It's funny, after all these years... This is still my favourite way to handle the Pip-Boy in power armour. I'm going to toot my own horn here, a bit.
The holographic Pip-Boy: The problem here is that New Vegas Reloaded breaks it. And even if it didn't? I don't have great sight, it just doesn't have enough contrast in most cases so I have to find a dark surface to look at.
Titans of the New West 2.X: It's not a bad solution, but unless you're using some kind of mesh/texture mod, it's going to look ugly and smeary versus the higher fidelity Pip-Boy. And in my opinion, that just doesn't look great.
Powered Pip-Pocket: Once you've got your global values setup to your animation speeds? It just works, with none of the problems described above.
Dunno if anyone else is having this relatively minor issue, but for me, the Pip-Boy likes to pop up the instant I press the key to do so. No startup animation, but closing one plays just fine. Looks fine in the GIF, so I can only imagine it's something on my end, just not sure what.
Yeah, this doesn't change animations at all. The scripts are actually very light and simple, it's intended that way. In fact, this mod even goes the other way around animations than many Pip-Boy removers do by adjusting its timers to whatever you're using. That's what the POCKETClosePipGLOB and POCKETOpenPipGLOB values are for. I timed them according to the most popular fast Pip-Boy animations, but they can be changed. That doesn't affect the animation, however, but rather whether you'd see your PA/Pip-Boy longer/shorter than you should.
If you look at it in FNVEdit, there's pretty much no way this could be tampering with animations. The only thing I could wonder is whether this is another ReloadModels issue. Wracking my brain, that's all I can think of. If that's perhaps cutting animations off. If that is the case, though, playing around with the globals should help.
Try this in the console:
set POCKETOpenPipGLOB to X
The default is 3, try different numbers. If setting a high enough number fixes it, it might be that ReloadModels is interrupting animations. Barring that? I have no idea.
What that means for you is that any equipment that properly has itself flagged as power armor, which every power armor mod I've seen does (not sure how it'd work if it didn't), it'll work. This means all vanilla armours, all TTW armours, and all modded armours.
I noticed that, oops. I like to make sure I'm basing things off good code (like YUP). I also sometimes forget to clean masters I no longer need. Uploading a new version with another minor fix (Pip-Boy lit-screen effect was showing in lamp mode, had to run ReloadModels 6 to make sure that didn't happen).
Edit: It'll be up in a second. Only master now is FalloutNV.esm.
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The holographic Pip-Boy: The problem here is that New Vegas Reloaded breaks it. And even if it didn't? I don't have great sight, it just doesn't have enough contrast in most cases so I have to find a dark surface to look at.
Titans of the New West 2.X: It's not a bad solution, but unless you're using some kind of mesh/texture mod, it's going to look ugly and smeary versus the higher fidelity Pip-Boy. And in my opinion, that just doesn't look great.
Powered Pip-Pocket: Once you've got your global values setup to your animation speeds? It just works, with none of the problems described above.
If you look at it in FNVEdit, there's pretty much no way this could be tampering with animations. The only thing I could wonder is whether this is another ReloadModels issue. Wracking my brain, that's all I can think of. If that's perhaps cutting animations off. If that is the case, though, playing around with the globals should help.
Try this in the console:
set POCKETOpenPipGLOB to X
The default is 3, try different numbers. If setting a high enough number fixes it, it might be that ReloadModels is interrupting animations. Barring that? I have no idea.
I'll mention that in the description.
Edit: Also, have a kudos for reporting back. You rock! That's always helpful, and appreciated.
Does it work with all power armor, or just the Remnants?
IsPowerArmor armourREF || armourREF == ArmorPowerNCRSalvaged
What that means for you is that any equipment that properly has itself flagged as power armor, which every power armor mod I've seen does (not sure how it'd work if it didn't), it'll work. This means all vanilla armours, all TTW armours, and all modded armours.
I'm sorry, you have me at a disadvantage here.
Edit: Can only I see the gif? I don't actually know. It should be showing for everyone?? I'm very confused.
Edit: It'll be up in a second. Only master now is FalloutNV.esm.