When you use a Stealth Boy with this mod enabled, the "stealth field" effect does not affect Pip-Boy screen as it continues to glow. Not only that, but you can clearly see outlines of some sort of helmet/headgear as if it was strapped to a player's wrist, lol.
Hi Nehred,Do you still have this patch available? I tried DMing you but Nexus wouldn't let me message you for some reason. If not I totally understand.
plugin = easier to track and turn off should you need to check compatibility. no-plugin= less in your load order thus making you have the ability to run more plugins, plugin limit = 149
Hey there, I have found a recent issue / incompatibility when using this mod with another.
When using this mod with the Pip-Boy 2500A and it's respective NPC Pip-Boy replacer, it seems to break the NPC replacer on all accounts and makes everyone (excluding the player, of course) use the vanilla Pip-Boy instead.
Not a bug, Pip-Boy Screen Always On uses its own Pip-Boy model for NPC, the model is changed by script, either replace that model or disable the option in the INI file.
It took me a while to figure it out but, to anyone who wants to use the Pipboy to the People and NPC Pipboy 2500A/2000mkvi make sure to that in the Pipboy Always On config you set bNPCsUsePlayerModel=0 otherwise it will only use the pipboy 3000 model for npcs even if you overwrite those meshes with a custom pipboy.
I can't seem to make the pipboy screen color to be matched with what I have set up for pipboy screen color for in-game option. The color stays on white regardless of what I choose - amber, blue, green - nope. Just white, white and white.
I am using DarnUI, which seems to be overriding any UI / pipboy color that the users have set for in-game setting - although I have set that overriding option to be disabled - Could it be cause of the issue?
Works fine on my end with the race mod but try this one though, if it's still white (the mod get the current Pip-Boy color so it doesn't matter if a mod changes it by script) type ModelHasBlock Player "PBSAOScreen_N" in the console, it should return 1, if it's 0 make sure the mod and its requirements are up to date and installed properly.
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no-plugin= less in your load order thus making you have the ability to run more plugins, plugin limit = 149
When using this mod with the Pip-Boy 2500A and it's respective NPC Pip-Boy replacer, it seems to break the NPC replacer on all accounts and makes everyone (excluding the player, of course) use the vanilla Pip-Boy instead.
Pip-Boy with mod and without the mod screenshots here.
I was using MO2, didn't spot the ini at first so I assumed I deleted it by mistake at some point.
Otherwise pretty great mod.
I am using DarnUI, which seems to be overriding any UI / pipboy color that the users have set for in-game setting - although I have set that overriding option to be disabled - Could it be cause of the issue?