Unfortunately, i think this conflicts with Vicious Wastes, some items don't give back FOD,a bashed patch might work though. That being said though i love MZC addons and this is a great addition.
Hey KnightOfOrder I want to ask. what kind of impact do you think these implants would have on the Commanders lifespan? also any chance of ever seeing the Sub-Dermal armor? I had an idea for an overhaul of this mod and I was wondering about your thorughts on the matter. W Hat if, instead of doing it all thr ough dialogue, you added purchasable consumables that gave y ou the perks if consumed and gave an NPC the perk if it was placed in their inventory? So for example I could augment a follower with Implants and CYbernetics?
In response to post #11927270. #11967530 is also a reply to the same post.
I am aware of that workaround, but the way I see it is a bug, or exploit rather than something developer intended to let player do since using this workaround breaks Harkness' AI package (he freezes at whatever spot, forever waiting for Zimmer to collect him). So I'm just suggesting add an alternate way to obtain wired reflexes, and plus I think that perks works in theme of cybernetic implant (I'm pretty sure its name is at least inspired by shadowrun since that's a cybernetic implant in shadowrun, although it has a different effect).
To me, it was all something based on your own descision in the longrun. it take too much thinking to simply work for dr.zimmer up until u discover who the android really is. simply tell harkness hes an android and convince him to give u a3-21 to kill zimmer. tell zimmer you've found the android and let him give u the reward(wired reflexes). kill zimmer b4 he leaves dr. li's lab and problem solved. who cares about harkness A.I.? u have a unique plasma rifle and a new perk and u just had to kill a bad scientist and an android.
A lot of people roleplay though, and don't want to resort to screwing over someone who doesn't deserve it for personal gain. That's actually why I put in the ability to get wired reflexes from the infirmary after snagging some Commonwealth tech. Because I'd never get it otherwise.
Thank you for being understanding Zaroth_0, and thank you very much tnu for pointing me to the right direction. I'm currently starting a new playthrough because I already passed through some items in Zaroth_0's Scientific Rediscovery. Although I'm not complaining to play MZC one more time.
Would be really interesting if MZC have a crossover with AQFH though, since both mods have Lone Wanderer go on epic adventures. I really wish FONV could have some mods like those. FO3 mods feels more like Justice League in term of scale, while FONV feels more like Avengers. They both have their strong points, but I want to go on epic adventure as the courier too.
I know technically I can use TTW to play some FO3 mods, but FONV's mod limitation of 120 mods is really annoying.
I love MZC, so this caught my attention right away. I'm wondering if giving it a shot though, mostly because i use FWE, (and several mods pro realism) and after reading the description i feel the bonuses are somewhat overpowered and might conflict with the more "realistic/hell on earth" feel it gives to the wasteland.
Any chance of a version with subtler bonuses in the future? I'd love to try that. Congratulations on your work
Endorsed. Always love cybernetics, but most mods for them aren't very good.
Do you take requests and suggestions? I've got a few ideas.
I'd love a targeting implant. Basically Boone's spotter perk, if FO3 allows that. It's one of the perks that I always greatly miss when I switch between games.
Some sort of artificial muscle (Commonwealth android, or Big MT trauma harness tech perhaps?) strips in the hands and lower arms that can help absorb and redistribute kinetic energy, reducing weapon recoil and slightly boosting unarmed damage.
This same muscle, if put in the legs and feet, could reduce fall damage somewhat, if there's a hidden state for the degree of fall damage.
A night vision/red scare implant would be useful.
One giving the player the ability to use a cloak, like Chinese steal armor would be invaluable.
An auto-use system, like the prototype medic power armor, or mk 2 stealth suit could be beneficial.
If a slow-mo feature is possible in FO3, a GRX clone would be nice. I've always wondered how it worked. Perhaps it filters adrenaline from the user, to re-inject in large doses?
What about a sort of machine interface thing to let the player mentally interface with machines. You ever use this? http://www.nexusmods.com/fallout3/mods/3323/? Think of this as a ranked perk that works like it's hacking one, with the player being able to purchase better hardware, or invest/contribute to the development of better programming (because being forced to pay for infinitely duplicatable data they already have, and the hardware can handle, just because, is bull money grubbing.). The higher the level, the harder the hacking challenge can be simply bypassed.
On that note, if you're a skilled scripter, it would also be neat if it had a data mining function, that would let the player try to dig data out of computers. Most could simply be sold or turned in to the TSC, but on rare occasions it could be usable for a skill point (hopefully giving a still tradable misc version back). If a system like http://www.nexusmods.com/fallout3/mods/14368/? could be used, stuff could also be pulled from statics, allowing mining of any electronics, including salvaging the drives from broken, and otherwise useless stuff.
Sadly, some of these would require a sort of hub item to be able to toggle them.
@Zaroth Thanks for the endorsements. Those are all awesome ideas, especially the machine interface and data mining. Unfortunately, FO3's engine has many limitations compared to NV's, so I make no promises. I'll see what I can do after I finish woring on TSC Fort Bannister.
Awesome. I know a basic data mining wouldn't be hard. Just a new menu when interacting with computers. I once made a personal mod to let me harvest human bodies for lots of blood packs and strange meat. I forget the specifics, but I remember adding a new, basic menu to be surprisingly easy, even for years ago when I couldn't script.
As said, the second mod I linked allows for interactions with rubble piles, while still leaving them as statics. While actually not modifying them directly. So I know at least it's possible. Though I can't speak for the difficulty.
Maybe you can also add 'wired reflex' perk from Replicaman into the list of implant, as a alternate non-evil karma way to obtain the perk? And since that perk's name is probably inspired from the Shadowrun games, maybe you can add some more Shadowrun cyber implant such as muscle replacement, cyber eye implant, smart links etc...
I am aware of that workaround, but the way I see it is a bug, or exploit rather than something developer intended to let player do since using this workaround breaks Harkness' AI package (he freezes at whatever spot, forever waiting for Zimmer to collect him). So I'm just suggesting add an alternate way to obtain wired reflexes, and plus I think that perks works in theme of cybernetic implant (I'm pretty sure its name is at least inspired by shadowrun since that's a cybernetic implant in shadowrun, although it has a different effect).
@qinlongfei I want to avoid including vanilla perks in my mod. I could add an Implant perk equivalent to Wired Reflexes, that you could buy from the Olympus infirmary. I'll see what I can do in the next update.
Stupid me: I switched the numbers in the description and all the readmes.
For clarification: Original implant in New Vegas: 1 HP every 10 seconds. Implant in my mod: 1 HP every 5 seconds.
I now corrected the description and the uploaded readme in the file page. In the next update I'll correct the Readme included in the file download too.
There's also the matter of some of the names of ingestibles being changed to Italian (I think). It also looks like you went and recompiled all the scripts. This will override any mod that modifies vanilla scripts. It's fixable in FO3Edit. Just delete all the scripts you didn't touch and it'll be fixed. EDIT: Here's the file with the names fixed, as well as the scripts. Took all of five minutes, tops. https://www.dropbox.com/s/8suvyf2y6klvaq8/TSC%20Implants.esp
Thank you for the favor, but unfortunately, I can't use your file. I have made some updates to my mod, and using your file would mean redoing my changes all over again.
I'll still follow your instructions and fix my own updated file myself. I'll fix the names of the ingestibles (yes, it was Italian. I forgot to rename the items in English)and use F03Edit to revert the recompiling of the vanilla scripts.
I'll upload the fixed file within an hour as the Version 1.1.
No problem. Just as a heads up, there's a minor conflict with An Evening With Mr. Manchester. There's a perk in Manchester that affects potatoes and yours overrides it. Again, minor, since the only conflict is the potato crisps.
28 comments
http://www.nexusmods.com/fallout3/mods/20013/?
This mod may have what you are looking for.
That's actually why I put in the ability to get wired reflexes from the infirmary after snagging some Commonwealth tech. Because I'd never get it otherwise.
Would be really interesting if MZC have a crossover with AQFH though, since both mods have Lone Wanderer go on epic adventures. I really wish FONV could have some mods like those. FO3 mods feels more like Justice League in term of scale, while FONV feels more like Avengers. They both have their strong points, but I want to go on epic adventure as the courier too.
I know technically I can use TTW to play some FO3 mods, but FONV's mod limitation of 120 mods is really annoying.
I'm wondering if giving it a shot though, mostly because i use FWE, (and several mods pro realism) and after reading the description i feel the bonuses are somewhat overpowered and might conflict with the more "realistic/hell on earth" feel it gives to the wasteland.
Any chance of a version with subtler bonuses in the future? I'd love to try that.
Congratulations on your work
Happy hunting
Do you take requests and suggestions? I've got a few ideas.
I'd love a targeting implant. Basically Boone's spotter perk, if FO3 allows that. It's one of the perks that I always greatly miss when I switch between games.
Some sort of artificial muscle (Commonwealth android, or Big MT trauma harness tech perhaps?) strips in the hands and lower arms that can help absorb and redistribute kinetic energy, reducing weapon recoil and slightly boosting unarmed damage.
This same muscle, if put in the legs and feet, could reduce fall damage somewhat, if there's a hidden state for the degree of fall damage.
A night vision/red scare implant would be useful.
One giving the player the ability to use a cloak, like Chinese steal armor would be invaluable.
An auto-use system, like the prototype medic power armor, or mk 2 stealth suit could be beneficial.
If a slow-mo feature is possible in FO3, a GRX clone would be nice.
I've always wondered how it worked. Perhaps it filters adrenaline from the user, to re-inject in large doses?
What about a sort of machine interface thing to let the player mentally interface with machines.
You ever use this? http://www.nexusmods.com/fallout3/mods/3323/?
Think of this as a ranked perk that works like it's hacking one, with the player being able to purchase better hardware, or invest/contribute to the development of better programming (because being forced to pay for infinitely duplicatable data they already have, and the hardware can handle, just because, is bull money grubbing.). The higher the level, the harder the hacking challenge can be simply bypassed.
On that note, if you're a skilled scripter, it would also be neat if it had a data mining function, that would let the player try to dig data out of computers. Most could simply be sold or turned in to the TSC, but on rare occasions it could be usable for a skill point (hopefully giving a still tradable misc version back).
If a system like http://www.nexusmods.com/fallout3/mods/14368/? could be used, stuff could also be pulled from statics, allowing mining of any electronics, including salvaging the drives from broken, and otherwise useless stuff.
Sadly, some of these would require a sort of hub item to be able to toggle them.
Thanks for the endorsements.
Those are all awesome ideas, especially the machine interface and data mining. Unfortunately, FO3's engine has many limitations compared to NV's, so I make no promises.
I'll see what I can do after I finish woring on TSC Fort Bannister.
I know a basic data mining wouldn't be hard. Just a new menu when interacting with computers. I once made a personal mod to let me harvest human bodies for lots of blood packs and strange meat. I forget the specifics, but I remember adding a new, basic menu to be surprisingly easy, even for years ago when I couldn't script.
As said, the second mod I linked allows for interactions with rubble piles, while still leaving them as statics. While actually not modifying them directly. So I know at least it's possible. Though I can't speak for the difficulty.
I want to avoid including vanilla perks in my mod. I could add an Implant perk equivalent to Wired Reflexes, that you could buy from the Olympus infirmary. I'll see what I can do in the next update.
For clarification:
Original implant in New Vegas: 1 HP every 10 seconds.
Implant in my mod: 1 HP every 5 seconds.
I now corrected the description and the uploaded readme in the file page. In the next update I'll correct the Readme included in the file download too.
EDIT: Here's the file with the names fixed, as well as the scripts. Took all of five minutes, tops.
https://www.dropbox.com/s/8suvyf2y6klvaq8/TSC%20Implants.esp
Thank you for the favor, but unfortunately, I can't use your file. I have made some updates to my mod, and using your file would mean redoing my changes all over again.
I'll still follow your instructions and fix my own updated file myself. I'll fix the names of the ingestibles (yes, it was Italian. I forgot to rename the items in English)and use F03Edit to revert the recompiling of the vanilla scripts.
I'll upload the fixed file within an hour as the Version 1.1.
I'll give you credit for the help.