A fusion core seems a bit too expensive don't you think? Personally I'd rather if it was like 20 or even 50 fusion cells. Nonetheless, great mod! Perfect for my stealth build :)
Hm... Can you possibly do a version of this mod where it adds in an "Charger Stealth Boy"? Basically, it is a Stealth Boy which has infinity use but has to recharge for like 15-25 seconds in between each use. Possibly make it so you upgrade normal Stealth Boys at a Chemistry Station in order to do this so that you can make more for your companions and settlers, if you feel like it.
And upload it onto Bethesda.net for console users?
I would do this mod myself but my PC isn't good enough for Fallout 4, so I am stuck on the console, ha-ha.
Um, i'll look into it. See if i can make something like that. About Bethesda.net though, even though mods aren't ready for consoles yet, i'll still upload it prematurely so people can have access to this mod when support for consoles come out.
I hope you don't mind if i balance it out a bit. A infinite use stealth boy with a cooldown of only 15-25 seconds seems ridiculously overpowered. I'll see if i can make it a infinite use stealth boy with a 5 minute cool down. Or a infinite use stealth boy but you have to recharge it at a workbench using specific resources. Or i might bring the performance down to half of what it was to balance it out but still keep the infinite use and cooldown you suggested. I would like to know which one you prefer.
I prefer the cooldown myself, though if ya want to. Make a few versions of it, each one requiring a higher perk to make it. For example, the one with the full time (120 seconds, right?) and a 15 second cooldown would require Rank 4 of Science and possibly rank 5 of Sneak, while weaker versions of it (such as ones that lasts 60 seconds with a cooldown of 45 seconds) would require Rank 1 of Science only...
That way would be better as it'll balance out the Stealth Boy for each part of the game, so that it doesn't become weak at end-game status. Plus, end-game items are suppose to be pretty powerful. I mean, look at the end-game robots you can build with Automatron!
Okay. I am going to make the recipe for this other fellow in the comment section and then i am going to get to work on your request. (sorry for the really really late response). This request is going to be a bit more difficult to make since it requires making a script which i am not experienced in. I will also upload all of my mods to bethesda.net. I can't test if any of them work since i don't have the game for xbox but hopefully you will test them out for me.
Sorry for the late response but what would you think is the right crafting supplies for the Stealth Boy? Its obviously high tech and rare so it should be very difficult to make. I'll look through the list of materials to figure out which but i just wanted to get your input.
Thank you for the endorsement =). At the time i made this mod i had it just sitting in my personal esp only helping out my game. I noticed a mod like this didn't exist on nexus so i decided "eh, what the heck. Might as well upload it and let other people use it."
Would you consider "patching" the landmines too? Placing a mine in every other game is a silent action, you are [supposedly] carefully placing a small fragile/volatile item on the deck, yet somehow it alerts everybody in a 40-foot radius even through the noise of a raging thunderstorm. It's f*#@ing ridiculous.
I think that would have to be something done with geck. Probably involves script changing. But i dont think planting mines give off any sound, although at times when i was playing the game it most certaintly seemed like it, so i can't blame you there. i just tested it. Stood a couple feet away from somebody while i was behind a wall and planted like 10 mines - literally just chucking them everywhere, throwing them against walls lol. She didn't even hear me. They do seem to be VERY sensitive to spotting the mine ' while ' you're planting it but after you get done planting it and they didn't see you planting it, they can no longer see the mine i think. Not sure while in combat though. They do seem to avoid my mines while i was in combat. Seen a guard dog juke through a minefield of like 10 mines lol.
Pretty sure mines themselves wont alert anyone nearby, you just need damn good sneak to begin with to not get detected from miles, stupid game mechanics.
Interesting theory, so i decided to test it out. Had a character with 11 agility, level 4 sneak and under the effects of stealth boy. Tried throwing a mine a couple of feet infront of a raider in eyes sight. Sent the raiders in search mode. Decided to hide behind a fully covered desk. in the same room as a raider and planted a mine while he was looking my way and then a second time while he was looking in the opposite direction. On the first try he got spooked immediatly. The second time he got spooked when he was walking towards my direction. It appears the raiders have X-Ray vision O_O. But as you said...stupid game mechanics. Thats a great idea for a mod though. Have the detection of mines based on your ability to sneak. Special stat and sneak perk in all.
Um, i haven't tested it. But it can easily be tested so i'll do that because i'm actaully quite curious about it. But i don't see why it wouldn't work. I'll test it out today =)
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And upload it onto Bethesda.net for console users?
I would do this mod myself but my PC isn't good enough for Fallout 4, so I am stuck on the console, ha-ha.
That way would be better as it'll balance out the Stealth Boy for each part of the game, so that it doesn't become weak at end-game status. Plus, end-game items are suppose to be pretty powerful. I mean, look at the end-game robots you can build with Automatron!
That would be great.
Nie One