Changed the Stealth Boys duration to 120 seconds and the Railroad's Stealth boy to 160 seconds.
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In Fallout 3 and Fallout New Vegas - Stealth boys lasted for a full 2 minutes. In Fallout 4 - they last for 30 seconds! 40 seconds with the Railroad's modified Stealth boy. Thats hardly ANY amount of time to do anything. By the time when you get maybe one or two mines planted in the correct strategic locations or get close enough to plant an explosive in somebodys pocket - it would have already run out or seconds away from it. Due to frustratingly dying when the Stealth Boy wore off when i was in the middle of 3 or more guys and having to use the stealth boy like its candy due to the duration. I decided to make this mod. Changed the duration of the Stealth Boy to a more reasonable 120 seconds and changed the duration of the Railroad's modified Stealth boy to 160 seconds.
By request - I created a optional file that contains a esp where you can make your own stealth boy at a chem lab under utility. Materials required are 1 Circuitry, 2 Crystal, 1 fiber optics, 2 gold, 1 leather,4 screws, 1 fusion core and 1 sensor module. If you think these materials are too much or not enough then let me know =).
Patch Galore Update 1.2 - I increased the Damage and Energy Resistance to 50+ for med-x in the optional file "patch galore" to balance out the loss of damage resistance to psycho from my other mod "Psycho Patch".
By request - I can confirm that the "Cloak and Dagger" companion perk you get from Deacon works with this added duration.