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DevvEloper

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DevvEloper

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After three years since you left DC, Benny shoots you and takes your PipBoy 3000. Doctor Mitchell gives you a PipBoy 2000 MK VI, which he had from the Vault he comes from.

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The PipBoy 2000 MK VI mod is a great mod, it's a wonderful model used in Fallout 76 with working date and clock. I always use it in every playthroug, as it labels better with the aesthetics of FNV.

Long story short, I see pretty cool if Benny steals your PipBoy and keeps it for himself. Whether if he steals the rest of your stuff or not depends on if you have Benny Humbles You and Steals Your Stuff mod installed (BHYSYS from now on). See [COMPATIBILITY] below.

If you want your PipBoy back, you'll have to find it. Should look into Benny's belongings. However, you WILL need Pip-Boy Selection Menu to equip it.

Details in the [DETAILS] section.
Also, I've restored the use of reflectron by Doc, as it makes no sense Doc takes a reflectron then you use the surgeon menu from FO3.
Also also, TTW Ain't That A Kick In The Head Fix have been merged into this mod (any of main versions has it merged). This is due to conflicts, as this mod touches the same quest parameters and scripts. Because of this, the original fix mod is now redundant with my mod, and not needed.


[REQUIREMENTS]
  • TTW 3.3.2 (older versions specially unsuportted)
  • The non-replacer version of PipBoy 2000 MK VI mod already installed (no matter if glow letters or no-static addons are picked) and loaded BEFORE my mod.
  • My other mod, Pip-Boy Selection Menu, PipBoy2000mk6 version, is now a soft requirement. If you find your Pip-Boy 3000, you WILL need that mod to equip it once you have it. (It lets you select any pipboy you have, wherever you are, whenever you want, from your armor tab... I mean, take a look at it at least)

[FILES]
Two of them:

[INSTALLATION]
Use any supported-by-nexus mod manager of your choice. Manual install is not recommended nor supported.

[COMPATIBILITY]
I'm not pretty good into testing, but anything that changes the way TTW starts the New Vegas section will be incompatible in scripting level, and so, script modification through GECK would be needed for a patch. Check details section so you can see what my patch changes exactly in the scripts. I'm no GECK wizard, so do your own work freely. No permissions needed from me.

[DETAILS]
My patch goes to the VCG01 quest in TTW archive, mainly named "Aint That a Kick in the Head!" and changes three things:

  • Stage 0: Scripting states this quest will remove your pipboy as soon as it detects CGO4 ("Escape!") has *NOT* been completed by the player. So, if you start from FO3, and so you completed the Vault 101 first quest, in Doc Mitchell's house you will already have a PipBoy 3000 in your arm. I erased the conditional of not having CG04 completed for the removal of the PipBoy3000, so as soon as you start the New Vegas segment (Doc Mitchell's house intro, quest VCG01 stage 0) you will not have any kind of PipBoy.
  • Dialog Topic 76 of Doc Mitchell: an embeded script says additem pipboy3000 and additem pipboyglove, then equip both. This script has included the conditions of IsDocMitchell and CG04 not completed. As earlier, deleted the latest one, and changed pipboy3000 for the RefID of pipboy2000mk6. This way, Doc *always* gives you the pipboy2000mk6 no matter if you started from New Vegas or FO3
  • Stage 36: scripted to show FO3 racemenu if CG04 is completed, reflectron if not. As the whole script is an if function, and I don't know if leaving it blank would work, I just changed both possibilities to show reflectron, so Doc Mitchell always use the reflecton he takes out from his ass.

I've redone the mod from scratch in both the last versions, merging any change into my .esp without touching the original .esp of any of the dependancies. So, right now the patch is actually a patch. Should work flawlessly with the latest versions of both the (Benny humbles you) and steals your stuff mod and/or the PipBoy 2000 MK VI mod.