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Equipping Pipboy


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So, I'm trying to set up a mod that bypasses the original start. The problem with bypassing the original start is that I have to do a lot of things that were already handled at a different time. The biggest issue seems to be the Pipboy. I can add it just fine in my script, but trying to equip it leads to a CTD no matter what.

 

I've set the line in a quest stage, an object OnActivate block, a timer controlled GameMode block, and a timer controlled GameMode Quest stage call. No matter what, it CTDs at the Pipboy equip. Once the script runs (with the equip commented out) I can equip it via console, which works just fine, but obviously not a solution.

 

So, does anyone know what's going on or how to get around this?

 

Here's the code:

player.additem pipboy 1
player.additem pipboyglove 1
player.equipitem pipboy
player.equipitem pipboyglove
ResetPipBoyManager
EnablePlayerControls

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So, I'm trying to set up a mod that bypasses the original start. The problem with bypassing the original start is that I have to do a lot of things that were already handled at a different time. The biggest issue seems to be the Pipboy. I can add it just fine in my script, but trying to equip it leads to a CTD no matter what.

 

I've set the line in a quest stage, an object OnActivate block, a timer controlled GameMode block, and a timer controlled GameMode Quest stage call. No matter what, it CTDs at the Pipboy equip. Once the script runs (with the equip commented out) I can equip it via console, which works just fine, but obviously not a solution.

 

So, does anyone know what's going on or how to get around this?

 

Here's the code:

player.additem pipboy 1
player.additem pipboyglove 1
player.equipitem pipboy
player.equipitem pipboyglove
ResetPipBoyManager
EnablePlayerControls

 

This is a New Vegas engine bug.

You must equip the Pipboy in Menu Mode, e.g. during a dialogue.

Edited by tortured Tomato
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This is a New Vegas engine bug.

You must equip the Pipboy in Menu Mode, e.g. during a dialogue.

Yeah, I found that out. Though actually I was made aware of the fact that the player base form starts off with the Pip-boy in inventory. I just removed the lines in the startup quests that remove it for the intro video and Doc start, and then I can equip it just fine from an object script.

 

So problem solved! And the best alternate start mod ever made is back on track!

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