vltrius Posted August 6, 2013 Share Posted August 6, 2013 Hey guys, I made a fairly simple Stealth Boy perk that allowed you to easily slip in and out of the Stealth Boy effect while Sneaking, but I'm looking to create the effect without the visual overlay (the shader effect caused by using Stealth Boy). scn 00StealthFieldScriptBegin GameMode If Player.IsSneaking == 1 fSneakStealthboyMult == 1 Endifend This is the current script I'm trying to use, but fSneakStealthboyMult isn't what it wants for some reason. Is there another function that declares Stealth Boy as "active" in Sneak checks? Or am I writing this wrong? Fairly new to scripting. Thanks for any help. Link to comment Share on other sites More sharing options...
jazzisparis Posted August 6, 2013 Share Posted August 6, 2013 I don't think you can separate the visual effects from the actual effects, since both are applied by the Chameleon base effect archetype, which is hardcoded. Link to comment Share on other sites More sharing options...
vltrius Posted August 6, 2013 Author Share Posted August 6, 2013 Well, that sucks. I guess if somebody figures out how to reference the function which applies the Stealth Boy Sneak upgrade without the visual overlay, let me know. Here's the mod for just the Sneak perk that I'm using. I might balance it later, for now it's just a powerful Sneak ability for people who get 100 Sneak. I think I might balance it later by making it so that it taking it makes it impossible to use ranged weapons effectively. http://newvegas.nexusmods.com/mods/51428/?tab=1&navtag=%2Fajax%2Fmoddescription%2F%3Fid%3D51428%26preview%3D&pUp=1 Link to comment Share on other sites More sharing options...
devinpatterson Posted August 6, 2013 Share Posted August 6, 2013 (edited) Jazziparis I'm far from an expert in this area, but what about selecting a different archetype (value modifier) and building up from that with the MGEF & SPEL. Also don't forget to throw in the stealth field stop combat effect, and increased time for the stealthboy/girl perk. I mean that's all he's looking for without the shader effect right? EDIT: oh should mention the value modifier would of course be sneak. Edited August 6, 2013 by devinpatterson Link to comment Share on other sites More sharing options...
vltrius Posted August 6, 2013 Author Share Posted August 6, 2013 (edited) I'm not sure the Chameleon effect actually modifies Sneak. I think it does something else to the detection algorithm, perhaps making enemy detection radii much shorter. edit: After having done some testing via scripting, it seems the Chameleon effect is the exact same at the Player.SetAV Invisibility effect in Fallout New Vegas. It's also an either on or off effect. Enemies can detect you via sound or getting extraordinarily close to them, but they cannot see you from any distance away from them until they detect you. Once they detect you it appears that the game treats you exactly as though you weren't sneaking. I'm considering trying to make a Pip-Boy-based Stealth toggle. Edited August 7, 2013 by vltrius Link to comment Share on other sites More sharing options...
vltrius Posted August 7, 2013 Author Share Posted August 7, 2013 So I found a happy compromise today by messing with the Player.IsMoving command and got the script to make it so that the Stealth Field only applies while moving and Sneaking. Which means that although you still get Stealth, you have to use it very actively and stopping becomes a big no-no. Attempting to make Stealth plausible without breaking the game, as well as attempting to make it strategic. Link to comment Share on other sites More sharing options...
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