Nimboss Posted February 5, 2012 Author Share Posted February 5, 2012 Hi all, I have now released a "proof" of concept. It works and I use it myself. http://newvegas.nexusmods.com/downloads/file.php?id=45344 It could get a lot more fixing but I got a bit of tired of all the make a little change in NifSkope test in game, nope try again endless loop. Spent most of Saturday do get something decent visible. Also NVSE is needed see explanation below. The general approach: 1. Hacked the pipboy.kf to instant show and stop animation, by tricking the animation key for when animation is ready.2. Modified (more trashed) the PipBoy and moved the screen to be in front of the player in PipBoy mod.3. Made a quest script that initial remove any vanilla PipBoy or PipBoyGlove.4. A fast script sequence that equip and unequip the modified PipBoy when going into and out of PipBoy menus.5. A fast unequip and equip of what ever the PC is wearing in upperbody slot, if cloth changed when PipBoy is equipped the game is hardcoded to shrink or completely remove the mesh around the PipBoy to avoid clipping. NVSE has a function to get hold of whatever the PC is clothed with. Give it a try and let me know what you think... Link to comment Share on other sites More sharing options...
ShadowDragyn Posted February 5, 2012 Share Posted February 5, 2012 (edited) I think I've figured out how that bug was working earlier in which the menu was showing up but nothing else. The dynamic menu information you see is, I believe, an actual screen menu like any other intended to look like it's a part of the pipboy screen, when in reality the screen is just a backdrop.So what the bug was doing was basically just preventing the first-person switch and animations from playing.Not sure if you guys already know :PThis means the whole animation is unnecessary, outside of telling the game when the menu should actually appear. Rather than modifying the pipboy, it might be simpler to change the animation into a basic standing pose and place a little black wall in front of the camera while the menu is up. Edited February 5, 2012 by Shadow_Dragyn Link to comment Share on other sites More sharing options...
Nimboss Posted February 5, 2012 Author Share Posted February 5, 2012 It would be wonderful if that is possible!But at least what I found out is that the menu screen is projected on the screen area of one object in the PipBoy.nif in game. That was what took me so long time to move rotate and fix the area at least decent in front of the user.If I was skilled in .kf animation indeed I would create a animation with only one pose and set it in line with any exact 90/120 degree in relation to the user eye view. It would make it a lot easier to set and arrange the screen in front of user view. Link to comment Share on other sites More sharing options...
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