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Equip/UnEquipable PipBoy - Power Armor Pip UI Swap


masoncravens

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-Make PipBoy a playable armor, and make it equipale/unequipable for me and followers.

 

 

*Could be seperate mod*

-Whether you have the PipBoy equiped or not, i want the UI to always be the Power Armor Pip UI instead of the usual PipBoy menu.

 

-Avalible for Xbox One.

 

I haven't gotten a copy of FO4 for PC or the GECK for it either, but having had it for FNV, Skyrim, and FO3, this seems like an easy enough task for anyone to make.

 

also, Thanks ahead of time to anyone who would take the time to make this :)

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It's not as easy as you think because (unless someone else has determined this) it's not particularly clear what Fallout 4 uses as a token to determine which UI to use.

 

If someone has figured that out I would love to know.

Edited by NorthWolf
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ahh, i was thinking that since it is a Power Armor unique menu, that you could just take a look at the scripts that are tied into power armor and find out where the little hook is that tells it to use the unique menu, since it does it so seamlessly.

 

but, i guess it'll have to wait till someone finds it. thanks anyway wolf :p

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I am currently rebuilding my mod Pip-Boy Customisation with console in mind and it does pretty much what you ask except for the Power Armor HUD, it is in my future plan to integrate it as an option.

 

Here are what i figured about the UI

The Power Armor HUD is determined by the PowerArmorPerk [ 0001f8a9 ] and it need a surface to project the HUD probably

Meshes\Interface\Objects\PADashPipboyScreen.nif

The solution probably just need to attach the mentionned nif to the player first person and voila PowerArmor PipBoy Ui without PowerArmor

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ahh, i was thinking that since it is a Power Armor unique menu, that you could just take a look at the scripts that are tied into power armor and find out where the little hook is that tells it to use the unique menu, since it does it so seamlessly.

 

but, i guess it'll have to wait till someone finds it. thanks anyway wolf :tongue:

 

Yeah, no worries. I had made some attempts in the last few weeks to try to figure out a way to implement exactly this idea but never really found whatever toggle they're using for the HUD. I might try to sit down and put in some serious time dissecting the actor values on the player to see if it's hidden in there.

 

If I figure something out I'll try to remember to respond to this post.

Edited by NorthWolf
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I am currently rebuilding my mod Pip-Boy Customisation with console in mind and it does pretty much what you ask except for the Power Armor HUD, it is in my future plan to integrate it as an option.

 

Here are what i figured about the UI

The Power Armor HUD is determined by the PowerArmorPerk [ 0001f8a9 ] and it need a surface to project the HUD probably

Meshes\Interface\Objects\PADashPipboyScreen.nif

The solution probably just need to attach the mentionned nif to the player first person and voila PowerArmor PipBoy Ui without PowerArmor

 

Just in case you didn't see it as it was posted almost at the same time as NorthWolf

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I am currently rebuilding my mod Pip-Boy Customisation with console in mind and it does pretty much what you ask except for the Power Armor HUD, it is in my future plan to integrate it as an option.

 

Here are what i figured about the UI

The Power Armor HUD is determined by the PowerArmorPerk [ 0001f8a9 ] and it need a surface to project the HUD probably

Meshes\Interface\Objects\PADashPipboyScreen.nif

The solution probably just need to attach the mentionned nif to the player first person and voila PowerArmor PipBoy Ui without PowerArmor

 

Yay. I can confirm that the PowerArmorPerk seems to be the primary token that Fallout 4 uses to determine the player state in regards to power armor. If your proposed implementation works then an actual working version of this mod should be entirely viable through the following:

 

Modify ActionPipboyOpen in the idle animations to either have no logic on the powerArmorHUD node or to use "g_PowerArmorHUD" on the pipboyOpen node. The only step after that is to make sure the Pipboy (21b3b for reference) able to be unequipped (playable flag, I think?). You could even get "fancy" in the logic on ActionPipboyOpen and instead of having the powerArmorHUD check for the PowerArmorPerk you could have it check if the Pipboy is equipped, letting the player basically equip the Pipboy if they want to use the Pipboy menu. You would probably want to keep the HasPerk check, though, to make sure the system doesn't act strangely when you equip the Pipboy while in power armor. I've replicated the behavior I think you'd see without it -- it doesn't crash, but it removes the ability to see any of the UI menus, so it could get you locked in an annoying state.

 

TL;DR: Should be viable now, I guess!

Edited by NorthWolf
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well seeing as how there is a viable option on board, maybe it could be if the PipBoy is Equiped, then use its default UI (unless in power armor, of course), then when unequipped, it displays the power armors default UI instead, and when you actually use power armor, its the standard Power Armor UI.

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well seeing as how there is a viable option on board, maybe it could be if the PipBoy is Equiped, then use its default UI (unless in power armor, of course), then when unequipped, it displays the power armors default UI instead, and when you actually use power armor, its the standard Power Armor UI.

 

Yeah, it should be viable to do exactly that (the above post describes how to in technical terms that might not mean much if you're not accustom to modding).

 

I'm going to see if any of my experience editing models in Fallout: New Vegas can carry me through to actually doing what Aether describes and post the results if I get any. Unfortunately my experience from F:NV was mostly just re-aligning iron sights on weapons in mods so there might be a whole lot of learning new tools ahead of me.

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