BrianOrcus Posted October 13, 2022 Share Posted October 13, 2022 Could someone do me and may others a favor? I'd like a mod that moves the skeleton with the Pip Boy from the vault door to the chryochamber room the PC wakes up in. I'd do it myself, but I have no idea how and don't even know where to begin learning. Link to comment Share on other sites More sharing options...
StormWolf01 Posted October 13, 2022 Share Posted October 13, 2022 There is a mod that comes very close to doing what you are looking for. I've used it on many occasions.Early Pip Boy. https://www.nexusmods.com/fallout4/mods/40075it moves the arm, and the pip boy activator to the hallway, just outside the vault "freezer" room. It does work.It's not 100% great tho. For some reason, it also got rid of the roaches inside the vault. And for some reason or another a couple of the raiders in the Museum got nixed, and thus won't unlock the door to Preston and Crew. The author has given full permissions tho. So if anybody wanted to see if they could figure out what's causing the kinks in those two factors.... There is also console commands that can do that whenever you want. I have a batch file of it, that I've used now and then, and I can CnP the code for you, if you want it. Tho. There's hazards with doing that. You can botch up some of the other functions of your game, by loading up the pipboy and it's functions, too early on, without making other adjustments. Link to comment Share on other sites More sharing options...
BrianOrcus Posted October 13, 2022 Author Share Posted October 13, 2022 Thank you very much. Link to comment Share on other sites More sharing options...
84Cronos Posted October 13, 2022 Share Posted October 13, 2022 Just a quick reminder, I would be wary of mods that change the beginning of the game in any way, as it can easily lead to problems if not done correctly. One would need to check if there are triggers and quest stages connected to the pipboy and adjust those accordingly. Some mods that modify the beginning of the game do that, others don't. Link to comment Share on other sites More sharing options...
StormWolf01 Posted October 13, 2022 Share Posted October 13, 2022 Brian, you are very welcome :smile: Cronos, I do agree. There's a lot of dangers in messing around with the pip boy, before the game has triggered the proper scripts for it. (One of the reasons why I never published the bat file, or didn't just paste the code from the start. It's dangerous.)We learned a lot of hard lessons when the "remove pip boy" "hide pip boy" and even some of the pip replacers started coming out. :sad: The mod that I linked, I've played pretty extensively. And those are the only two effects that I have come across. (Tho I've never tried to deactivate it mid-game, but I dunno if that would cause any probs or not).[Edit] I've also played this mod with the Tactical Tablet mod. And haven't had any issues there, other than those 2. [/edit] And hopefully, maybe... the folks familiar with those scripts might take interest, and see if they can figure out those problems with the mod. Again, the author has posted full permissions for updates/fixes. Link to comment Share on other sites More sharing options...
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