here as useful info for anyone who is using the combination of "Titans of the new west 2.0" and "Universal pipboy customization".
IF you find you have two left arms in first person I have a solution for you. In Titans and Univeral make sure you disable most of the pipboy options when it comes to hiding. Install this mod (YAPR) and go into its ini and set iRemoveMode= to 2 (iRemoveMode=2). With this everything should work together flawlessly unless you have extra pipboy stuff.
No funky heavy weapon reloads on opening pipboy, no more mesh crap when you open and close the pipboy. A whole host of issues get fixed with YAPR, very pogchamp mod :)
@Author - This mod seems to have a way of working well with Heavy Weapons that have Weapon Modifications attached, while other Pip-Boy Remover mods don't. They cause floating weapons on holster, or they stick to the hand. This happens with Universal Pip-Boy Customization. Any chance you could send that mod author some pointers? I think he'd be interested.
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never mind, johnny guitar. i think integrating it into that would be neat.
I am using remove mode 2, and it removes the pipboy perfectly, but leaves the glove.
Question, does this effect other npc's pip-boys? Or just the players?
Edit: It doesn't for other npc :)
100% immersive and lore friendly.
IF you find you have two left arms in first person I have a solution for you.
In Titans and Univeral make sure you disable most of the pipboy options when it comes to hiding. Install this mod (YAPR) and go into its ini and set iRemoveMode= to 2 (iRemoveMode=2).
With this everything should work together flawlessly unless you have extra pipboy stuff.
No funky heavy weapon reloads on opening pipboy, no more mesh crap when you open and close the pipboy. A whole host of issues get fixed with YAPR, very pogchamp mod :)
No more ruined outfits yet the Pipboy opens like usual.