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Changelogs
Version 1.1.0
Added a version of the EXALT Cybernetic Unit compatible with power armor. The EXALT PA Cybernetic Interface can be made from the EXALT Cybernetic Unit (and vice versa) at the Chemistry Workbench and installs into a power armor frame just like an arm, leg, helmet or torso.
The EXALT PA Cybernetic Interface is a duplicate of the EXALT Cybernetic Unit, and as such it requires it's own modifications, which are added at a power armor station, and some of which (Kinetic Fall Dampener specifically) are of course completely useless in power armor. This whole arrangement might also have unexpected side effects. I'm not going to put more effort than is required into power armor compatibility, because it isn't really what EXALT Cybernetics is for.
Added scrapping recipes to cybernetic implants, thereby giving the ability to recoup some materials lost by uninstalling them. Complex or non-scrap items, such as High-Powered Magnets or Blood Packs, are reduced to their base components or outright destroyed as well, so you might have to find others to reconstruct implants that use them.
Added new implants, specifically the IFF Scanner Interface, Tracheal Rebreather, Dragonflesh Heat Dissipators, and Respiratory Hyperoxygenator.
Version 1.0.2
Fixed the Kinetic Fall Dampener, now correctly reduces fall damage by 80%
Increased PHEONIX Monocyte Breeder regeneration rate. It is still quite slow, however.
Version 1.0.1
Armor Rating from NEMEAN Sub-Dermal Armor should now be properly displayed
EXALT Cybernetics
EXALT Cybernetics adds an invisible, weightless, and valueless armor piece that takes up no armor slots to be crafted at the Chem Workbench under UTILITY, called the "EXALT Cybernetic Unit"
The EXALT Cybernetic Unit can be modified at the Armor Workbench to add a Physiological Allowance, up to the value of your base Endurance. Physiological Allowance adds an equivalent number of slots which can be filled with assorted cybernetic implants, also added at the Armor Workbench.
Crafting the EXALT Cybernetic Unit requires the first rank of both Science! and Medic. Crafting the various cybernetic implants requires varying ranks in Science! depending on the implant in question, in addition to ranks in Medic for the Stimpak Auto-Injector, ranks in Sneak for the Optic Weave Camouflage, ranks in Blacksmith for the Subcutaneous Tesla Electrodes, and ranks in Armorer for the Dragonflesh Heat Dissipators.
List of available cybernetic implants: Hypertrophy Accelerator Optics Enhancer Nociception Regulator Empathy Synthesizer Logic Co-Processor Reflex Booster Probability Calculator NEMEAN Sub-dermal Armor PHEONIX Monocyte Breeder Contaminant Filters Recon Scanner Interface Load Bearing Actuators Muscle Twitch Stabilizer Skeletal Weave Lacing Wired Reflexes Kinetic Fall Dampener Emergency Reaction Enhancer Magnetic Inversion Interlacing Optic Weave Camouflage Stimpak Auto-Injector Rig Subcutaneous Tesla Electrodes IFF Scanner Interface Tracheal Rebreather Dragonflesh Heat Dissipators Respiratory Hyperoxygenator
Known Bugs: It is a known and (as far as I can tell) unsolvable issue that loose weapon and armor modification items that correspond to multiple different mods do not work very well. To mitigate this, loose cybernetic implants can be scrapped to recoup some materials, though sometimes the implants will just slot right back in without any fuss. The Subcutaneous Tesla Electrodes don't show their damage increase in VATS, but I assure you they still function. The EXALT Cybernetic Unit doesn't function while in power armor. To patch this issue, there is the EXALT PA Cybernetic Interface, which is identical to the EXALT Cybernetic Unit except in the fact that it's installed into power armor. This isn't a perfect solution, by any means. While not a bug per se, for balance reasons I would recommend against installing more than one of any given cybernetic implant.