darlingg Posted September 1, 2017 Author Share Posted September 1, 2017 OK. MCM or config file, maybe someone else can help out with that aspect of this mod or mods.Total seconds of stealth field does seem the way to go. This number can maybe also decrease according to time since last use, so the side-effects can eventually be healed if the player is willing to go cold turkey.Baldness might be another side-effect of too much Stealth Boy. Link to comment Share on other sites More sharing options...
devinpatterson Posted September 2, 2017 Share Posted September 2, 2017 OK. MCM or config file, maybe someone else can help out with that aspect of this mod or mods. Perhaps, we'll see if anybody chimes in. In the meantime I'll set up a menu, it's not as elegant as MCM but it will be serviceable and be a good stop gap solution until I learn a bit about xml. I think we would be looking at a single level menu so probably somewhere around 8-10 options. Maybe choose rads per a second (say 2 through 8 per a sec), and a option for the stealthgirl to be enabled or disabled. Also to make things a bit more convenient I can swap out the old pipboys in the players inventory with new ones automatically, when the mod loads. Total seconds of stealth field does seem the way to go. This number can maybe also decrease according to time since last use, so the side-effects can eventually be healed if the player is willing to go cold turkey. Yes a timer could be used to subtract via some formula from the "sanity" points. I'm not sure what teh ratio would be, but a higher denominator would make sense considering the player is probably going to be invisible for a very small minority of his or her adventures. Dubious, for the radaway auto inject, what options would you like? As an example these could be buttons on the menu; 1 cell per 4 injections, 1 cell per 2 injections, 1 cell per an injection, 2 cells per an injection etc. Any other options/play mechanics your considering besides cell use? Link to comment Share on other sites More sharing options...
dubiousintent Posted September 3, 2017 Share Posted September 3, 2017 Other than including a "no cell used" option for darlingg's sake, lets keep it to those to start. See what others suggest/request after it's released. -Dubious- Link to comment Share on other sites More sharing options...
darlingg Posted September 3, 2017 Author Share Posted September 3, 2017 In the meantime I'll set up a menu, it's not as elegant as MCM but it will be serviceable and be a good stop gap solution until I learn a bit about xml.I think we would be looking at a single level menu so probably somewhere around 8-10 options. Maybe choose rads per a second (say 2 through 8 per a sec), and a option for the stealthgirl to be enabled or disabled.Also to make things a bit more convenient I can swap out the old pipboys in the players inventory with new ones automatically, when the mod loads. Sounds good. Yes a timer could be used to subtract via some formula from the "sanity" points. I'm not sure what teh ratio would be, but a higher denominator would make sense considering the player is probably going to be invisible for a very small minority of his or her adventures. Yes. Though humans would be more vulnerable than supermutants to all radiation side-effects, the latter have been using them pretty much constantly for years, thus accumulation an enormous "addiction" debt, so whatever recovery formula we propose would not be practical for them. Even short bursts of Stealth Boy use can give a big advantage, so needs to be punishing enough. I suggest keeping track of Stealth Boy rads, which would properly account for the burst at the beginning of each new session, as well as the halved rate of the Mark II I suggest 1000 cumulative SB rads (a single SB session lasting 120 player seconds or 1 game hour), equivalent to a near-death experience, for the side-effects to begin. And to be consistent with what other recoveries (sleep, food, water) are or ought to be, say -200 SB-rads per game day, or one per 14.4 player seconds. This seems to me a reasonable threshold for cautious vs reckless use. Besides the whisperings (hallucinations) and all compass ticks turned red (paranoia), other amusing side-effects could be the character turning blue (reversible, like those others) and/or going bald (maybe not so much). Link to comment Share on other sites More sharing options...
darlingg Posted November 6, 2017 Author Share Posted November 6, 2017 @devinpatterson, so I've been playing with your test .esp for a while now, and find it does pretty much everything I was looking for: an armor that confers "free" ongoing invisibility, except it kills you in a few minutes if you're not immune to radiation, otherwise its "fuel" is RadAways; the rest of what we've been talking about would be gravy. I'd be content if you were to now release it more or less as is, or to permit me to do so in your name. Link to comment Share on other sites More sharing options...
devinpatterson Posted November 7, 2017 Share Posted November 7, 2017 Sure I'll put it up as soon as I have a bit of free time Link to comment Share on other sites More sharing options...
darlingg Posted March 12, 2018 Author Share Posted March 12, 2018 @devinpatterson, I continue to enjoy your mod, and would like to see it available to others. Link to comment Share on other sites More sharing options...
devinpatterson Posted March 13, 2018 Share Posted March 13, 2018 @devinpatterson, I continue to enjoy your mod, and would like to see it available to others. Sure, no problem I'll UL it. Anything you want added in the description or other tabs (files, pics etc)? I know there was some additional development planned (mostly mental instability and deterioration), but the mod can be updated later with the extra content. I wouldn't mind some input on the title. Maybe re-usuable steatlhboy, or fallout 2 style stealthboy etc. Let me know and I'll add your name as a suffix (ie "by request for Darlingg" or something along thos lines) Link to comment Share on other sites More sharing options...
darlingg Posted March 14, 2018 Author Share Posted March 14, 2018 @devinpatterson, how about "Wearable Stealth Boy Adds Rads", which seems descriptive & searchable enough, and not too far from our working title to date.A good idea to include our rationale, as previously discussed: i.e. to match how it was used by Super Mutants, and explain why it's not so often used by others (for long).Here's a screenshot to consider: <https://app.box.com/s/no3lkfvng2tq44mo7mg4k1jga1gql45l>.A mention of "darlingg" in the description would be enough.I wonder now if our proposed mental effects wouldn't be better as part of a separate mod that gives permanent penalties for repeated hits and rads even if healed afterward, as the PC gradually devolves into an addled limping lump of scar tissue. The whisperings could be an optional effect, but I'm thinking now about damage to all skills and experience points that can only be recovered by further adventuring. This could fit with losing much of one's earlier skills from that shot in the head at the start of the game. Link to comment Share on other sites More sharing options...
devinpatterson Posted March 16, 2018 Share Posted March 16, 2018 OK will do I wonder now if our proposed mental effects wouldn't be better as part of a separate mod that gives permanent penalties for repeated hits and rads even if healed afterward, as the PC gradually devolves into an addled limping lump of scar tissue. The whisperings could be an optional effect, but I'm thinking now about damage to all skills and experience points that can only be recovered by further adventuring. This could fit with losing much of one's earlier skills from that shot in the head at the start of the game. It's one possible way to go, however I think though psychosis might be more apt because of existing lore re: nightkin. But I have to admit I'v always wanted to do a more extensive mod based on the results of being irradiated....something more akin to the gammaworld model. In gammaworld (IIRC) most radiation exposure does damage health and abilities (very similar to a poison effect), but in the right circumstances can produce mutations. I recall there being a slim "zone" between sickness and death that would result in possible mutations. In gammaworld there were "defects" (mutations with negative consequences) as well as beneficial mutations. For something like fallout, I see this as mostly just a way to add character and flavor to the game, where creativity could really reign. But it can also have penalties to stats as the result of the perils of radiation....but with a greater explanatory flare for those penalties. Although I imagine there are probably one or more mods that have covered the subject (haven't checked yet). It would certainly provide a great sandbox to muck around a bit. And you could have anything from realistic radiation effects to the fantastic. Link to comment Share on other sites More sharing options...
Recommended Posts