Fallout New Vegas

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DevvEloper

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DevvEloper

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About this mod

Select which Pip-Boy to use by a menu instead of talking to Mick.

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This mod adds a dummy item at the bottom of the armor tab, called [ Select Pip-boy ]. By clicking it, a selection menu will show, so you can choose which Pip-Boy to use.

[WHY]

In vanilla, when you get the PipBoy 3 Billion, you have to talk to Mick to change between the normal one and that one. This is a potential way of mantaining contact with the guy who gives it to you, or either a pretty bad scripting method: in any case, it is boring. So, with this mod you can change the pipboy wherever you are, without problem.


[HOW]

The Pip-Boy 3000 never gets removed from your inventory when you obtain the Pimp-Boy 3 Billion. It simply is not shown, because of the flag non-playable, and then Mick equips you one or another via dialogue scripting.

This mods adds a dummy quest, invisible for you, which scans your inventory at the start of the game to make sure you have the menu dummy item called [ Select Pip-boy ]. As both Pip-boy are non-playable, you will simply never loss them (not even in Dead Money). If you already have it, the quest stops. If you don't have it, you are given it, then the quest stops.

You are still able to change PipBoy via Mick's dialogue. This is not changed so the mod does not edit any vanilla workaround.

[USAGE]

Anytime you start the game, after a few seconds you will have "[ Select Pip-Boy ]" on the bottom of the armor tab. Select it, a selecting menu will appear. Select which Pip-Boy to use, thats it. PipBoy equips, menu closes, profit. Simple!

If the item does not appear, then give it a few seconds. If it does not appear after a minute, it's a bug. Let me know.

[COMPATIBILITY]

This mod is compatible with literally anything. It does not edit anything from vanilla game.

It's also fully compatible with TTW 3.3.2

Another Pip-Boys supported:

1. A version supporting Pip-Boy 2000 MK VI (only standalone version) under optional files.

2. A version supporting Pip-Boy 2000 (only with my Standalone Patch) under optional files.

3. A Wombo-Combo version supporting both 1. and 2. under optional files.

Keep in mind you only need to download and install ONE file: the one which suits your needs.


These versions are soft requirementes of my other mods:

 Doc Mitchell gives you the Pip-Boy 2000 Mk VI instead - TTW

 Doc Mitchell gives you the Pip-Boy 2000 instead - TTW


[HOW TO CREATE PATCHES]

To create a patch for a Pip-Boy mod you will have to meet this conditions:

  • The Pip-Boy mod is a standalone version // It IS NOT a replacer version.
  • You have the G.E.C.K for FNV prepared and some knowledge on it.

STEPS:
  • You will have to load the geck with the Pip-Boy mod included. Either select this mod as active, to edit it, or do not select it as active to create a patch.
  • You will have to edit the message added by this mod. Message's EditorID: " PipSelectMSGMulti ". You have to add a third button, which will be labeled #2, and add to it the condition of " getitemcount ", so it checks if the player has at least one of the mod's pipboy in its inventory. Use the pipboy editorID. MAKE SURE TO CHECK THE " or " BOX
  • You will have to edit the script called " PipSelectDummySCRIPT ". This requires certain knowledge. On the script, add a third button conditional block, in this case for button #2. 
  • Add an " unequip " condition to your pipboy in every other button instance in the script.
  • Then, in button #2 conditions block, add an " unnequip " condition for every other pipboy, and a " equip " condition for the pipboy of your mod.
  • Save, check in LO, test it. It should work.


[FUTURE PURPOSES] & [PERMISSIONS]

My previous mod
 was a patch of the glorious mod Pip-Boy 2000 MK VI. This glorious mod adds a third Pip-Boy, the one on Fallout 76, and lets you change it by removing the non-playable flag from the two vanilla PipBoy. By scripting, they made it so you couldn't remove any pipboy, you only would be able to replace one with another. But the vanilla pipboy does not have that script change at first, only gets it after the first pipboy switching, so when you install that Pip-Boy mod, you are able to unequip your vanilla pipboy and have nothing in your arm, unless you have switched pipboys at least once. This leaves you without PipBoy, and so, it breaks the gameplay. Also, DLC which removes everything you have (Dead Money, TTW Mothership Zeta) remove the playable items in your inventory, including the pipboy if you have that mod.

So, the focus of this mod is to make Pip-Boy 2000 MK VI mod to have a proper, not game-breaking way of changing between PipBoys. Version 1.0 of this mod will ONLY have support for vanilla, but future 1.0b will have support for vanilla PipBoy and Pip-Boy 2000 MK VI mod. Already done.

Supporting two pip-boys in the message scripting is easy, but with 3 or more the game changes. Normally that means the scripting becomes modular, or either pretty complicated. I do not have the knowledge to make it modular, makiing it work with any Pip-Boy mod you install, so I will add support for the Pip-Boy 2000 MK VI mod only. SOLVED: didn't know about buttons conditionals on messages. Sigh.

Right now looking to add support to the Arm-Mounted PipBoy 2500A: as that mod is a replacer version, a future standalone-patch for it would be released as a separate mod (I'll do that myself). That mod/patch will then be used to add support in Pip-Boy Selection Menu.

PERMISSIONS ARE FULLY OPEN. If you want to edit this mod to support any other pipboy, go on. Just a mention needed.