Pip-Boy Holo Panel mod rewritten from scratch, now ESPless, with option to choose whether PA only or not, plus new features, bug fixes, and customizations.
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Changelogs
Version 1.22c
Fix: Pip-Boy light not working correctly after loading a save the second time
Version 1.22b
Fix: Invalid array error prints spamming
Version 1.22a
Fix: Pip-Boy light turning off at times when switching to or out of power armor in the inventory
Compatibility: Added hand held support for Tactical Tablet
Version 1.22
INI: Updated with new setting - HandHeldSupport
Compatibility: Added for hand held Readius and Pip-Boy 2500 (Set HandHeldSupport=1, and disable the hand held esp files - Readius_NV.esp / pipboy2500_edisleado.esp. If using Readius, unpack and delete BSA. Do NOT use Universal Pip-Boy Customization. When switching in or out of power armor in the menu, the Pip-Boy will disappear. Reopening the Pip-Boy will correct this.)
Fix: Female Pip-Boy being tilted when taking off power armor in the Pip-Boy menu
Version 1.21c
Fix: With PAOnly=1, mod not remembering which Pip-Boy the player was using after restarting the game
Fix: With PAOnly=1, switching from power armor to another power armor in the inventory causes the holo panel to shut down
Version 1.21b
Fix: Holo panel not working when loading a save with another Pip-Boy equipped and PA Only set to 0
Version 1.21a
Fix: Pip-Boy reverting to Pip-Boy 3000 upon loading a save that has another Pip-Boy equipped
Reduced the brightness of the buttons at the bottom of the Style 1 holo panel
Version 1.21
Compatibility: Added PA Only support for non-replacer wrist mounted Pip-Boys (ie Pimp-Boy)
Version 1.20b
Fix: Imagespace and invisibility modifiers not being removed when exiting Pip-Boy while repair or item mod menu is active
Version 1.20a
Fix: Pip-Boy light not working upon loading a save with power armor on if PA Only is enabled
Compatibility: Revised parts of the code to prevent more potential script runner glitches from occurring
Version 1.20
INI: Updated with new settings
New Option: "Hardcore Counters" - Show levels of radiation and hardcore needs at the top of the holo panel
New Option: "Color Fill" - Darken or fill in the body of the holo panel with the Pip-Boy color
Compatibility: Opening the Pip-Boy while sprinting with Enhanced Movement causes the Pip-Boy to not appear
Improved parts of the code to reduce potential issues
Version 1.19
Fix: FOV settings not working as intended
Version 1.18
Compatibility: No longer messes with Titans MCM settings as innate support has been added in Titans 2.1.34
Version 1.17
Fix: Missing NPC Pip-Boy when power armor only is enabled and hide glove is disabled
Version 1.16
Fix: Glitches related to imagespace functions that occur when other script runner mods use menu event handlers (In layman's terms, the mod just works now)
INI: Made the ini its own separate file so to not overwrite your settings every time the mod is updated. The latest ini version is 1.15.
Version 1.15a
Roll backed the menu event handler fix attempt in 1.15, as it caused other problems upon further testing
Version 1.15
Fix (Attempt): Menu event handlers used in other runner scripts causing holo panel to malfunction
Fix: DisableArtifacts not turning off
Fix: Various typos in the INI
Version 1.14
New Option: "Clean Interface" - Disable scanlines and distortions (On by default)
New Option: "Disable Humming" - Silence the noticeable humming sound when idling (On by default)
New Option: "Include Salvaged" - Use holo panel when wearing salvaged armor (For non Titans 2.0 users)
Fix: DisableArtifacts option not working correctly
Fix: Missing interface when equipping a power armor with disguise ability
Optimization: Streamlined and improved the code in checking for power armors
Version 1.13
Fix: All TTW power armors not working when using Titans 2.0
Version 1.12
bDisableStealthEffectInPipboy in lStewieAl's Tweaks is now disabled automatically
Version 1.11
Fix: Mod now correctly checks for all power armors when not using Titans 2.0
Fix: Wavering settings not updating when loading into a save with power armor on
Compatibility: Accessing Pip-Boy causes a chem animation from Animated Ingestibles to play
Compatibility: Holo Pip-Boy not working when starting a new game with Alternate Start with Delayed Main Quest
Version 1.1
Added Requirement: ShowOff xNVSE
Added Option: "Power Armor Only"
Added Option: Load FOV directly from FOV Slider MCM
New method of hiding Pip-Boy: No longer necessary for the mod to unequip Pip-Boy
Revised invisibility script
General code improvements
Version 1.02
Improved Pip-Boy color support - able to take on any RGB color rather than just vanilla presets, compatible with MAPMO
Version 1.01
Restored original file paths so the mod is backwards compatible with holo panel texture mods
Added different textures for side button style as a modder's resource
Information Made with performance in mind. For those who just want to get things done and skip having to wait for the Pip-Boy to pull up every single time. It attempts to turn the Pip-Boy into a regular character/inventory menu that comes up the instant one hits the button.
Features
ESPless - zero headache, fits anywhere
Plug-And-Play - new method that removes the Pip-Boy and the glove without unequipping either, safe to disable/uninstall any time
PA Only Or Not - choose between making it a full Pip-Boy remover or power armor only (PA Only is off by default)
Compatibility Fully compatible with texture mods intended for the original holo panel, just be sure to set Style=1 to switch the interface back to the original one.
Fully compatible with any replacer or standalone wrist mounted Pip-Boy.
Mostly compatible with hand held Readius and Pip-Boy 2500. To make it work, set HandHeldSupport=1, then disable the hand held esp files - Readius_NV.esp / pipboy2500_edisleado.esp. If using Readius, unpack and delete BSA. Do NOT use Universal Pip-Boy Customization. When switching in or out of power armor in the menu, the Pip-Boy will disappear. Reopening the Pip-Boy will correct this.
Notes While the mod will automatically equip the Pip-Boy upon loading a save, it won't equip the Pip-Boy glove, if it was previously unequipped. If this applies and you wish to have the glove again, use the console command "Player.EquipItem PipBoyGlove".
Known Issues & Limitations With PA only option enabled, when switching to or out of power armor in the inventory, the imagespace modifier (background color tint) and FOV won't update until after closing the Pip-Boy. As far as I know, this is a game limitation and there's nothing I can do.