Pipboy Remover Redux

Mod releases and conversions for Current versions of TTW
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FiftyTifty
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Pipboy Remover Redux

Post by FiftyTifty » Sun Sep 22, 2019 12:32 am

Having gotten fed up with the bugs of the ancient pipboy remover by vivanto, I decided to make a much leaner, cleaner, and more performant version. I'd say I did alright. No more nude flashes, no more vanishing player character, no more loops running every frame. Get it here: https://www.nexusmods.com/newvegas/mods/67638/

There's one slight caveat, and that is I made the quest that sets the event handlers run every five seconds, as I want to have as little a performance drain as possible. If there's a way to only have the event handlers run only once for each time the game is reloaded, I'd love to know.

There's also only one bug I couldn't squash, and it only occurs for the first time you use the mod. It happens when you open the Pipboy for the first time, and it isn't properly removed. To fix it, just open it again. Bam, and the bug is gone for good.

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FiftyTifty
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Re: Pipboy Remover Redux

Post by FiftyTifty » Fri Jan 03, 2020 5:01 am

Updated, fixed all the issues with the pipboy being removed in all the pipboy menus. Dunno why I released it like that, don't remember it being completely bugged.

Anywho it's fixed now.

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jlf65
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Re: Pipboy Remover Redux

Post by jlf65 » Fri Jan 03, 2020 12:47 pm

What's the difference between the regular and the non-TTW versions of the file?

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FiftyTifty
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Re: Pipboy Remover Redux

Post by FiftyTifty » Fri Jan 03, 2020 4:21 pm

jlf65 wrote:
Fri Jan 03, 2020 12:47 pm
What's the difference between the regular and the non-TTW versions of the file?
The Non-TTW version doesn't have TTW's ESMs as masters, but can't check if the player is in Tranquility Lane.

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jlf65
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Re: Pipboy Remover Redux

Post by jlf65 » Fri Jan 03, 2020 4:46 pm

Ah, gotcha. Thanks.

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FiftyTifty
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Re: Pipboy Remover Redux

Post by FiftyTifty » Mon Mar 23, 2020 9:48 pm

Updated. Turns out the mod was broken for ages after I made a "fix" for the repair and mod menus. Now it properly works, with an ingenious delay done via SetGameMainLoopCallback.

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jlf65
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Re: Pipboy Remover Redux

Post by jlf65 » Tue Mar 24, 2020 8:50 pm

Ah, thanks. I was about to report a problem I was having with the current version. I'll try the update first.

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FiftyTifty
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Re: Pipboy Remover Redux

Post by FiftyTifty » Tue Mar 24, 2020 9:44 pm

jlf65 wrote:
Tue Mar 24, 2020 8:50 pm
Ah, thanks. I was about to report a problem I was having with the current version. I'll try the update first.
Yeah I accidentally checked against a legit menu, as when you transition from Pipboy Inventory -> Repair Menu, you actually leave the Pipboy menu, despite it still being open.

Had to do a bit of genius work and detect the Pipboy menu being closed, but with a 20 frame delay so there's plenty of game time before the Pipboy is unequipped, rather than happening immediately.

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jlf65
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Re: Pipboy Remover Redux

Post by jlf65 » Tue Mar 24, 2020 11:30 pm

Works fine now. And yes, you've lowered your arm before it goes away, but it's certainly not objectionable.

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FiftyTifty
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Re: Pipboy Remover Redux

Post by FiftyTifty » Wed Mar 25, 2020 6:25 am

jlf65 wrote:
Tue Mar 24, 2020 11:30 pm
Works fine now. And yes, you've lowered your arm before it goes away, but it's certainly not objectionable.
Yeh it's cludgy, and I could reduce the frames, but it's better to be conservative with Gamebryo. Good to know that it works properly now.

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