Fallout New Vegas
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DuskWulf

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DuskWulf

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About this mod

Your power armor slides away, Iron Man-style, to reveal your Pip-Boy!

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Okay, so... Fessing up, I had deleted this mod as I figured no one'd use it, but I feel I did so prematurely. It turns out it's still the best mod for removing the Pip-Boy in power armor that I've found. Why so? It doesn't break weapon animations (stuff like Plasma Rifles Awesomefied and EVE sights), and it doesn't run ridiculously heavy scripts all the time (why do power armor PIp-Boy removers need to do that?).

Looks neat when combined with Recon Under Armor. Once the Pip-Boy bug is fixed in it, I also recommend Helmet Overlay with the Pip-Boy transparency set to 100% as that amplifies the look of power armor plates sliding back even further.

I won't write more than that as I think it's self-explanatory. Use it if you like it!

My Pip-Boy open/close animation is being cut short, what the hey?

It looks like ReloadModels cuts the animation short, but it's a non-issue for you as you can tweak it!

Open the console with ~, and tinker with these commands:

Set POCKETOpenPipGLOB to X
Set POCKETClosePipGLOB to X

Where X is any number. The defaults are 3 and 5, respectively. I use a speedier Pip-Boy animation so that's why the values are really short. You might too, in which case you won't notice anything. If the animations get cut-off though, try tweaking those globals to a value that works for you.

Reasons for Implementation Approach

Everyone's going to have differently timed animations, so there's no magic bullet for this. There's no point in having INI options as you need to be able to see the changes immediately without restarting the game. And frankly, the MCM would involve more faffing around for you than changing a number would. It's just quicker this way.

Plus, MCM implementation is a nightmare, it's a very old and creaky mod which is why the majority of mods hav switched over to INIs. And without worrying about MCM, that makes this mod very mergeable!

(Technically, yes, I could resolve this with a bunch of heavy scripting to handle different animation lengths but that's what I'm trying to avoid. I want to keep this mod light so it doesn't keep breaking and breaking other things, as many other power armor Pip-Boy replacers do.)