Seeing as I rarely visit the mod page, should you come upon a problem with the mod and want a fast(er) reply, I am easier to reach on the GreslinGames discord channel; just ping me (Mörkblå) in either the general-chat or mod-troubleshooting channels.
My keybind isn't sticking, even after using the update in the files section. But it was actually working previously. So I broke it somehow. I just can't figure out how. I've reinstalled the mod, and the update. Problem persists. Is there a way to simply set the keybind in the files somewhere? Or maybe someone has an idea how I managed to break this?
Edit: ok, I actually figured it out. The original mod file installs the MCM config to data\mcm\config\RobCo Stealth Module\ and the update file installs it to data\mcm\config\stealth_module\. This results in two entries in the in-game MCM menu but both work. In the process of trying to get rid of the duplicate MCM entry I manually moved the updated files from the update mod to the main mod, so Vortex wouldn't install them both (I hadn't figured out at this point that they were going to different folders). In the process of troubleshooting I re-downloaded and reinstalled both, while watching what was happening in the mcm\config folder and saw the two different locations.
So the actual solution to this is install the main mod then install the update, then go the mcm\config\ folder and delete the 'RobCo Stealth Module' folder. This will result in only one entry in the in-game MCM menu and the keybind sticking.
Yeah, that's my bad, I renamed the directory when updating the mod and normalising the naming, but I didn't remember to advise people to remove the old MCM directory.
I'll update the file description, thanks for pointing it out ^^
I know this new post on old mod. But I really love your Stealth Module. I alos have Predator/Yautja sounds for my cloaking sound I made for myself. But I also thinking of adding niffty wrist animation for cloaking if you don't mind?
If you're talking about posting an addon/patch for this mod, feel free to do so, the permissions are quite open. Personally I wouldn't know how such things would work.
If, however, you're only talking about your own LO, there's not much I can do to stop you :P
i cant use it with companion cause every time i use it my companion stay visible but when i turn visible they instead turn invisible , try the reset but it still prevail
Odd, try selecting the follower (when it's invisible) in the console and type in "RemovePerk xx000033" and replace the xx with the index of the stealth_module.esp. Hopefully that should fix it, if the reset doesn't work.
Alternatively, you can go with the nuclear option and remove the mod, clean your save, and re-add the mod if you want to keep using it.
Sooooo the first note tells you to think high. I looked at all the upper shelves, the roof, the ceiling, around the chem cooler/workbench etc I cant find the dang thing. It wouldn't be the first time a note fell into the ground. (Happened right across the street with the M1 Garand's quest note)
Can I please have the location of the 2nd note or at least its name so I can spawn it with the console
Second note is placed in a bottle, not lying free like the other ones. If you have problem finding the notes you can turn on quest markers in the Debug section of the MCM, provided you have the latest version.
I can only be blind because I walked the entire Abernathy Farm both with the character and with the tfc command and I didn't find any items... and I didn't understand the note taken in the red rocket since English is not my main language.
Look to the right of the front door, between the wooden stairs and the concrete block. And no, you're not blind, I intentionally hid it in a stupid way so it would be a bit hard to find at least.
FIrst: It works perfectly, i was looking for something like this for a long time. However, sometimes the module canot be equiped (reload the game fix it tho), but i guess that is conflict in my loadlist, not the mod per se.
Second, a question/idea: I wonder if it possible to make the frequent usage of the Stealth Boy cause Addiction to the player, more or less like the lore says. I think it would be an interesting feature.
Glad you like it! Don't know why you can't equip it sometimes, do you have some other mod that adds custom equipable items? That might conflict if it's on the same slot as the module, but I can't think of anything that would, really. You're not trying to equip it while in Power Armour are you?
The addiction thing would be a nice touch, but a bit out of scope for this mod, as well as for me (that sounds complicated :P).
Works great, but it really sad it disables VATS for as long as the stealth module is equipped. Isn't it possible to make an alternative version of this mod that don't turn VATS off? Or add MCM setting for it?
I disabled regular VATS because I feel it should be a give-and-take with on-demand invisibility; that being said, I can include an MCM-option for that when next I update the mod.
In fact, I think it's great to make the stealth function like a Predator. When stealth, it consumes the battery or the stealth boy like the power armor consumes the nuclear fusion core. The core is exhausted or the stealth boy time expires, and the new one is automatically replaced, again. Use or use the hotkey to remove incognito
As much as I appreciate your feedback, I don't plan on changing or adding functionality right now, for two reasons. 1) I am currently working on other things, and 2) while the fusion core could be implemented (and is a very good and fitting idea I didn't think about), the stealth boy is already a stealth mechanism, just with other limitations, and I don't see a need to add it as an optional consumable.
Right now it's more or less 'balanced' around the fact that you can't run around in stealth forever, and the longer you stay the more it will cost you; though on higher levels, with the drain values set to minimum, you can stay in stealth for ludicrous amounts of time as long as you don't sprint.
28 comments
You can edit the drain values in MCM.The drain values can be manually modified using xEdit, the MCM method is broken right now.
Entering the PipBoy menu will always remove stealth temporarily, to prevent a transparent menu.
Edit: ok, I actually figured it out. The original mod file installs the MCM config to data\mcm\config\RobCo Stealth Module\ and the update file installs it to data\mcm\config\stealth_module\. This results in two entries in the in-game MCM menu but both work. In the process of trying to get rid of the duplicate MCM entry I manually moved the updated files from the update mod to the main mod, so Vortex wouldn't install them both (I hadn't figured out at this point that they were going to different folders). In the process of troubleshooting I re-downloaded and reinstalled both, while watching what was happening in the mcm\config folder and saw the two different locations.
So the actual solution to this is install the main mod then install the update, then go the mcm\config\ folder and delete the 'RobCo Stealth Module' folder. This will result in only one entry in the in-game MCM menu and the keybind sticking.
I'll update the file description, thanks for pointing it out ^^
If, however, you're only talking about your own LO, there's not much I can do to stop you :P
Alternatively, you can go with the nuclear option and remove the mod, clean your save, and re-add the mod if you want to keep using it.
Can I please have the location of the 2nd note or at least its name so I can spawn it with the console
Second, a question/idea: I wonder if it possible to make the frequent usage of the Stealth Boy cause Addiction to the player, more or less like the lore says. I think it would be an interesting feature.
Don't know why you can't equip it sometimes, do you have some other mod that adds custom equipable items? That might conflict if it's on the same slot as the module, but I can't think of anything that would, really. You're not trying to equip it while in Power Armour are you?
The addiction thing would be a nice touch, but a bit out of scope for this mod, as well as for me (that sounds complicated :P).
1) I am currently working on other things, and
2) while the fusion core could be implemented (and is a very good and fitting idea I didn't think about), the stealth boy is already a stealth mechanism, just with other limitations, and I don't see a need to add it as an optional consumable.
Right now it's more or less 'balanced' around the fact that you can't run around in stealth forever, and the longer you stay the more it will cost you; though on higher levels, with the drain values set to minimum, you can stay in stealth for ludicrous amounts of time as long as you don't sprint.