Fallout New Vegas

About this mod

Version 2.0 of classic style heavy power armor mod that adds lots of new features and content, including animations, sound effects, and native TTW support.

Permissions and credits

Notable Updates:

2.1.25: Sound expansion
2.1.20: Gameplay settings
2.1.10: Melee animation pack
2.1.00: Titans of Steel expansion
2.0.70: Big guns animation pack (SMMG)
2.0.60: Big guns animation pack (First part)
2.0.50: Small Guns Animation Pack (Beta)
2.0.40: New jumping, landing, and minigun sprinting animations
2.0.35: Movement sounds added, options can be accessed on the Customizations tab
2.0.35: Armor effects code rewritten, updating from lower versions requires unequipping power armor first
2.0.30: INI support added
2.0.30: Mesh improvements
2.0.22: Armed To The Teeth - Redux Patch
2.0.20: Pipboy Integration support for custom Pipboy menu hotkeys mapped in lStewieAl's Tweaks, requires SUP NVSE
2.0.10: Added mod option for picking minigun firing animations
2.0.10: Removed dependency on ShowOff NVSE

"You are out of uniform, soldier! Where is your power armor?"

Well, here it is.

Released in 2020, Titans of the New West was a power armor mod that aimed to bring back the classic style of aesthetics, in an attempt to make the power armors of New Vegas heavier, bulkier, and more imposing, with proper power armor proportions. At the time I made the original mod, it was provided as it is, which left in quite many placeholder and unfinished, undertested proof of concept type changes. Some of the methods used to achieve the desired results were intrusive, and regrettably introduced a plethora of issues, mainly general incompatibility and instability.

Fortunately, over the past 2 plus years, the modding development of NV has experienced a bit of a renaissance, evolving leaps and bounds. And with the release of latest script extenders, opening up new possibilities and avenues, many of the features that were previously thought of as impossible or too heavy handed to implement, can now all be smoothly implemented in the mod. Today, I'm happy to release the massive 2.0 update to Titans of The New West, in celebration of New Vegas's 12th year anniversary.

Classic Style Power Armors: All power armors are redesigned to be more larger than life and retro looking, resembling more like the way they were in the classic games, with better meshes, textures, rigging, and bug fixes. Compared to 1.0, helmet proportions have been adjusted to be less extreme.

Titans of The Two Wastelands: Native TTW support with auto detection and activation, just plug and play. Full coverage of all base Fallout 3 + DLC and additional TTW content.

Titans of Steel: Texture and shader pack in vanilla+ style that greatly enhances the appearance of all power armors, giving them a crisp, metallic finish without affecting performance nor breaking graphics cohesion. (New in 2.1.00)

Item Restorations: Both Remnants Tesla Armor and Scorched Sierra Helmet are restored. (New in 2.1.20)
More details here
Remnants Tesla Armor Restored: The full armor set can now be obtained in the Remnants Bunker. One of the armor stasis pods in the bunker, the third one from the left, has been replaced by a tesla variant. It can only be opened if you interact with it while wearing a full set of regular remnants power armor. The script works retroactively so the armor set is always obtainable even if you have already been to the Remnants Bunker and/or collected the required items.

Scorched Sierra Helmet Restored: The helmet is restored if neither Lonesome Road - Scorched Sierra Power Helmet nor JSawyer Ultimate are active. It can be found on Colonel Royez's body in the Long 15 once he's killed. If he's already dead prior to this update, then the console command "Player.AddItem TNWArmorScorchedSierraHelmet" can be used to insert the item.

Stronger Power Armor: Highly customizable gameplay settings that cover from basic stats like DR/DT and item health, to layered resistances, to new extra abilities and bonuses, allowing the player to go from being slightly stronger to utterly OP. (New in 2.1.20)
All resistances and abilities except radiation can be toggled on and off at any time during gameplay. The default preset has DT/DR, item condition, increased strength, fire resistance, energy resistance (set to all), and limb DR enabled. Full armor stats here
Remnants Power Armor
    Condition: 1600
    DR: 60%
    DT: 40
    Rad: 55%
    Fire: 30%
    Energy: 25%
    Poison: 30%
    Explosive: 25%
    Abilities: STR +4, Limb DR +50%, Ignore Crippled Limbs
Remnants Power Helmet
    Condition: 180
    DR: 0%
    DT: 10
    Rad: 15%
    Fire: 0%
    Energy: 5%
    Poison: 0%
    Explosive: 0%
    Abilities: PER +2, CHR -1, Accuracy +15%, Crit Chance +5%, AP +20
Remnants Tesla Armor
    Condition: 1600
    DR: 55%
    DT: 38
    Rad: 55%
    Fire: 30%
    Energy: 40%
    Poison: 30%
    Explosive: 25%
    Abilities: STR +4, Limb DR +50%, Ignore Crippled Limbs, +10 Energy Weapons
Remnants Tesla Helmet
    Condition: 180
    DR: 0%
    DT: 9
    Rad: 15%
    Fire: 0%
    Energy: 15%
    Poison: 0%
    Explosive: 0%
    Abilities: PER +2, CHR -1, Accuracy +15%, Crit Chance +5%, AP +20
T51b Power Armor
    Condition: 2000
    DR: 50%
    DT: 36
    Rad: 30%
    Fire: 30%
    Energy: 20%
    Poison: 20%
    Explosive: 20%
    Abilities: STR +3, Limb DR +40%, Ignore Crippled Limbs
T51b Power Helmet
    Condition: 200
    DR: 0%
    DT: 8
    Rad: 10%
    Fire: 0%
    Energy: 0%
    Poison: 0%
    Explosive: 0%
    Abilities: PER +2, CHR +1, Accuracy +10%, Crit Chance +3%, AP +15
T45d Power Armor
    Condition: 1000
    DR: 40%
    DT: 30
    Rad: 25%
    Fire: 20%
    Energy: 15%
    Poison: 15%
    Explosive: 15%
    Abilities: STR +2, AG -1/Sneak -10, Limb DR +30%, Ignore Crippled Limbs
T45d Power Helmet
    Condition: 125
    DR: 0%
    DT: 6
    Rad: 5%
    Fire: 0%
    Energy: 0%
    Poison: 0%
    Explosive: 0%
    Abilities: PER +1, Accuracy +5%, Crit Chance +2%, AP +10
Scorched Sierra Armor
    Condition: 1600
    DR: 45%
    DT: 32
    Rad: 25%
    Fire: 50%
    Energy: 15%
    Poison: 15%
    Explosive: 15%
    Abilities: STR +2, HP +1, Limb DR +30%, Ignore Crippled Limbs
Scorched Sierra Helmet
    Condition: 180
    DR: 0%
    DT: 8
    Rad: 5%
    Fire: 10%
    Energy: 0%
    Poison: 0%
    Explosive: 0%
    Abilities: PER +2, HP +1, Accuracy +5%, Crit Chance +3%, AP +20
Salvaged Power Armor
    Condition: 1000
    DR: 35%
    DT: 28
    Rad: 0%
    Fire: 20%
    Energy: 10%
    Poison: 0%
    Explosive: 10%
    Abilities: AG -2/Sneak -20, Limb DR +20%
Salvaged Power Helmet
    Condition: 125
    DR: 0%
    DT: 5
    Rad: 0%
    Fire: 0%
    Energy: 0%
    Poison: 0%
    Explosive: 0%
    Abilities: n/a

Mod Friendly: The code has been rewritten from ground up with high compatibility and stability in mind, and the content is 100% implemented through scripting non-destructively with no direct changes to any existing base records. Moreover, there are built-in patches included.

Procedural Skeleton: Titans 2.0 does not require any modified skeleton. Everything is generated procedurally at game launch.

Improved True Scaling: Non-uniformly scales character size, without affecting weapon and head. The old ham-fisted method of forcing a special idle animation to play has been replaced by a newer, more stable one, powered by kNVSE and scripted animations.

Pip-Boy Integration: Integrates Pip-Boy into the power armor bracer plus a power armor only Pip-Boy Glove remover option, eliminating the need for any external Pip-Boy mod.

In-Game Customizations: Features that were previously hard coded in like the Backpack Remover can now be toggled on and off at any time during gameplay, through the new Titans tab under Mod Configuration Menu, along with a host of other additional new settings.

Power Armor Animations: With over 1.5K animation files in total, ranging from idle, to run/walk, to jump/land, to sneaking, you name it. Almost every type of weaponry is covered. Full listing here

Base Animations
Animations: Idle, Walking, Running, Jumping, Landing, Sneaking, Sneak Jumping
Affected: JAM/JVS
Animations: 1st Person Sprinting, 3rd Person Sprinting
Affected:  All unarmed weapons
Animations: Standing, Sneaking, Attacks, Power attacks
Two-Handed Melee

Affected:  All 2H melee weapons
Animations: Standing, Sneaking, Attacks, Power attacks

Affected: Grenades only
Animations: Standing, Standing IS, Sneaking, Sneaking IS
Affected: All
Animations: Standing, Standing IS, Sneaking, Sneaking IS
Small Rifles (2HA)

Affected: Small to medium sized guns that use 2HA animations (12.7mm SMG, Assault & Marksman Carbines, Laser RCW, Plasma Rifles, Service
Rifles, .45 Auto SMG, LAER, Grenade APW, Light Machine Gun)

Animations: Standing, Standing IS, Sneaking, Sneaking IS
Small Rfiles (2HR)

Affected: Small to medium sized guns that use 2HR animations (Any weapon that uses the lever action rifle, caravan shotgun, or laser rifle animations)
Animations: Standing, Standing IS, Sneaking, Sneaking IS
Big Rifles

Affected: Large rifles that have to be held with both hands (Hunting rifles, sniper rifles, gauss rifles, anti-material rifles, battle rifles, DM automatic rifles, plus any compatible 2HA/2HR weapon not included in the small rifles sets)
Animations: Standing, Standing IS, Sneaking, Sneaking IS

Affected: All minigun style weapons
Animations: Standing, Standing IS, Sneaking, Sneaking IS
Shoulder-Mounted Weapons

Affected: All shoulder-mounted weapons except nuke launchers
Animations: Standing, Standing IS, Sneaking, Sneaking IS

Power Armor Sprint: A slow and heavy power armor sprint animation replacer for Just Vanilla Sprint (or Just Assorted Mods), reminiscent of the sprite animation in the classic Fallout games. This is also included in Just Sprint Plus - Expansion for JAM and JVS.

Power Armor Movement Sounds: Custom power armor footsteps, jumping, and landing sound effects, plus a non-hydraulic version for salvaged power armors. There are three different landing sound effects, depending on the height of the fall, from a satisfying, crunchy stomp on a regular jump, to an earth shattering thud when landed from great height. (New in 2.0.35)

Fitted H2H Weapons: Fits H2H weapons to the new power armors. Fitted weapons include all mechanical fist weapons and all variants of Deathclaw Gauntlets, Mantis Gauntlets, Yao Guai Gauntlets, and Bladed Gauntlets.

Vanilla Friendly: All of the content is calibrated for vanilla game. Meshes have a similar level of detail as the original models. Textures are of the same resolution as default textures. Same goes for the shaders and animations. Quality wise, nothing will stick out like a sour thumb or cause any odd performance hit.

Extra Content: Armor customization options, alternate minigun idle animation, matched world objects for all armors, unique display models for the Enclave Advanced Power Armors in Remnants Bunker and the Winterized T51b Armors in the Anchorage, Future Weapons Today retexture, extra animations for Hidden Valley guards, and more.


Optional Requirements
 (Required if custom Pipboy hotkeys mapped in lStewieAl's Tweaks are used)
ShowOff NVSE Plugin (No longer a requirement as of 2.0.1)

Updating From Version 1.x: 2.0 is effectively a new and different mod. So uninstall 1.0 first and do a fresh installation of 2.0.

Updating From Version 2.x: If updating from versions below 2.0.35, make sure to unequip power armor and save first before updating or stat glitches will almost guarantee to occur.

Load Order
: Like with other graphical mods, keep it low on the mod list. Load mods that affect power armor meshes/animations before Titans to prevent the meshes/animations in Titans from being overwritten (For example Yukichigai Unofficial Patch - YUP); Load power armor retextures after Titans to overwrite the textures (and choose the Legacy option during installation).

Which ESP to Use: The mod contains 3 ESP plugins:
  • Titans of The New West.esp
  • Titans of The New West - Power Armor Sprint JAM.esp
  • Titans of The New West - Power Armor Sprint JVS.esp

Enable the main esp. Then if you have Just Vanilla Sprint installed and wish to use the the sprint animation addon, enable the Titans PAS JVS esp and disable the Titans PAS JAM esp. If Just Assorted Mods is installed, enable the Titans PAS JAM esp and disable the Titans PAS JVS esp. Disable both if you don't want to use the addon at all.

As of 2.0.51, the mod has been updated to use FOMOD installer so any of this should no longer be an issue.

If using Just Sprint Plus - Expansion for JAM and JVS, neither of the sprint patches are needed.

Load Order of Loose Files
Here are some things to look out for when setting up the load order of loose files.
  • Armor meshes & textures: Most of these in Titans use default file paths so make sure to load mods that have power armor meshes and/or textures, most notably YUP, BEFORE Titans. Before as in let the loose files of Titans overwrite the ones in YUP.
  • Unarmed Weapon Meshes: Weapons like deathclaw and yao guai gauntlets. These are needed to fit the weapon onto power armors. They use the same textures as default ones so they are compatible with plain texture replacers. Avoid overwriting these meshes if you want these weapons to fit.
  • Launcher Weapon Meshes: SMMG, missile launchers, tesla cannons, etc. These are needed for the launcher animation set. Compatible with plain texture replacers. Avoid overwriting these meshes if you want to use the one-handed launcher animations.
  • 1st Person Locomotion Animations: These locomotion animation files are required for the Contextual sound mode to function in 1st person. If using 1st person locomotion mods, load them after Titans and disable Contextual sound mode. Or let Titans overwrite and keep Contextual sounds.
  • 3rd Person Assorted Animations: The minigun animations are archaic but left in, so they can be replaced without any notable consequences. The few launcher animations are required for the launcher animation set to restore the weapon to its normal state when out of power armor.
  • Magazine Textures: The cover of Future Weapons Today magazine is replaced. This includes a texture for the magazine object in game and one of the loading screens. If using some sort of magazine and/or loading screen replacer and you want to have that over the Titans version, load them after Titans.

Recommended Mods
3rd Person Camera Overhaul
Fixes some 3rd person perspective issues and includes native Titans support, useful for the new power armors as they're bulky and can take up quite
some screen space. Also highly recommended for its scope toggling feature, for seeing the new iron sight animations of the Big Rifle set on scoped weapons.

Aim Transition Patch (NVSE)
Patch for an annoying bug where the player character's spine would snap out of place when aiming in third person. Highly recommended if you plan to use 3rd person perspective more.

Classic Fallout Weapons Remastered
For more classic weapons. Various weapons in the mod will automatically be added to use the animations included in Titans, which include the following: AK-112 Assault Rifle, Bull of Steel, Colt Rangemaster Hunting Rifle, FN FAL, H&K CAWS, H&K G11, M60, M72 Gauss Rifle, Mojave Rattler, Pancor Jackhammer, Tommy Gun, Winchester City-Killer, XL70, YK42B Pulse Rifle.

Tales of Two Wastelands: Fully Compatible
Auto detection and activation, no extra steps required.

Diagonal Movement: Fully Compatible
No patch needed.

360 Movement: Fully Compatible
Patched Titans power armor animations built in, auto activation.

Armed to the Teeth - Redux: Fully Compatible
Auto detection and activation with no extra ESP plugin. Requires ATTT Compatibility Files under Optional Files to activate and function. To use the compatibility files, make sure they are overwriting the loose files in ATTT, so install them by either merging into Titans (or ATTT but not recommended), or as a separate mod to be loaded after ATTT. It is recommended to install them as a separate mod for keeping everything clean and easy to update. The load order between ATTT and Titans does not matter. (New in 2.0.22)

Universal Pip-Boy Customization: Fully Compatible
Not required but it's good if you still want to hide Pip-Boy and/or glove when not wearing power armor. See below for more details on possible issues.

No PipBoy in Power Armor: Fully Compatible
Not required but good to use if you don't want to use integrated Pip-Boy in Titans. Note that Pip-Boy integration will not work at all if you have this mod activated, so choose one or the other. See below for more details on possible issues.

Note that using UPBC or NPIPA may cause some odd desync issues particularly when using a minigun type weapon, where the weapon would reequip itself and reset the ammo type every time you enter and leave the Pipboy menu. These problems have nothing to do with Titans and are just limitations of those mods (or engine itself, I don't know). You can prevent minigun ammo from switching back to default by enabling the bRememberWeaponAmmos setting in lStewieAl's Tweaks, but note that the weapon will still reequip itself every time. One way to completely avoid these issues is to just not use these mods and let Titans handle the Pip-Boy, or use YAPR - Yet Another Pipboy Remover. The downside with the latter is it will hide Pipboy indiscriminately across all armors and it cannot be disabled during gameplay.

Modded Pip-Boys: Fully Compatible
Built in support for wrist-bound 2500 and 2000 MKVI models.

Just Vanilla Sprint / Just Assorted Mods: Fully Compatible
Jump animation patched. Unique Titans sprint animations included. Just Sprint Plus - Expansion for JAM and JVS also include these animations, and it is recommended to use that on top of JAM/JVS.

Texture Mods: Fully Compatible / Compatible
As of 2.1.00, Titans comes with its own textures and shaders in the Titans of Steel. Titans of Steel essentially functions as a texture mod in itself, so there's no point in using another texture mod if you want use TOS, and vice versa. If another power armor texture mod is used, pick the "Legacy" option during installation. Any texture mod that only replaces texture files are fully compatible (except for the gloves); Any texture mod that replaces the models and/or changes the default file paths of power armors will need a patch.

Modded Power Armors: Compatible
Patch is needed for full functionality, also some form of a Pip-Boy remover is likely required. See Webb's Titans of The New West Patch Emporium for patching specific armors and just mods in general.

Shoulder-Mounted Weapons: Partial-Compatible
The launcher animation set requires the modified 2HL weapon loose files included to work, so avoid overwriting them, or overwrite them and disable the animation set. Non-compatible weapons will still use default animations.

Here's a list of mods that have conflicts or outright incompatible. Some of them I can't confirm and am just going by user posts.

Recommended Settings in lStewieAl's Tweaks: As of 2.1.04, all necessary settings will be automatically enabled. However, you would rather manually adjust the settings or just want to disable them, move/delete the "nvse\plugins\tweaks\inis\TNW_TitansSettings.ini" file located in the mod folder.
It is highly recommended to enable the following three settings.
  • bArmorSoundsPlayIn3D
  • bCharacterMeleeDamageIgnoresScale
  • bCharacterNonMeleeDamageIgnoresScale
Salvaged power armor footsteps won't have proper 3D sound if the first setting isn't turned on. Secondly, character scale affects damage multiplicatively, which means one can deal up to a whooping 14% more damage when wearing a Remnants Power Armor. So while not a hard requirement, it is highly recommended to use lStewieAl's Tweaks alongside Titans.

Speed Penalty Effect On Armors
: Increasing character size also increases movement speed. The speed penalty displayed on armor effects in the inventory the effects tab under character stats is merely there to offset the extra movement speed gained from increased size, and is not a real penalty.

Save Baked Variables: Two things come to mind..
  • Character/object scaling is save baked. So either unequip the power armor first before uninstalling, or after you've uninstalled the mod, manually reset the scale of your character and/or NPCs that wear power armor with console command. In addition to character scaling, entering Remnants Bunker will also trigger an event to scale up the display power armors and stasis pods. Reason for not baking in the increased scale here, as opposed to the Anchorage models, is because the stasis pods are reused throughout the game. Thus, if you uninstall the mod after visiting the Remnants Bunker, you'll also have to scale those objects back to normal with console commands.
  • Unequipping Pip-Boy Glove is save baked, as it functions the same as any other piece of equipment. Titans will only unequip the glove if the "Hide Pip-Boy Glove" mod option is enabled. Unequipping the power armor will reequip the glove. On a side note, if you are using Universal Pip-Boy Customization, you can let that mod handle hiding the glove. Bear in mind that again it would be hidden across all armors, whereas the module in Titans only affects power armors.

New Vegas or TTW?: Current version of Titans will process ALL armors in the base game, including unused/cut armors left in the New Vegas code, so armors such as Enclave Power Armor, Tesla Armor, Robo-Thor, Prototype Medic Power Armor, etc, will all be implemented in the mod without the need for TTW. If you are running a New Vegas specific mod that uses/integrates these leftover armors, there shouldn't be any need for a patch. Although, if that particular mod contains new power armors as well, you will still need a patch to add those into Titans.

Hellfire Armor Without TTW?: This question pops up quite often, no, there's nothing I can do about it. It is FO3 DLC content.

Compatibility Skeleton: Doesn't matter what skeleton you use with Titans 2.0. Vanilla, B42, old Titans, Ragdolls, Compatibility, or something you've just made yourself, it'll work regardless.

Compatibility Files: Reason they aren't included in the main mod is because they follow a different set of permission rules. I've said before that everything I upload is 100% open but that doesn't apply to these compatibility files, nor can I grant permission by proxy. If you wish to do something to the ATTT Compatibility Files in particular, go look into the permission rules by Quicksilver500 and/or contact the person to get what the parameters are, if unsure. The files in ATTT Compatibility Files are modified animations of ones in ATTT, which are in turn modified animations of the original game.

Patches: See Webb's Titans of The New West Patch Emporium for the biggest collection of armor and mod patches. NeonNito has patches for mods like TTW Tweaks and Rebuild the Capital. RagamuffinSkullman has some misc patches as well.

Modding: For anything related to modding and patching, see articles for details.

  • Pip-Boy Integration only works on player. There is no plan to extend this feature to NPCs.
  • While fitted, some of the mechanical H2H weapons will still experience some amount of clipping on certain armors, also the gloves are not modified. This is as far as I can take it without replacing the weapon models themselves.
  • Some H2H weapons are not fitted, mainly the lower tier weapons like brass knuckles and whatnot. The priority to make these weapons fit is very low, because I'm just not motivated to fix them and would much rather spend the time on fixing actual bugs or working on cool stuff, like new animations, models, and new features.
  • Character scaling does not account for non-standard values, with the exception of Arcade Gannon (Since release) and Charon (Added in 2.1.05).
  • Jump height offsetting goes by the default value of 64.
  • Minigun iron sight animations currently are player only. A little hack was involved in making these work so they won't behave exactly as others. There's a minor issue that if you release the iron sight key while shooting down sight, the animation won't pop back to hip shooting.
  • All animations are 3rd person only unless stated otherwise and there are no plans to add any 1st person animations.

Problems Related To Vortex
Vortex has been the common denominator for a lot of the strange problems reported here. Many were magically fixed when the user switched to MO2. Why is that the case, I have no idea. I have never used Vortex ever, nor do I see the point, especially as somebody who dabbles in mod making.

This mod and all of its basic features have been tested to death at this point. I've had this mod activated for a very long time, since even before the day of release. I have went through countless of load order rearrangements, switching back and forth between NV and TTW, adding and removing mods, testing different things, etc, and not once, did this mod ever break or malfunction, except the few occasions when I knowingly paired it with incompatible mods.

What you do with this information is up to you. I'm just putting this out there. If you're on Vortex and the mod doesn't work or something weird happens, all I can say is it's either an user error or Vortex itself. If you're having trouble setting up the mod properly, look into the Vortex help desk and tutorials. If you believe the problem has something to do with Vortex itself, maybe switch to MO2. Either way, you're on your own and I can't help you any more than this.

"Everything works except the animations"
Most likely caused by 3rd person movement animations overhaul. Despite the claim of compatibility by the author, the two mods have never been compatible, ever. The author went out of his way to build the "patch" off of an outdated Titans JSON. Even on the release day of his mod, it was already outdated by 4 months. It does nothing but breaks the animations in Titans, and has since day one. The Frozen Movement mods are also known to cause the same issue.

"The minigun iron sight animations don't work even though the mod option is on"

Issue in xNXSE 6.3.0. Update Titans to 2.0.60a+ and/or update xNVSE to 6.3.1+.

"Everybody is holding an invisible minigun in my game"

Something is set up wrong or installed incorrectly on your end. Make sure all of the hard required script extenders are installed and up to date. Make sure the main Titans mod .esp plugin file is activated.

"The mod requires both JVS and JAM"
It doesn't. Disable the unnecessary plugin files.

"NPCs wearing salvaged power armor are holding their minigun upside down"
Issue in xNXSE 6.3.0. Update Titans to 2.0.60a+ and/or update xNVSE to 6.3.1+.

"Such-and-such armor is still the default model but everything else like the scaling and animations are working"
The Titans models are overwritten by another mod. Make sure Titans is loaded AFTER these other mods that contain power armor models.

"My glove keeps disappearing"
Uncheck the "Hide Pip-Boy Glove" option in the Titans MCM menu, under the Pipboy tab.

"When I open pipboy, the screen is blocked by my power armor"
Make sure all of the hard required script extenders are installed and up to date. If everything is up and running, and you're loading a save where the character hasn't a pipboy equipped, as in you were using some sort of pipboy hider, then check the "Enable Pip-Boy Integration" option or click the "Reset Pip-Boy" option in the Titans MCM menu, under the Pipboy tab. It has also come to my attention that controller use can cause this. I don't use controller myself and I've only tested the mod on a basic keyboard and mouse set up, so it wouldn't surprise me that there may be some issues with a controller.

  • Arkaan and Smiling Killer for the original model and texture of T51b Power Armor gloves.
  • Special shoutout and thank you to WebbProductions2020 for helping me out with TTW, playtesting the mod, and countless of other things.

Donations here are more than appreciated.