Fallout New Vegas
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Nubius_aka_RobcoTerminal

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Robcoterminal

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About this mod

Stealth Boy can now be turned off to save power, recharged and repaired if it breaks. Long-term use of stealth boys now has its consequences.

Requirements
Permissions and credits
This mod significantly expands the functionality of Stealth Boys so that they no longer resemble an invisibility potion in gameplay, but are a full-fledged cloaking device.

List of innovations
  • Stealth Boy no longer disappears from inventory when used
  • Stealth Boy activates and spends its charge when the character is in stealth and not shooting
  • Stealth Boy can be turned off to save battery. In combination with point 1, this allows you to hang a Stealth Boy on a convenient hot key and use it if necessary.
  • After the charge of the Stealth Boy ends, a discharged Stealth Boy will be added to the inventory with a 40% chance. Otherwise, the Stealth Boy breaks, but there is a 50% chance that it will be repairable (see point 6).
  • A discharged Stealth Boy can be recharged with 20 energy batteries.
  • A broken Stealth Boy can be repaired at a workbench using a weapon repair kit, but this requires the Stealth Engineer perk. Requirements: (Level 10, "Science" 50, "Repair" 50)
  • Two new challenges: "Reflection of Light" and "Don't stare at me!":- "Reflection of Light" is obtained for a fully spent charge of 10 stealth boys. It increases the duration of the Stealth Boy by 20% and reduces the chance of the Stealth Boy being broken by 30%.- "Don't stare at me!" is obtained for completely spent charge of another 50 stealth boys. It reduces the chance of breakage to zero and doubles the duration of the Stealth Boy. However, the player suffers a penalty to all mental stats (IN, PE, CH -1) when stealth boy is off (i.e. going insane like nightkins)

Features
  • Activating Stealth Boy no longer stops combat. This is done for the sake of balance
  • If a stealth boy is used by an NPC like Ulysses, then the effect will be the same as a regular consumable. In this regard, nothing has changed, but on destealth a special effect will be played (like one on nightkin).
Modularity and cheat codes
Set 11GlobalStealthBoyBreakChance to 10 - Stealth Boy break chance becomes 10% (you can use any number from 0 to 100. Default is 60)

Set 11GlobalStealthBoyReclaimBrokenChance to 10 - The chance of getting a repairable stealth boy becomes 10%. (you can use any number from 0 to 100. The default value is 50)

Set 11GlobalStealthBoyEnergyCellsPerCharge to 1 - the cost of recharging the stealth boy becomes equal to 5 energy batteries (you can set any number and it will be multiplied by 5. The default value is 4)

Set 11GlobalStealthBoyDuration to 100 - Stealth Boy Duration becomes 100 seconds. (200 if Lily is companion. Any number can be set. The default value is 120 and it is multiplied by the modifier when getting "Reflection of Light" and "Don't stare at me!")

Set 11GlobalStealthBoyChallengeOnOff to 0 - if you enter this code, the "Reflection of Light" and "Don't stare at me!" challenges will be disabled. (default value 1)

Known bugs
  • If you drop/sell a stealth-boy (or if it is taken away by a quest like Dead Money), its effect will stop. However, the game will remember how much charge he has left and this value will be used regardless of whether the player picks up a new stealth boy or returns the old one.
  • If you jump with an active stealth boy while firing a burst, then after landing you can continue this burst without turning off the stealth boy(it should turn off while shooting). I have no idea why this is happening, but the bug doesn't seem to be critical.

Requirements

The mod requires New Vegas Script Extender

Installation
To install the mod, you need to transfer the contents of the archive to the Data folder in the root of the game folder, then activate the .esp file in the game launcher.