posting just to mention that this is working with the new gen update You'll probably need the fix as well - I've installed both (https://www.nexusmods.com/fallout4/mods/83520?tab=description)
idk if this is possible because i didn't get it yet but if not can you make it so we can give a second 1 to our companion's so they can use it when you use it
How has this not been ported to Xbox yet...? I remember playing around with this back when my pc actually worked, and I love it. but due to a series of unfortunate events, my rig just a giant, fancy paperweight that I can't get fixed anytime soon. Do you think you would be willing to port this to console, or at least give permission for someone to port it?
Slight bug, but it only seems to affect temporary companions: If you have it set so the companion also becomes invisible, use the stealth boy while the temporary companion is following you, if they stop following you before the stealth boy runs out (more likely to happen if there is no AP drain), the npc keeps the effect (and invisible if the setting is for invisibility) unless you can make the npc a follower just to turn the stealth boy on and off again.
Note: I've only had this happen on Nick Valentine so far, when rescuing him. As he becomes a permanent companion after another quest, you can get the effect off easily once he is a permanent companion.
I can confirm myself that this solution worked. Nick Valentine was just a mass of orange vapor when I rescued him.
I started a new game with this mod and when I helped Nick Valentine escape from Skinny Malone he went in stealth as well despite not being my companion and I tried a lot of things to disable it, even re-enabling his character and dispelling all conditions with a batch file for his ref id and, and finally making a copy of him and deleting his vanished copy just made his copy go invisible. Nothing solved the issue until I asked Nick to join me in tracking Kellogg and i flicked stealth on and off. Funny thing was I had already turned it off for companions (condition set to 'stay visible') since the bug with nick but he was able to turn it off when I turned mine off.
I got a annoying bug where everytime you turn the stealthboy on and or off, it will add another to your inventory, and it makes an annoying sound everytime and once you have like 50 it clicks over and over constantly
Does this mod make you invisible while you attack? I ask because regular stealth boys and anything else that adds invisibility usually doesn't keep you invisible when you're attacking.
Yes, you stay invisible in combat. However, sometimes and apparently for no reason (in combat or not), the stealth deactivates. Not a big issue, but it happens. Also, sometimes you cant equip the module. Saving and reload the game normally fix it.
Edit: Wrong mod. I was talking about RobCo Stealth Module, wich is pretty much the same but is compatible with Gasmask of Wasteland. This one dont.
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You'll probably need the fix as well - I've installed both
(https://www.nexusmods.com/fallout4/mods/83520?tab=description)
Thank you both!!
Note: I've only had this happen on Nick Valentine so far, when rescuing him. As he becomes a permanent companion after another quest, you can get the effect off easily once he is a permanent companion.
I started a new game with this mod and when I helped Nick Valentine escape from Skinny Malone he went in stealth as well despite not being my companion and I tried a lot of things to disable it, even re-enabling his character and dispelling all conditions with a batch file for his ref id and, and finally making a copy of him and deleting his vanished copy just made his copy go invisible. Nothing solved the issue until I asked Nick to join me in tracking Kellogg and i flicked stealth on and off. Funny thing was I had already turned it off for companions (condition set to 'stay visible') since the bug with nick but he was able to turn it off when I turned mine off.
I was worried he would be like this forever lol
However, sometimes and apparently for no reason (in combat or not), the stealth deactivates. Not a big issue, but it happens.
Also, sometimes you cant equip the module. Saving and reload the game normally fix it.
Edit: Wrong mod. I was talking about RobCo Stealth Module, wich is pretty much the same but is compatible with Gasmask of Wasteland. This one dont.