Pipboy object.

Post » Fri Apr 29, 2011 8:23 am

In a future portion of my mod. I have the player take control and suit up in a giant robotic suit of power armor. Effectively making them a 'Liberty Prime'. One issue however, is that the player still has the pipboy visable, when the 'robot' does not. Can I remove the player pipboy via 'RemoveItem'? I tried 'Player.RemoveItem PipBoy 1' and PipBoyNpc but I cannot figure out how to remove it. I looke dat CG02 where you get the pipboy, but cannot for the life of me see where they add it to the player. No AddItem or anything. Can anyone provide some insight? Thanks in advance.

Gunmaster95

EDIT: I have found where it adds it to the player. In the result script for stage 10 of CG02, it has these lines.

player.additem pipboy 1ResetPipboyManager


So then why when I try RemoveItem pipboy 1, it says Pipboy is not a parameter object? Is it unremovable or something?
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Baby K(:
 
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Post » Fri Apr 29, 2011 1:56 pm

Did you look at the tranquility lane scripts? MQ04Script

			Player.RemoveItem Pipboy 1 1			Player.RemoveItem PipboyGlove 1 1

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Jeff Tingler
 
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Post » Fri Apr 29, 2011 5:17 pm

Ok, so it it just one of those things that wont work ingame on the console? As I was trying it there. But if that is right, I will just put it in the actual script and ignore it in my ingame console tests of things. Also, that makes me think. I will put the watch on the player during my flashbacks... perfect. Thanks WillieSea.
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Monique Cameron
 
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Post » Fri Apr 29, 2011 7:26 am

You could probably get a modeller to edit out the watch for you, and then just replace the watch mesh with a blank arm mesh.
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kasia
 
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Post » Fri Apr 29, 2011 3:11 pm

Oh yea I did not notice the watch was part of the outfit. Oh well, I will simply remove the pipboy and have a blank arm.
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JLG
 
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Post » Fri Apr 29, 2011 12:57 pm

So then why when I try RemoveItem pipboy 1, it says Pipboy is not a parameter object? Is it unremovable or something?

When you use RemoveItem in the console, you have to use the editorID of the PipBoy. For the pipboy it is 15038. Also note that there are some custom scripts for adding and re-equipping the pip boy and glove (who may cause issues with mods that allow the player to remove the pip boy). Also, while the pip boy is unequipped, the player will be unable to equip or unequip anything not hotkeyed, so you may need some extra way of unequipping the robot suit.
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Amanda Furtado
 
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Post » Fri Apr 29, 2011 2:40 pm

When you use RemoveItem in the console, you have to use the editorID of the PipBoy. For the pipboy it is 15038. Also note that there are some custom scripts for adding and re-equipping the pip boy and glove (who may cause issues with mods that allow the player to remove the pip boy). Also, while the pip boy is unequipped, the player will be unable to equip or unequip anything not hotkeyed, so you may need some extra way of unequipping the robot suit.

Yea I just figured that out. And I will of course be taking the robotic suit off by script and all. I dont want them to be able to use their pip boy. But I suppose, instead of removing it, I will simply lock their view in first person, so they just cant go third and see it. However, if I disable access to the pipoy via DisablePlayerControls, can they still swap things with a hotkey? If so I may have them put on a special 'operating suit' and empty their inventory just to be safe.
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alicia hillier
 
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