Cybernetics
⚪ Last updated 2009Preview

🔍 Analysis
- 👍 3.3% endorsement rate — high engagement, a strong quality signal
- 🏆 #272 of 403 Gameplay Effects and Changes mods in this game by downloads
📋 About This Mod
Adds cybernetics/implants to the game. Tries to be balanced by off-setting bonuses with penalties. Work In Progress.
Hey everyone. I always thought the one upgrade from Zimmer in Vanilla wasn\'t enough. Heck, even FO2 had several. So, I decided to try my hand at it and create a mod designed to not unbalance the game while still adding to it. The idea of this mod is not to make you a Cyborg or Android so to speak. The idea is that Androids and Cyborgs do exist and the player has the chance to harness their technology. Without the dedicated scientists of the Commonwealth to help you install their technology, there are bound to be some side effects. Zimmer\'s upgrade will not be effected ever because it is properly installed. Please leave feedback and/or ideas, I beg you! Author: Cranium ================================================================================== STORY: There are more runaways entering the wasteland than ever before. Recently a group of androids, escorting a parts shipment within the Commonwealth, became runaways and ran south to the Capital Wastelands. Subsequent investigations by the Commonwealth found that they were later ambushed by raiders. Following their tracks, the Commonwealth discovered a destroyed raider base... what happened to the parts? ================================================================================== CURRENT PARTS: Personal Energy Converter: -Implantable mini-reactor that converts energy cells into body energy that stimulates the nervous system and brain; has 3 outputs (gun, eye, and upgrade). -Made this a piece of armour without a graphic biped to BodyAddOn so it can be turned on or off, quest (implanted) item, added radition damage because, in vanilla, there is not that much need for all those rad meds and it seems to fit with what the item is. - +1INT (increases brain functions), +10AP (nerves flaring), +2RAD/S (its a reactor...save those rad-aways...no rad damage when the reactor is powered down/unequipped), consumes 1 Energy Cell every 20 seconds -produces 20 units of Internal Energy (ammo) every 20 seconds up to a maximum of 100 -Required to be equipped to get benefits from Bionic Eye and Immune System Enhancer Bionic Eye: -Eye was damaged in battle but still functions. Contains targeting functions. -When equipped the player says \"Ouch\" (priceless). Slowly damages the head due to electrical shocks and pain. When crippled, the PC does not experience a concussion, although I am sure it is easier to get one with a crippled head. - +1PER and +2%CritChance (Benefits of a Bionic Eye in general and targeting program), -1Head damage (connected to eye without proper modules as well as being a damaged model) -Only works when Energy Converter is equipped Bionic Eye Visual Processor: -allows a red-tinted nightvision effect -hotkey-able and, therefore, non-quest item...don\'t drop it, it might break Implanted Laser (Might be tweaked - pending play test and feedback): -Laser weapon installed into right arm -Requires special internal energy ammo to fire.
📊 Mod Details
- Game
- Fallout3 Mods
- Author
- Cranium
- Version
- 1.1
- Downloads
- 2,223
- Endorsements
- 73
- Category
- Gameplay Effects and Changes
- Created
- 1/12/2009
- Updated
- 1/23/2009
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