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Remove Invisibility/StealthBoy Effects (As Needed)


NeuroticPixels

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I don't know if this issue is in everyone's game or just mine. But...

 

If I use a stealthboy, I can't use my pipboy until the stealthboy's effect wears off.

 

I can pull up my pipboy and look at whatever screen it's on, but I can't use my mouse to interact with it AT ALL.

 

So, I thought it would be cool if someone made an ingestible that you could take that cancelled the effects of a stealthboy.

Obviously if it was an ingestible, you'd have to put it in your favorites to use it...... since you wouldn't be able to use your pipboy to go to the Aid page.....

That way I don't have to wait around for the effect to wear off before I can fast travel, or do whatever else I need to do.

 

I've tried SO MANY mods that change how stealthboys and chameleon effects work, and nothing has helped.

Really frustrating.

 

Thank you to anyone that makes this mod a reality. Thank you!!!

Edited by amber1019
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There is a mod that adds a unique stealth boy that can be turned on and off. It's called "Toggle Stealth Boy." You can even set a hotkey for it. This way of functioning is actually more in line with the original games.

 

https://www.nexusmods.com/fallout4/mods/18876

 

As soon as the mod loads you get a quest and a location marked. Be ready to run as soon as you pick it up if you're in the early part of the game. For balance, it's set up to drain action points while it's on. However, there's a holotape that allows you to change that and one or two other settings. I called it unique, but you can make more for companions at the chem station. By default, it's set up so companions go into stealth mode automatically when you do. However, one of the holotape settings allows you to make it a condition for them to also have one of these stealth boys in their inventory to do that.

Edited by Richwizard
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Thanks for the suggestion!! :happy: I like how it can affect your companions as well. I've added the link to my bookmarks for now to maybe try later, because I feel like I'd rather the vanilla stealth boys to be toggle-able in some way.

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You're welcome! I meant what I said about being ready to run when you find it. The encounter that spawns is not leveled, it's overpowered. I changed it in my own game. It's my only complaint about that mod. The stealth boy works great. Although, I have noticed an occasional problem making a game save while in stealth mode, an occasional freeze. It might happen with vanilla stealth boys too and I never noticed.

Edited by Richwizard
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