question. Which apparel slot does this item sit in? cuz If i know than i may be able to find an armor piece or accessory that takes the same slot and therefore be able to switch them on and off (i hope it is glasses slot cuz in stealth mode you cant see glasses anyways)
Interesting question. Personally, I don't tend to use hotkeys, so I didn't consider that question and don't really have the background to address it. Do you have suggestions?
I managed to do it with FO4Hotkeys. So I press one button to equip it and another to unequip it. You also have to lock the mod in a loadorder (If you're using Vortex)
This looks good. I'd honestly have it run on Fusion Cells like a Laser weapon and last a good 15 to twenty minutes real time before you have to replace the cell.
Mind you, if that seems OP you can sensibly require Science! 4 to build a new one or Science! 1 and a regular Stealth Boy, Science! 2 allowing you to convert a Broken Stealth Boy like the Nightkin of Super Mutants Redux often have on them.
I see your point on fusion cells and a longer but limited run time. If I am understanding the Creation Kit's categories correctly (and I may not be -- I find this version harder to work with than earlier versions) I'd have to design it as an actual weapon, and that would create problems I don't know how to deal with. I chose the difficulty levels I did in order to mirror the Power Armor Torso Stealth Boy mod included in the game. That's perhaps a heavy-handed way to maintain game balance, but it's at least clear. Making unlimited stealth fields easier to get would risk making this a cheat mod, which I don't want to do. So there's limitations -- but I hope you enjoy the mod!
For some reason...I or a companion can't equip it. I click on it and it shows that I'm not wearing it by automatically unequipping it. My companions don't get the option to wear it at all.
Hmmm. The only thing I can think of is that in the Creation Kit I assigned the powered stealth boy to the FX slot. (I tried other slots and got error messages.) If you're using something else that occupies the FX slot and can't be swapped out, that could account for it. If you can't get this to work, you might try my Stealth Masks mod: https://www.nexusmods.com/fallout4/mods/57402
Ah, that would explain it. Fairly sure that Tactical Tablet (it's deleted on here, but not on other sites if you know where to look.) uses that slot. Dang it.
While it doesn't explain why my companion could not wear it as well, I'm going to have to assume that finding your invisible ally would be a hassle anyway.
If you want to experiment and have the Creation Kit, you might try opening the mod and filtering for Powered_Stealth_Boy, then under Biped Object try one of the 54-58 Unnamed slots rather than 61-FX. (I started with the Unnamed slots, and while the Powered Stealth Boy seemed to work fine, Creation Kit generated error warnings when I opened the mod to edit it. I'm not sure how seriously to take that, since Creation Kit also generates error warnings when you open the basic Fallout 4, but FX didn't generate warnings so I went with that.)
If you'd like to make your companion invisible while sneaking, trading the Stealth Bandana to them and selecting it in their inventory does that in my game. Note that the bandana occupies the beard, mouth, and neck slots -- so if your companion is wearing armor or clothing that occupies one of those slots, selecting the bandana will deselect their clothes ...
I suspect you already know how to do this, but for the sake of other readers, and since I find this version of the Creation Kit harder to use than earlier versions, I'll include a step-by-step process here for reference: 1. Open Creation Kit, and check "Powered Stealth Boy" and set it as Active. 2. In the Objects tab, highlight the top Armor tab and filter for Powered_Stealth_Boy. (You can also find it in the armor subheadings under StealthBoy01.nif, which this mod adds to the list.) 3. To change the slot, look in the column under Biped Object, select the slot you want to try, and deselect other slots.
21 comments
blueboar
blueboar
Z=Player.EquipItem 0B000F99
Shift-Z=Player.UnequipItem 0B000F99
blueboar
Mind you, if that seems OP you can sensibly require Science! 4 to build a new one or Science! 1 and a regular Stealth Boy, Science! 2 allowing you to convert a Broken Stealth Boy like the Nightkin of Super Mutants Redux often have on them.
I chose the difficulty levels I did in order to mirror the Power Armor Torso Stealth Boy mod included in the game. That's perhaps a heavy-handed way to maintain game balance, but it's at least clear. Making unlimited stealth fields easier to get would risk making this a cheat mod, which I don't want to do.
So there's limitations -- but I hope you enjoy the mod!
blueboar
that is all
blueboar
While it doesn't explain why my companion could not wear it as well, I'm going to have to assume that finding your invisible ally would be a hassle anyway.
If you'd like to make your companion invisible while sneaking, trading the Stealth Bandana to them and selecting it in their inventory does that in my game. Note that the bandana occupies the beard, mouth, and neck slots -- so if your companion is wearing armor or clothing that occupies one of those slots, selecting the bandana will deselect their clothes ...
I suspect you already know how to do this, but for the sake of other readers, and since I find this version of the Creation Kit harder to use than earlier versions, I'll include a step-by-step process here for reference:
1. Open Creation Kit, and check "Powered Stealth Boy" and set it as Active.
2. In the Objects tab, highlight the top Armor tab and filter for Powered_Stealth_Boy. (You can also find it in the armor subheadings under StealthBoy01.nif, which this mod adds to the list.)
3. To change the slot, look in the column under Biped Object, select the slot you want to try, and deselect other slots.
blueboar