The Pip-Boy Hardware Expansion Suite adds a series of expansion modules that grant bonus effects as though they were armors, but don't take up an armor slot and can't be confiscated. It was inspired by this article I read on the wiki, about a feature found in J.E. Sawyer's pen and paper Fallout RPG.
There are three plugins available – one for Fallout: New Vegas only, one for Fallout: New Vegas with all its DLC, and one for Tale of Two Wastelands. Choose only one to enable.
The available modules are grouped into separate tiers by function. Only one module can be equipped at a time, and they cannot be hot-swapped. To change modules, you need to use the briefcase which can be found on a shelf in Doc Mitchell's house in Goodsprings, as well as in Craterside Supply in Megaton if using the TTW plugin.
Modules can be found scattered around the Wasteland, purchased from select vendors, or looted from containers. The following vendors have a chance to sell expansion modules:
Pre-placed instances of each module can also be found at the following locations:
There are a number of global variables that can be changed using either the G.E.C.K., FNVEdit, or console commands, in order to tailor the experience to your personal preferences. When using console commands, the proper syntax is set aaaGLOBWhatever to #
.
aaaGLOBEnableLeveledListIntegration | Determines whether the modules are injected into base game vendor and loot lists. Set to 1 by default, meaning the modules are injected into base game lists as soon as the game starts. If you plan to change this, use FNVEdit instead of the console. |
---|---|
aaaGLOBEnableWorldInstances | Determines whether pre-placed instances of each module appear in the worldspace. Set to 1 by default, meaning pre-placed instances will appear. |
aaaGLOBRandomChanceMult | Affects the Kludge Buddy and Juice Buddy modules. This value is multiplied by the Player's Luck to calculate the chances of the module's effect being applied. Set to 2.5 by default, meaning with max Luck, the effect has a 25% chance of occurring. |
aaaGLOBInstantHack | Affects the Hack Buddy module. Determines whether terminals are instantly unlocked or merely have their lock level lowered. Set to 1 by default, meaning that terminals are instantly unlocked. |
aaaGLOBUseUpChems | Affects the Brawl Buddy, Reflex Buddy, Nurse Buddy, and Rad Buddy modules. Determines whether chems are consumed from your inventory before the module's effect is applied. Set to 0 by default, meaning chems are not used up. |