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Stewb

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Stewb

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About this mod

Cybernetic Enhancements, which can be fitted onto either Brain, Eye, Torso, Skin, Hands, Legs, Psionic or Limbs for various effects.

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Cybernetic Enhancements, which can be fitted onto either Brain, Eye, Torso, Skin, Hands, Legs, Psionic or Limbs for various effects.
A Booth at the Outcast Base is used to install various implants. These have effects which hopefully will be connected to the body part they are installed on. Brain upgrade lvl 1 gives 15% more experience or Limb upgrade lvl 1 give 30 lbs extra carry capacity. A note next to Dr. Zimmer will give rough locations of implants. A maximum of 10 implants may be installed at once. Higher levels of implant can be achieve by installing more of the same type. Psi-Frenzy will earn you 20 negative karma points and damage your own head, an attempt at balancing this a bit.

All implants can be added/removed as pleased at the installation booth. Max of 12 implants for bit of balance.

An options console is next to the pod now to set skill requirements from none to extreme there is 5 settings.

1: Coward - No requirements
2: Easy - 25, 40 and 50
3: Average - 30, 50, 70
4: Hard - 40, 60, 80
5: Extreme - 60, 80 and 100

These are the science skills required to install lvl 1, 2 and 3 of an enhancement.

A version for my Underhome mod has been included to move the booth into the home. Use one .esp only. If installing over the old .esp make sure to remove all enhancements first.



Enhancements

Brain:

Lvl 1: Xp up 15%
Lvl 2: Book Skill Points +1
Lvl 3: Ignore Computer Lock-Out

Eye:

Lvl 1: Gun spread down 20%
Lvl 2: Weapon range up by 500
Lvl 3: Small chance to notice more ammo on dead (Ammo list unfinished, but it is level dependant for what you find.)

Torso

Lvl 1: Damage Resistance up 10
Lvl 2: Rad Resist up 10
Lvl 3: Poison Resist up 10

Limbs

Lvl 1: Carry Cap up 30 lbs
Lvl 2: Carry Cap up 60 lbs, 40lbs if you have follower.
Lvl 2: 60% Limb Damage
Lvl 3: Carry Cap up 100 lbs, 50 lbs when you have a follower.
Lvl 3: Increased critical hit chance 10%

Note: Dogmeat probably isn't counted as a follower. He's in his own class i think.

Skin

Lvl 1: AP +20
Lvl 2: Stealth Field +15 when sneaking
Lvl 3: Solar Regen (Dunno if this will have problems with Solar Powered)

Hands

Lvl 1: Melee damage up 10
Lvl 2: Unarmed damage up 10
Lvl 3: Teleporter pads are installed to your palms, you can now teleport items from someone's inventory to a container next to the implant installation booth. Provided you're sneaking and not in combat. (Activate the person while sneaking and not in combat to access telepads)

Legs

Lvl 1: Running Speed up 45%
Lvl 2: Mine explosion chance down to 50%
Lvl 3: Running doesn't affect sneaking

Psionic

Lvl 1: Enemy Critical Chance down 40%
Lvl 2: Buy Price down 15%
Lvl 3: Psi-Frenzy people/creatures into a psychic induced rage.

Heart

Lvl 1: Radiation Filter
Lvl 2: Health Increase
Lvl 3: Damage to enemies incresed



Known Bugs/Issues


Speed increase isn't applied until player has gone in/out of sneak, holstered/brought out weapon or has gone over/under max carry weight. It's a Fallout 3 engine thing, only way to increase speed immediately is to increase speed of everything or increase player's speed but not until re-evaluation, i opted for the latter.