

The primary thing you want to worry about in custom armor scripts is the part dealing with when you Unequip it, so anything else you put on will have it's normal pipboy interface added and initialized properly on the switch (and since most default armor and outfits already come with associated pipboy gloves for player-wearing, you only need to allow for re-equipping and initiating the pipboy when switching which, I think, also takes care of its associated pipboy glove as well.įor example, a script for armor with a custom textured pipboy (already added to the armor addon-list for the outfit along with the pipboyglove and right hand glove): Set InitGloveEquipped to 0 Sets the integer back to 0 so if the PC will (somehow) unequip the glove, it won't equip it again.Īre you trying to replace the pipboy glove with another custom type and still have a pipboy attached, or remove it entirely? In either case, if you are creating a custom outfit/armor you will setup its armor addons which will determine what gloves (pipboy or otherwise) and pipboy (should such be part of the outfit) and as such, there is really no need for the "OnEquip" part, unless you are adding a custom pipboy, in which case you'll want to add a 'resetpipboymanager' statement. If InitGloveEquipped = 1 Checks if the glove was equipped when you put on your clothes, returns 1 if it was. Player.UnequipItem PipBoyGloveđ 1 Removes the glove (Wow what a surprise!!!) hiddenly Set InitGloveEquipped to 1 Sets the integer to 1 so that it will equip the glove when unequipping the clothes If player.GetEquipped PipBoyGlove = 1 If this returns 1, it will run the following hooks: Int InitGloveEquipped 0 = Glove not equipped, 1 = glove equipped initially Problem is, it only does the first half of that.

I have a script for a set of clothes I am making that removes the pipboy glove when you equip, and then reequips the glove when you unequip the item.
