This mod makes the basic Stealth Boy more immersive, making it last longer, increase your radiation level, and allowing you to recharge it or make a new one. Now with rechargeable Railroad Stealth Boy and new rechargeable Institute Stealth Boy.
Permissions and credits
Author's instructions
This mod as of 2.0 contains materials for the Institute Stealth Boy from SomeoneYouKnow's mod, Stealth Boy Mark II (Institute Version). He gives permission to use his assets as long as you don't use them in a commercial manner and give him credit. I also put the Institute Stealth Boys in the same place as he placed his. All credit on the new texture and the placement go to him.
As such, while you can use my assets in any manner you wish, you cannot use the Institute Stealth Boy materials except in accordance with SomeYouKnow's permissions.
File credits
This mod as of 2.0 contains materials for the Institute Stealth Boy from SomeoneYouKnow's mod, Stealth Boy Mark II (Institute Version).
Stealth Boy Mark II: https://www.nexusmods.com/fallout4/mods/18900
Donation Points system
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Changelogs
Version 2.0
Railroad Stealth Boy is now rechargeable. It lasts 150 seconds, does 1 rad/sec damage, and is worth 1500 caps.
Added a new rechargeable Institute Stealth Boy. It lasts 240 seconds, does 0.5 rad/sec damage, and is worth 2000 caps.
Added overrides on the entries for 1st and 3rd person stealth boy animations setting them back to normal. This overrides the
Unofficial Fallout 4 Patch. It was the only way to get the Railroad and Institute Stealth Boys to work.
Version 1.0
Initial release. Craftable and rechargeable. Lasts 120 seconds and does 2 rads/sec damage. Price set at 1000 caps.
The Stealth Boy now lasts 120 seconds, dosing you with 2 rad/sec the whole time. Gotta be some kind of penalty for usage. After 120 seconds, a depleted Stealth Boy is added to your inventory. This can be recharged at any chemlab with six fusion cells. There are no restrictions on recharging a depleted Stealth Boy as any idiot can change the batteries in a device. You can also create a new Stealth Boy at any chemlab if you have Science 2. Stealth Boys are now worth 1000 caps - seriously, a Giddyup Buttercup rear leg is worth more than the vanilla Stealth Boy! That made no sense at all! A depleted Stealth Boy is worth 750 caps.
It always bothered me that the vanilla Stealth Boy only lasted 30 seconds and was almost worthless (both in usage and resale). They lasted much longer in Fallout 3 and New Vegas. Both also had rechargeable Stealth Boy mods available. I haven't found one for FO4, so I finally got around to making my own. The higher value means that you can sell them for some decent money. Being rechargeable means you really only need a few since you can recharge them later - no chugging Stealth Boys like they're whiskey!
Seriously, Fallout 4 seems to go out of its way to discourage stealth players. They have you tromping around in power armor with loud guns from the get-go, and it takes forever to get decent stealth perks - long enough that they're generally worthless by that point in the game. This mod is just one thing in helping stealth players.
New to 2.0! The Railroad Stealth Boy is now rechargeable. It lasts 150 seconds, does 1 rad/sec damage, and is worth 1500 caps. I also added a rechargeable Institute Stealth Boy; the texture is courtesy of SomeoneYouKnow's Mark II Stealth Boy mod, and in keeping with his permissions, this mod cannot be used in a commercial manner as long as it includes the Institute Stealth Boy materials. The Institute Stealth Boy lasts 240 seconds, only does 0.5 rads/sec damage, and is worth 2000 caps, but there's only three in the game! You'll find them in the Institute SRB like in SomeoneYouKnow's mod.