This page was last updated on 26 March 2025, 6:46AM
Changelogs
Version 2.3.0
Implemented gamepad compatibility, favourite the "Stealth Module Activator" to use, or use it directly from inventory
Adjusted position of the cheat flask so it's not almost impossible to spot, merely quite hard
Version 2.2.3
Fixed an issue where the stealth for followers were inverted
Version 2.2.2
Some minor script edits, some cleaning.
No further updates will be coming in the foreseeable future.
Version 2.2.1
Minor pedant changes:
Power Armour is actually unaffected by sneak drain now
Edited the note texts
Version 2.2.0
Changes:
Slightly raised the value of the AP-drain
Additions:
Option to halt the stealth effects while sprinting
Option to lower the AP-drain value while crouching, as well as by how much. Outside of Power Armour only
Option to use a power armour's fusion core as fuel instead of AP/HP
Option to lower the fusion core-drain while standing still by 50%
Added a real quest to obtain the stealth module, in place of what was there before
Re-added the warning of the player's HP being drained
Version 2.1.0
Second re-write of the mod, improving reliability and (almost certainly) eliminating the lag when exiting stealth
Added recipe in the chemistry station for the chip, in case it's lost; recipe is unlocked once the player receives a module for the first time, requires Science! 3 and Nuclear Physicist 3.
Added option to re-enable VATS while a module is equipped
Added option to only lose stealth when opening the PipBoy
The new way the stealth is handled broke the ability to adjust the drain values, those are now set and can be manually changed using xEdit, not in MCM
No more messages when running out of AP, hopefully only until I do another update
Version 2.0
Added option to change in MCM whether to activate lethal drain or not, merging the two earlier separate versions
Changed the PA compatibility, moving it onto the normal module; the old PA version is now obsolete and can't be crafted anymore. You need to have the module equipped on you *before* you enter a suit of Power Armour, else it won't work.
Version 1.1.0
Added ability to toggle in the MCM whether followers receive the stealth when you activate it; does not work with Dogmeat as far as I know. This should work with multiple followers, I can't say since I don't run with more than one.
Fixed the bug activating the health-drain *when using the non-safe version*
Version 1.0.1
Added a Power Armour module to the main files, though you still need the original one
MCM-menu included this time
Added drain-value modification to MCM
Known bugs still exist
Version 1.0.0
Complete rewrite of main script, should work a bit better
Added MCM as a requirement
Increased the AP drain threefold
Known bugs:
While using the lethal version, if you activate the script again too soon, after activating HP drain (within ~1-2 seconds), the health drain will not reset, regardless of how much AP you have
When deactivating the invisibility, there may be a period of up to ~4-5 seconds before the effect turns off. The drain keeps ticking while this happens.
Rewriting the script broke the PA version, so it will remain in its janky state for now.