I like this mod, but for some reason (I guess another mod) the ESL doesn't work and the ESP instead of 2 min of invisibility gives me 4 minutes... EDIT: It's the chemist perk, if I remove that perk last 2minutes, why does this happen? Without the mod that perk doesn't affect the stealthboy.
The +2Rad/s is great and balanced, but another thing, as a suggestion (I don't know if it's posible), it could be great if instead of 2 minutes you could turn it on and off whenever you want, and the battery runs out when you spend 2 minutes invisible in total or something.
For me the perfect Stealth Boy should be like this: · Turn it on and off whenever you want (with the vanilla animation) · The battery runs out when you spend 2 minutes invisible in total, use it several times or something like that. · You can recharge the battery with some fusion cells in the chems workbench (for example) · It gives you + 2Rad/s or a Perception penalty when it is active (something for balance and not always be invisible) · It affects an area and your allies become invisible in that area. (It isn't very necessary but it would be fine)
I really like the mod, it's the first time I actually use a stealth boy from time to time.
However, I don't understand the radiation mechanic completely. What does it mean 2 rads/sec, would this lead to 240 health gone at the end of the invisibility phase? If so, the mechanic doesn't work for me because I get a lot less red healthbar length during use. (Luckily, as my char only has about 200 health.)
The radiation handling in the game is slightly more complex than that. Characters can take up to 1000 rads before dying, so think of it more like taking 240/1000ths of your life. So the new stealth boy mechanic I use can make you mildly sick from radiation for one use. Using it twice and it'll start to be an issue. Use it three times and you'll start thinking of popping some rad-away. I picked this value specifically for this reason - once isn't much of an issue, twice is, and three times is serious. Four times would put you on death's doorstep.
Thanks for the explanation. I only carry two stealth boys at one time, so my bad memory cannot kill me. Also my HUD shows the health bar if health is lower than 30%, so I might be safe.
The stealthboys work great, but I still ended up having to remove this mod. I use some modded followers (like the Silver Streak drone for example) and I discovered that they wouldn't attack any enemies when I had the stealthboys activated
Now that's the kinda feedback modders like. I'll look into that. I try to avoid companions when playing sneaky characters as companions tend to sneak like raging elephants.
EDIT: Okay, tried it out with the Silver Streak... and it works exactly the same with or without my mod. As long as I'm stealthed, the Silver Streak doesn't attack... neither does dogmeat, for that matter. It seems like that's standard behavior for companions. I aggro'd the raiders in the satellite place near Sanctuary, even picking them off one by one with a silenced service rifle, and the Silver Streak and dogmeat do nothing. It will overlay the pip for targeting, but it doesn't shoot until we're no longer stealthed... with either regular stealth boys or my mod. I saw no difference at all in several runs over the same group of raiders.
Isn't this a desirable behaviour? I usually order my companion (MacCready) to idle around when I go sneaking (I don't snipe, only use it for melee). Because otherwise he alarms enemies, even without attacking.
From another point of view: The mod stealthboy is really strong. Even if the companion behaviour were only a result of using it and judged as bad, I had no problem with some disadvantages.
For me, the mod does not work. If I activate a stealth boy, I am disguised for 30 seconds. After the camouflage, I do not receive a dumped Stealt Boy. At the chemistry station I have the option to charge Stealth Boys. But I'm missing a deflated stealth boy.
Is it perhaps because I still have Stealth Boys in the inventory, which were collected before installing this mod?
It should work on any Stealth Boy you already have. More likely, you have a conflicting mod. Make a merged patch/bashed patch (or reorder the plugins) and try again.
It probably overrides the stealth boy to change the name for sorting. You either need to reorder the mods, or create merged patch to get the benefits of both. Not much else can be done when you run into an issue like that - merged patch or a special compatibility plugin to reconcile the two. Personally, I always make a merged patch.
Okay, boys and girls! Here's v2.0. The Railroad Stealth Boy is now rechargeable, lasts 150 seconds, does 1 rad/sec damage, and is worth 1500 caps. I also added a rechargeable Institute Stealth Boy that lasts 240 seconds, does 0.5 rad/sec damage, and is worth 2000 caps... but there's only three of them. You'll find them in the Institute SRB.
The Institute Stealth Boy uses the material swap from SomeoneYouKnow's Stealth Boy Mark II mod, so if you like how it looks, go thank him by endorsing his mod. I placed three of them in the same place as in his mod - you can see them in the background in the second new image uploaded.
Stealth Boy Mark II: https://www.nexusmods.com/fallout4/mods/18900
One note on the Railroad and Institute Stealth Boys: There is a bug in the Fallout engine related to the Railroad Stealth Boy (and applies to the Institute Stealth Boy as well) - when you activate it in third person, it doesn't work... at all. When you activate it in first person, it doesn't do the activation animation, but works. The Unofficial Fallout Patch added a "fix" for that which makes the activation animation work... but nothing else! I don't get the activation sound, the Railroad Stealth Boy is still in my inventory, and I'm not stealthed. So my choices are have the animation, or have a working RRSB. I chose the latter: my mod has overrides on the ufp entries that set them back to normal. So no activation animation for the RR or Institute Stealth Boys, but they work. If you get the animation, but the stealth boy does nothing at all, make a merged patch/bashed patch or reorder the mods so mine has priority over the Unofficial Fallout Patch. If ufp has priority and it all works for you, let me know - it sure doesn't work for me, and it drove me nuts last night trying to figure out why my RR and Institute SBs didn't work.
I found that vanilla stealthboys dont really work as good as they should, I still got shot up a couple of times even using it. in fact, I found that stealth period just doent work even with the sneak maxed out i mean it works, but it sees the caution is inevitable to obtain, is there an overhaul of the sneaking system?
I believe you can use GCM mod to adjust stealth to your liking. So you could use this and that to get stealth boys to what you want. It's a mod with sliders for lots of stuff in game a nice potential esp space saver.
30 comments
UPD: Now I'm not sure. Without this mod, using stealth-boy also gives a random CTD. Something on my side.
The +2Rad/s is great and balanced, but another thing, as a suggestion (I don't know if it's posible), it could be great if instead of 2 minutes you could turn it on and off whenever you want, and the battery runs out when you spend 2 minutes invisible in total or something.
For me the perfect Stealth Boy should be like this:
· Turn it on and off whenever you want (with the vanilla animation)
· The battery runs out when you spend 2 minutes invisible in total, use it several times or something like that.
· You can recharge the battery with some fusion cells in the chems workbench (for example)
· It gives you + 2Rad/s or a Perception penalty when it is active (something for balance and not always be invisible)
· It affects an area and your allies become invisible in that area. (It isn't very necessary but it would be fine)
However, I don't understand the radiation mechanic completely. What does it mean 2 rads/sec, would this lead to 240 health gone at the end of the invisibility phase? If so, the mechanic doesn't work for me because I get a lot less red healthbar length during use. (Luckily, as my char only has about 200 health.)
EDIT: Okay, tried it out with the Silver Streak... and it works exactly the same with or without my mod. As long as I'm stealthed, the Silver Streak doesn't attack... neither does dogmeat, for that matter. It seems like that's standard behavior for companions. I aggro'd the raiders in the satellite place near Sanctuary, even picking them off one by one with a silenced service rifle, and the Silver Streak and dogmeat do nothing. It will overlay the pip for targeting, but it doesn't shoot until we're no longer stealthed... with either regular stealth boys or my mod. I saw no difference at all in several runs over the same group of raiders.
From another point of view: The mod stealthboy is really strong. Even if the companion behaviour were only a result of using it and judged as bad, I had no problem with some disadvantages.
Is it perhaps because I still have Stealth Boys in the inventory, which were collected before installing this mod?
https://www.nexusmods.com/fallout4/mods/3877
If I load your mod under Valdacil's item sorting, your mod will work.
The Institute Stealth Boy uses the material swap from SomeoneYouKnow's Stealth Boy Mark II mod, so if you like how it looks, go thank him by endorsing his mod. I placed three of them in the same place as in his mod - you can see them in the background in the second new image uploaded.
Stealth Boy Mark II: https://www.nexusmods.com/fallout4/mods/18900
One note on the Railroad and Institute Stealth Boys: There is a bug in the Fallout engine related to the Railroad Stealth Boy (and applies to the Institute Stealth Boy as well) - when you activate it in third person, it doesn't work... at all. When you activate it in first person, it doesn't do the activation animation, but works. The Unofficial Fallout Patch added a "fix" for that which makes the activation animation work... but nothing else! I don't get the activation sound, the Railroad Stealth Boy is still in my inventory, and I'm not stealthed. So my choices are have the animation, or have a working RRSB. I chose the latter: my mod has overrides on the ufp entries that set them back to normal. So no activation animation for the RR or Institute Stealth Boys, but they work. If you get the animation, but the stealth boy does nothing at all, make a merged patch/bashed patch or reorder the mods so mine has priority over the Unofficial Fallout Patch. If ufp has priority and it all works for you, let me know - it sure doesn't work for me, and it drove me nuts last night trying to figure out why my RR and Institute SBs didn't work.
in fact, I found that stealth period just doent work even with the sneak maxed out
i mean it works, but it sees the caution is inevitable to obtain, is there an overhaul of the sneaking system?
https://www.nexusmods.com/fallout4/mods/33759