I am looking for a script that will either allow me to access the pip boy via some toggle button that the player can use whenever they need to use the pip boy or ideally some script that will force allow the players use of the pip boy even without fulfulling the original bethesda fo4 quest requirements. So my guess is there are some quest stages in the player's travels out of v111 to the surface that are what allows the pip boy to be re-opened. It will not re-open using the controller after exiting for some strange reason. The player is able to pick up the pip boy, activate it and use it but not actually use it again after closing the pip boy that first time. I've tried moving the skeleton hand with the pipboy on it to an area inside my alternative intro scene directly from it's origin at the exit of vault 111 (*the interior story I made is actually in a separate area of vault 111cryo interior cell for simplicity sake.
![fallout 4 skip intro alternate start mod fallout 4 skip intro alternate start mod](https://staticdelivery.nexusmods.com/mods/1151/images/18946-0-1479576054.png)
(it skips that part very well the player jumps right from the player bathroom right to the place in the first cryo chamber after waking up from stasis.)Īll the controlls work at this point except the pip boy It gets me as far as the moment the player wakes up from cryo stasis.
![fallout 4 skip intro alternate start mod fallout 4 skip intro alternate start mod](https://staticdelivery.nexusmods.com/mods/1151/images/thumbnails/18946-1-1479576052.jpg)
#Fallout 4 skip intro alternate start mod mod
Another mod author has given me the ok to use his skip intro mod in my mod but the source script file is not included so I can not see how he did what he did. force the player to be able to use their pipboy even without going through entire vault 111 area. have some terminal or switch that will activate the player's pip boy to a certain tabĢ. Hello I'm wanting to do one of two thingsġ.