Jump to content

Inventory UI Swap/Pip-Boy removal


monody

Recommended Posts

Posted

Given the presence of the inventory UI for power armor and that using the commands for removing the pipboy from one's arm will disable your ability to access the pipboy inventory UI, but hopping into power armor still gives you access to that inventory UI...

 

Is there a way to create a wearable that registers as wearing the powerarmor (or at least contains whatever commands are necessary for triggering the UI swap) for the purpose of accessing it's inventory UI so that you don't have to wear the pipboy?

Posted

Technically you can replace the mesh of the PIPBoy with an empty one.

I saw all type of problems when this "item" wan not in the player inventory.

 

The big problem is the command unequipall from console or scripts executed on the player, that will mess up the game.

Posted

Technically you can replace the mesh of the PIPBoy with an empty one.

I saw all type of problems when this "item" wan not in the player inventory.

 

The big problem is the command unequipall from console or scripts executed on the player, that will mess up the game.

 

Can you check for the event of being unequipped to reequip the item?

Posted

Technically you can replace the mesh of the PIPBoy with an empty one.

I saw all type of problems when this "item" wan not in the player inventory.

 

The big problem is the command unequipall from console or scripts executed on the player, that will mess up the game.

 

That's.....really not what I was referring to. 

 

Problem with keeping the pipboy but disabling the mesh or replacing it is that if it remains "equipped" there are many items and armors that will use the model as if were there and cause graphical errors.

 

The alternative of simply un-equipping the pipboy through the console "works" but by doing so it outright disables inventory access *unless you attached the mobile app to the game beforehand and use it for inventory UI (all the menus that are built inside the pipboy and power armor).

 

What I'm referring to is the fact that the Power armor's inventory UI is a separate thing from the pipboy and operates properly regardless of if you are wearing a pipboy.

 

As such, my suggestion was to have an item that lets the game read as if you are wearing power armor, or more preferably just uses the scripts associated with enabling the power armor's inventory UI.

 

This would allow the pipboy to be unequipped completely, while maintaining access to player inventory UI.

Posted

Maybe what you want to do is possible.

But without the Creation Kit it is hard to understand how to do it.


 

Can you check for the event of being unequipped to reequip the item?

 

 

Do you have a creation kit to compile some code added to a ReferenceAlias attached to the player?

 

And, you sure that this event is sent in FO4? And If sent, will it work with the PIPBoy, that is not an item that is supposed to be removed?

  • 2 weeks later...
Posted

Divergent evolution... We went for smaller embedded devices, your current culture goes for large and clunky...oh wait, are we talking about FO4 or modern smartphones?.....

 

Seriously, if someone is going to figure this out, even after the CK is released, I will endorse the hell out of it.

Posted

I think it wont be long for a FO4 pipboy readius or familiar friend -pipboy 2500- after the CK is released, never liked the looks of that clunky unremovable pipboy either.

 

Hope this time there are no problems after certain cutscenes and quests (tranquility lane) when the pipboy is removed/replaced. But scripting has come a long way since then and we now have 2 pipboy interfaces to work with

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...