ThoraldGM Posted March 7, 2016 Share Posted March 7, 2016 First, a shoutout to all the hard working modders out there. Spend all day reading files, learning code, doing stuff? You deserve a cold one. I improved my workspace to search psc, pas, and swf files. Still, there's a bit of haystack combing and frustration at not being able to find something. Especially when I don't know the syntax of what I'm looking for. There was a mod request to bring up power armor HUD instead of the Pip-Boy, regardless of whether power armor is worn or not ( http://forums.nexusmods.com/index.php?/topic/3874670-i-need-a-simple-mod-that-removes-the-pip-boy/ ). Has anyone found where the game brings up the Pip-Boy? I'm guessing there is a condition check for IsInPowerArmor(), then the game launches PipboyMenu.swf or PowerArmorHUDMenu.swf. Am I way off target here? There are calls to IsInPowerArmor() in actor.psc and haircutscript.psc. I haven't wrapped my head around the HasPerk line yet. ACTOR.PSC: bool Function IsInPowerArmor() return Self.HasPerk(Game.GetFormFromFile(129193, "Fallout4.esm") as Perk) EndFunction HAIRCUTSCRIPT.PSC: Actor PlayerREF = Game.GetPlayer() [..] ElseIf (PlayerREF.IsInPowerArmor()) // can't sit down in barber chair Link to comment Share on other sites More sharing options...
ThoraldGM Posted March 7, 2016 Author Share Posted March 7, 2016 I think I found it. Idle Animation > 00022D05 pipboyOpen Screenshot: http://i.imgur.com/0qEB5h0.png Link to comment Share on other sites More sharing options...
ThoraldGM Posted March 7, 2016 Author Share Posted March 7, 2016 TLDR: I don't know anything about hkx animation files. (Actors\Character\_1stPerson\Behaviors\Pipboy.hkx) Issue update: The game checks whether player has perk "PowerArmorPerk" [PERK: 0001F8A9] when showing the Pip-Boy. I copied powerArmorHUD (00022D04) as override in FO4Edit and removed the HasPerk condition. (Screenshot: http://i.imgur.com/fZgJlQl.png ) The end result was: - When not in power armor, the "Stimpack (button) Radaway (button)" bottom bar appeared when accessing Pip-Boy. The rest of the Pip-Boy was invisible or didn't draw. - When in power armor, bringing up the Pip-Boy screen worked fine as it does in the vanilla game. Another option would be to give player the PowerArmorPerk via file or console. I didn't try that because there are 171 references to PowerArmorPerk, including NPC reactions and the assigning of weight and fall damage negation. (Screenshot: http://i.imgur.com/PZ4OZGk.png ) In short, adding the perk just to remove the vanilla Pip-Boy HUD would introduce a slew of unwanted side effects during gameplay. All of the relevant Pip-Boy entries list Actors\Character\_1stPerson\Behaviors\Pipboy.hkx as the (animation file?). I don't know if that's where one would go to make the changes, but again, things got complicated fast. Posting the info in case a modder finds it useful and wants to do something with it. Edit: For more rabbit hole diving, check out PipboyInspect [iDLE:00042D83] > ActionPipboyInspect [AACT:00042D82] > Default Object Manager [DOBJ:00000800] . Also, what if PowerArmorPerk was granted when opening the Pip-Boy, then removed when closing it? Idk if that's a possibility or if there would be any issues. Just thinking out loud. Link to comment Share on other sites More sharing options...
ThoraldGM Posted March 8, 2016 Author Share Posted March 8, 2016 I was thinking there are multiple (layers?) to the Pip-Boy animation, since only the bottom bar showed up on my test. Then this happened today when I was hit by a (gamma?) round. Seems to confirm the multi-layer theory. Thoughts? http://i.imgur.com/z340RhC.jpg Link to comment Share on other sites More sharing options...
voxexversus Posted February 16, 2018 Share Posted February 16, 2018 2years.... later, i just started modding a few days ago. Just started playing fallout ; 2..3 weeks ago now. Looks like im a bit late for one of the best games out there. I think i've taken it just slightly further than this. Nice to see I'm on the right track. Got stuck, found this. It's all started one day........I decided I wanted my character to have explosive vents and couple other power armor abilities no not one mofo on the block has figured this shite out! I can see why now though but its doable., I like pip menu...the pipboy is a cool idea abit outdated but to be so locked into it just sucks! So my first order of business is to make new animations for the pipboy, I'm thinking a coin that you flip and it just turns into a HUD like the PA but better... and a new script that allows you to either tie the pipboy and hud to an objmod or maybe a toggle button that lets yous witch between the two huds..idk. possibilities are endless. doubt ill get any help so ill just do it for the props...and the vents ;). Link to comment Share on other sites More sharing options...
KL0UDI Posted July 11, 2019 Share Posted July 11, 2019 ANY NEW NEWS ON THIS CONVERSATION??????? Link to comment Share on other sites More sharing options...
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