Fallout 4

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SyntheticInsights

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SyntheticInsights

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101 comments

  1. Juruss88
    Juruss88
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    You can find the xx by looking on your vortex mod manger under the plugins tab then go down to the citizen scientist mod and look under the mod index tab and it will be listed there.
  2. RavenDamara16
    RavenDamara16
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    So since nobody can contact the mod author, and the only decent cybernetics are from EXALT cybernetics mod. i'm creating my own more detailed cybernetics and other technologies mod. if anyone is interested in being a part of a small 2-3 person team. please let me know by messaging me or commenting on this comment (i will need help with some effects and other things, i'm more proficient with location creation, NPC Creation, in CK)
  3. chardock
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    Tried a few interface overhauls but I am not 100% Loving how it's turning out. I am divided between having an install station that you build and a straight up MCM interface without it. Any thoughts?
    1. SyntheticInsights
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      I think that an in-game install station would be more immersive and convincing than an MCM menu
    2. chardock
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      Yeah, I think so as well. I am likely going to keep the stats screen work I did though. It'd be good to have a spot to check what your implants do in total along with perhaps adding keys to toggle some of them off.
    3. chardock
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      Work is a little slow still, but I am chipping away. Might put my Power Armor mod (with the aim to make each suit more specialized and viable in the late game as well, along with adding more ways to customize them) on hold so I can spend more time on this.
    4. chardock
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      Work is a little slow still, but I am chipping away. Might put my Power Armor mod (with the aim to make each suit more specialized and viable in the late game as well, along with adding more ways to customize them) on hold so I can spend more time on this.
  4. chardock
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    I adore the concept of the mod but feel it could use some tinkering. Do you have any issues of me taking a crack at making an updated version?

    Likely adding a background quest to handle adding the perks and a few tweaks here and there, along with the potential for a "research" element. (Once having two of the perks being able to use a holo-tape to set your pipboy to "research" any combinations of the tech and have the new perk pop up a few days later) so on and so forth.

    Not sure if I'd use this mod directly, in the end or make something inspired by it (removing the item completely and handling it via holo-tape and perks, making you download the data to the holotape at the correct terminals to unlock more options/perks)
    1. chardock
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      So the others see: I got permission from SyntheticInsights to continue his mod, Going to potentially make a PERK_API for adding or removing perks via holotape (While levelling or not) that will be available for public use first. I am somewhat busy so it'll likely be a month or two before you see it.
    2. alphachimera90
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      I would love to see this mod get some love and polish. Ill be watching and waiting to see what you come up with
    3. chardock
      chardock
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      Had to restart my work now that I have a new PC. I was making it all holo-tape controlled and all the items as perks and so on, so it was a big overhaul. I am currently digging into MCM to see if I can handle it that way, along with setting up a new crafting mechanic involved with making "Kits" for each mod, (likely dedicated crafting table using a chem station for proof of concept) and adding them with the MCM. You'll want to be healthy and have a stimpak handy as surgery on oneself will bloody hurt as I plan to make it do damage based off of your current max health (10% an implant)
  5. Ragadad
    Ragadad
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    Is this mod dead? Or is the description in dire need of an update?
    1. SyntheticInsights
      SyntheticInsights
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      Dead, at least on my end. Another user volunteered to finish the mod (see lower in the comments section) but I haven't heard anything in a while.
    2. chardock
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      I was going to plug away at this, but I had a computer fail for a good while. I do plan to take another crack at it, but I am going to have to redo all my work. Mostly popped in now to inform people I haven't abandoned my efforts, I just lost my work and my PC for a good while and was demoralized about starting over what was some heavy changes (had holo-tape configs, changed most of the stuff to perks, added a crafting system to apply them and so on making the implants seem less like something you can "Take off" while also freeing up a body slot) I will give another crack at it, but I am kicking myself for not keeping backups.
  6. InquisitorCalinx
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    Anyone know where to find the password to access the 3rd party module files on the Greenetech terminals? I found something that seemed like in a toolbox at the top floor, but either that wasn't it or it is and the thing is bugged.
    1. SyntheticInsights
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      The terminal is novice locked; it doesn't need a password.
  7. SmeeMcGee
    SmeeMcGee
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    I can't find the institute terminal.Where is it?
    1. SyntheticInsights
      SyntheticInsights
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      Robotics
  8. joelmm5
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    Hey I'd love to enjoy your work but I have some problems, when executing player.addperk xx00090c. Maybe I'm just plain stupid, but for some reason the console doesn't accept my command. Have you any suggestions what I make wrong?
    (I have already completed the Hunter/Hunted mission and found the terminal.)
    1. SyntheticInsights
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      I'm way too late, but on the off chance someone is actually still using this mod and has the same problem, here's the solution:

      If you can't add the perks via console, you probably didn't get the load order prefix right (the xx in xx00090C), maybe because your load order changed, or because you tried to enter the prefix in decimal instead of hex, but more likely because you typed xx instead of the actual prefix.

      One way to quickly resolve this is to type:

      help "crafting perk" 4

      into the console, and add the one you were trying to using player.addperk
  9. SilencedSkies
    SilencedSkies
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    Has any work been done on this is the last year?
    1. SyntheticInsights
      SyntheticInsights
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      No progress whatsoever. While trying to finish the mod last summer, I ran into several problems I couldn't solve, and quickly realized I didn't know nearly enough about modding to execute what I had in mind for the mod. I was thus kind of hoping someone else would step in and make a decent cybernetics mod, but that is beginning to seem quite unlikely. I don't have enough time to work on the mod right now (I'm an engineering student, so not much free time during the academic year), but I may give it another try this summer.
  10. Alextehpwner
    Alextehpwner
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    This is by far a must have mod for any institute playthrough it fits so well and it makes sense with how strong coursers are supposed to be regardless of just trained synths. 100% favorite mod in my list.
    1. platner
      platner
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      it's to bad it appears to be abandoned >.<