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Wearing a Stealth Boy makes you invisible but adds rads


darlingg

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I think that may be a misunderstanding, when I posted the rad thresholds it wasn't for general modification, rather the thresholds that the rad auto injector would fire off at. Yeah I ahve no intention of mucking around with the radiation poisoning system in NV.

 

Oops, right, sorry.

 

We don't want the Auto-inject Radaway to fire so soon as to waste its effect. From the Wiki, Radaway removes up to 150 rads with Medicine 100, times 2.66 on Hardcore + Chemist + Daytripper perks, plus 10 for Free Radical, so 500 (to match Auto-Inject Stimpak's 50% threshold) or 600 (Critical) should be fine.

 

Testing on a fairly new character still in Goodsprings, without Lily as companion (so, no Stealthgirl perk): the new Stealth Boy now shows in inventory under Apparel "RADs +4 <or RADs +7, etc at random; should always be +8>, Stealth Field +75, Sneak +100". Equipped, Status menu correctly shows "Stealth Field +75, Sneak +100, RADs +8"; Skills menu shows Sneak at 100. The correct sounds play on equip and unequip. My character didn't go transparent before because I had an incorrect setting in the .ini -- he does now, same as with the Ingestible version.

 

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Would if be possible to make the threshold configurable in MCM? (I'm a big fan of options.) If not, I would choose "Advanced" as Radaway will only knock it back instead of "out" at that level.

 

My idea regarding the energy cell was that the original was powered by the "power armor", so some sort of power supply for an external module was logical. An injector shouldn't take too much energy, so the sensor to monitor the health would be most of the draw. I don't use energy weapons at all, so I have no idea what is considered "normal". How about one of the most common energy cells per use, and a configurable option to choose the type or number of energy cell? That sound reasonable? Or perhaps one cell per day regardless of number of uses (because the sensor is the main draw).

 

Edit to provide some more specific answers.

 

-Dubious-

Sure, an MCM setting would be fine, or instructions on how to edit the configuration file.

 

The auto-inject feature can either represent an actual mechanism, such as the talkative Stealth Suit Mark II or the Auto-inject Stimpak, or the character acting by reflex, such as the Snakebite Tourniquet. But none of these currently use up Energy Cells or anything else besides the meds themselves (the first couple may run off solar cells, microfusion breeders, or body movements like a self-winding watch), and I'd rather any other auto-injectors don't either.

 

I'm away travelling until next week.

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Once you start to use MCM (or an INI file) for configuration options, I see no reason not to make the use of an energy cell another option. As I said, I'm all for offering choices. Makes the mod more enticing to others.

 

-Dubious-

Edited by dubiousintent
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Once you start to use MCM (or an INI file) for configuration options, I see no reason not to make the use of an energy cell another option. As I said, I'm all for offering choices. Makes the mod more enticing to others.

 

-Dubious-

Alright. So long as "none" is one of them.

 

(Despite their use otherwise in mods like http://www.nexusmods.com/newvegas/mods/38328/? , I myself see energy cells and the like as specialized to release all their stored energy at once in a blast of laser, plasma or maglaunch. Steady trickle for powering devices is more microfusion breeder, fission battery, or unspecified other).

 

I should've mentioned that my tests above were done on a game with about 120 mods installed--including YUP, MCM, WMX, NMC and Littlepips Fixes, though not EVE, FCO or Project Nevada.

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Would if be possible to make the threshold configurable in MCM?

I'v never used MCM (as a player or modder), so I can't really say, but I'll take a look at it

 

How about one of the most common energy cells per use, and a configurable option to choose the type or number of energy cell? That sound reasonable? Or perhaps one cell per day regardless of number of uses (because the sensor is the main draw).

I think either of those two game mechanics would be fine, they both sound reasonable to me. I tend to lean toward the latter though, as it seems like a small energy draw device (as you mention mostly just monitoring).

 

"RADs +4 <or RADs +7, etc at random; should always be +8>

 

Huh? That's odd. If I had screwed up the conditions (stealthgirl/vs non) I'd expect it to still be constant, but at a different value (always 12 for instance). The condition's result shouldn't change back and forth without a change in the perk, so I suspect something else is at fault.

Mine stays constant throughout it's use (I only tested it for a few minutes though).

 

Um, regarding the auto-inject model the most realistic makeshift/jury rigged model (IMHO) would be a injector (stimpack model), a sensor module and a leather belt around the thigh (going off of your previous suggestion for a thigh mounted device dubious).

Another thigh related/themed model option is a something liek a power armor piece around the quad (google tells me this particular piece of armor is called a "cuisse") with some associated gadgetry contained within it.

 

A model option in a different theme, is to attach a "addon"/after market option (officially licensed by Robco) for the pipboy 3000. This offical hardware module wouldn't be much larger than the syringe itself and slot into a special expansion slot located on/in the pipboy. The pipboy does have a internal power source, a built in rad detector and a cpu to run the appropriate code, so most of the equipment needed is already built in.

I had a similar idea for specialized pipboy's (for the sunset wild west park), a technicians pipboy, a medical pipboy and a security pipboy and each had several hardware module options. In this case we wouldn't do a retexture or alter the original model as I had planned for my mod, but rather just rig a separate syringe/hardware model to appear connected to the pipboy. It would alleviate any effect on the pipboy (ie no need for a pipboy swap out like the pimpboy 3 billion).

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Re: MCM. Suggest "Unlocked MCM - Advanced MCM script templates" by DoctaSax will help with that.

 

Re: Model. If you have already been working on the idea of an addon to the Pip-boy, that would be logical and fine by me. I suggested the thigh/cuisse (intramuscular) because that's where the military advised to inject "atropine" (as an anti-nerve gas agent). However, it can be delivered subcutaneous (under the skin) or intravenous (into a vein): so anywhere really. Most people won't care, so whichever is easiest for you implement.

 

-Dubious-

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Re: MCM. Suggest "Unlocked MCM - Advanced MCM script templates" by DoctaSax will help with that.

 

-Dubious-

 

I haven't checked your link yet, but I did look over teh doc bundled with mcm for modders and after skimming it, it doesn't look like something I could implement without investing a fair chunk of time to learn. I think it's unlikely I'll implement it, but I'll check your link and see if it simplifies the learning process for me.

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Re: MCM. Suggest "Unlocked MCM - Advanced MCM script templates" by DoctaSax will help with that.

 

-Dubious-

 

I haven't checked your link yet, but I did look over teh doc bundled with mcm for modders and after skimming it, it doesn't look like something I could implement without investing a fair chunk of time to learn. I think it's unlikely I'll implement it, but I'll check your link and see if it simplifies the learning process for me.

 

 

Checking in from vacation...

 

If MCM's a problem, then a configuration file annotated with instructions for tweaking might be an alternative.

 

Any autoinjector is likely to be against skin and under armor (or Pip-boy), so not visible from the outside.

 

It may be worth remembering that an Auto-inject Radaway is separate from the original objective of a more lore-friendlry Stealth Boy; and would be useful even in the vanilla game; so might be worth a separate project.

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"RADs +4 <or RADs +7, etc at random; should always be +8>

 

Huh? That's odd. If I had screwed up the conditions (stealthgirl/vs non) I'd expect it to still be constant, but at a different value (always 12 for instance). The condition's result shouldn't change back and forth without a change in the perk, so I suspect something else is at fault.

Mine stays constant throughout it's use (I only tested it for a few minutes though).

 

 

Mystified here too. If I find ou more I'll let you know, but if you're not seeing it, then let's put it down to a peculiarity in my system and move on. My actual rads still go up 8 per second, so it's only cosmetic anyway.

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Sure, an MCM setting would be fine, or instructions on how to edit the configuration file.

I'm not sure a config file would apply in this case. Let me preface this ramble by stating I'm not a scripter or code monkey. I don't have any programming background and my skills haven't approved appreciably in that area since I started modding FONV. So long story short scripting is not my forte (I may not even have a forte, but if I do, it's so *not* scripting).

 

I'm conveying this because I may be completely wrong, but the vars I'm using in the script arn't stored in any config or ini file I am aware of. They can be set/manipulated in their respective scripts, by other scripts, menus (msgs and their buttons) and I'd assume xml since that is essentially what MCM is and allows you to do (framework, some hooks to change vars in scripts). They are also stored in player saves.

 

I'm not up to speed with MCM (or any aspect of XML) so the only way that I know of at the moment to get user input to alter those variables are menus and manipulation via the console (which I don't recommend as super user friendly for the average player)

Menus work fairly well for a limited number of choices (like 9 per a menu level).

 

If I'm wrong and script variables are stored in some configuration or ini file (other than console commands like printToConsole that *make* and external file) I'd like to know about it. So for our purposes its a menu for user input (both for altering aspectsof the auto rad away's energy cells and changing stealthboy parameters like number of rads per sec).

 

For teh stealthboy addon I was thinking there could also be a post war product, say made by vault city (since they seem to be the imminent medical science force on teh west coast) that is simply the aforementioned senseor unit, 4 or more ampules and maybe a dial. That would explain the makeshift nature of the model adn add a bit of lore/history to it. I don't think there's any real point to some graphical enhancements, but the amptules can appear empty when used and the dial could be a animated texture to show some info.

 

I'm going to use a quest script or global var to keep track of total number of seconds a player has the stealthfield on and we can use that as a count to open up more frequent and severe hulicinations. I'd like to hear more ideas along those lines. For instance maybe attaching a script to common items that allows them to "talk" to the player. If I remember right Davison thought "Antler" told him things. Anyway one idea, I'm sure there are many more, much better, and this will be the funnest part of teh mod.

 

Got a MB replacement, so my free time in the next day or two is gonna be taken up getting my main rig up and running again.

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