Hi y'all. Kinda strange happening today, as anytime I try to use my pipboy light outside in the Capital Wasteland the light disappears after a few seconds of walking. It only disappears in exterior cells and interiors are unaffected as far as I can tell. I have Old World ENB installed and use BETHini tweaks as well in my ini files, but I have found no way they could have caused this issue. I have TTW installed via MO2.
Load Order:
0 0 FalloutNV.esm
1 1 DeadMoney.esm
2 2 HonestHearts.esm
3 3 OldWorldBlues.esm
4 4 LonesomeRoad.esm
5 5 GunRunnersArsenal.esm
6 6 CaravanPack.esm
7 7 ClassicPack.esm
8 8 MercenaryPack.esm
9 9 TribalPack.esm
10 a Fallout3.esm
11 b Anchorage.esm
12 c ThePitt.esm
13 d BrokenSteel.esm
14 e PointLookout.esm
15 f Zeta.esm
16 10 TaleOfTwoWastelands.esm
17 11 Project Nevada - Core.esm
18 12 Project Nevada - Equipment.esm
19 13 Project Nevada - Cyberware.esp
20 14 Project Nevada - Rebalance.esp
21 15 Project Nevada - Extra Options.esm
22 16 oHUD.esm
23 17 NevadaSkies.esm
24 18 More Perks.esm
25 19 More Traits.esm
26 1a TTWInteriors_Core.esm
27 1b TTWInteriorsProject_Combo.esm
28 1c TTWInt_FollowerGoHome.esm
29 1d SolidProject.esm
30 1e YUP - Base Game + All DLC.esm
31 1f Weapons.of.the.New.Millenia.esm
32 20 TTW_StashPackOptions.esp
33 21 TTWOptions.esp
34 22 MoriartysTestFix.esp
35 23 TTW_StartupMenu.esp
36 24 TTWVaultSuitHotfix.esp
37 25 Project Nevada - Rebalance Complete.esp
38 26 Project Nevada - All DLC.esp
39 27 Project Nevada - Cyberware Additions.esp
40 28 Project Nevada - TTW.esp
41 29 The Weapon Mod Menu.esp
42 2a The Mod Configuration Menu.esp
43 2b CASM with MCM.esp
44 2c JIP MiniMap.esp
45 2d LootMenu.esp
46 2e ShilohDS-Color Maps and Icons.esp
47 2f Useful Loading Screens 1.2.esp
48 30 Delay DLC - TTW.esp
49 31 More Perks Update.esp
50 32 More Traits Update.esp
51 33 TrueCrouching.esp
52 34 EVE FNV - ALL DLC.esp
53 35 Rivet City Merchants With Point Lookout.esp
54 36 MetalBoxes.esp
55 37 Soda Replacer.esp
56 38 Shorter Chem Wear-off Effects.esp
57 39 TTWStashPackDistribution.esp
58 3a JIP Improved Recipe Menu.esp
59 3b CrowdedCities_v2.esp
60 3c MiscItemIconsNV.esp
61 3d LeatherBackpack - eng.esp
62 3e SenterPats Weapon Pack.esp
63 3f Weapons.of.the.New.Millenia.Leveled.Lists.esp
64 40 BLEED.esp
65 41 Asurah_reanimation.esp
66 42 357retex.esp
67 43 singleshot_retex.esp
68 44 B42Inertia.esp
69 45 UpgradesFromTheCommonwealth.esp
70 46 FO4-FNVPorts.esp
71 47 FO4PowerArmorReplacersWithDLC.esp
72 48 All Weapon Sounds Overhaul .esp
73 49 LightUpAndSmokeThoseCigarettes_edisleado.esp
74 4a JokerineStimpakLimbsHC.esp
75 4b NevadaSkies - TTW Edition.esp
76 4c RadioLegacyMod.esp
77 4d Colt N99 10mm.esp
78 4e YUP - NPC Fixes (Base Game + All DLC).esp
79 4f Unofficial Patch NVSE.esp
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PipBoy Light Disables itself in exterior cells
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TheHulksCousin
- Posts: 3
- Joined: Mon Oct 08, 2018 7:05 am
- pintocat
- Posts: 576
- Joined: Sun Apr 07, 2013 12:50 am
Re: PipBoy Light Disables itself in exterior cells
Are you using TTW 2.9.4, or TTW 3.2?
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TheHulksCousin
- Posts: 3
- Joined: Mon Oct 08, 2018 7:05 am
- IvoryOwl
- Posts: 72
- Joined: Fri Oct 20, 2017 4:35 pm
- pintocat
- Posts: 576
- Joined: Sun Apr 07, 2013 12:50 am
Re: PipBoy Light Disables itself in exterior cells
I asked because we have at least one user on 3.2 who refused to use YUPTTW and chose to use the non-TTW YUP, for example, and I wanted to make sure this wasn't some horrible messed up frankenstein load order of a mix of 2.9.4 and 3.2 both.
- RoyBatty
- Gary
- Posts: 7742
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
Re: PipBoy Light Disables itself in exterior cells
It could be a problem with JIP Minimap according to another user.

-
TheHulksCousin
- Posts: 3
- Joined: Mon Oct 08, 2018 7:05 am