фоллаут 4 мод на кибер импланты
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Cybernetic Implantation Laboratory
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About this mod
This mod adds a number of customisable cybernetic implants that the player can research, build and implant within themselves.
Nexus requirements
Off-site requirements
Mods requiring this file
Credits and distribution permission
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is not opted-in to receive Donation Points
Version 1.14
Version 1.13
Version 1.12
Version 1.11
Version 1.1
Straight donations accepted
Requirements:
F4SE, version 0.6.6 or later.
MCM (this is technically a soft requirement, but without it you will be unable to use any implants that require hotkeys to function)
HUDFramework
Getting Started:
To get started with Cybernetic Implantation Laboratory (CIL), simply fast travel to the Red Rocket Truck Stop near Sanctuary and follow the quest that begins. Above is a brief video overview of the mod, it goes over getting started with CIL, implants (and their drawbacks) and research:
Implants:
This mod features six different implants:
Subcutaneous Micro-Relay:
This implant is a personal teleporter that will allow you to blink from one place to another in rapid succession. The Subcutaneous Micro-Relay can be customised to knock down entities around your teleport destination, increase your DR or make you invulnerable for two seconds after teleporting.
Subdermal Ceramic weave:
This implant increases your maximum DR, but can be customised to increase energy resistance, rad resistance, or your maximum health (This last one will help with installing more implants).
Iris Mounted Holographic Projectors:
This implant will allow you to create two holographic copies of yourself when activated. The copies will behave similarly to companions while they are active, although they cannot be given items to carry, nor ordered to pick locks, or anything else. The copies can be customised to frenzy nearby robots while active, switch places and heal you when you are on low health or to become immune to damage.
Psionic Frequency Disrupter:
By default this implant will deal an amount of area damage each second to biological entities around the player when activated, but it can be customised to instead calm, terrify or frenzy those entities instead.
Scavenging Medical Nanobots:
This implant will restore a portion of your health when you attack an enemy in melee combat. It can be customised to also heal with ranged attacks or to instead restore your health over time (up to 25% of your maximum health) and grant the ability to completely restore your health and cure radiation poisoning once a day.
Skin Grafted Forcefield Projector:
This implant will grant you a personal shield that will block incoming damage until its energy is depleted. It can be customised to regenerate faster, at the cost of its maximum energy, to have more maximum energy at the cost of a longer recharge time, or to reflect attacks at enemies while it has energy.
This mod also adds various constructible items for assembling a laboratory that will allow you to research and install implants.
Implant Station:
The implant station is the starting point for the rest of the mod, implants can be constructed, customised, implanted and removed here. Before any research on implants can be done, a terminal must be connected to this station.
Research Terminal:
Before any implants can be built, they must first be researched. To research an implant, you must first build its base. An implant base is a larger structure that provides certain functionalities that the implant itself will require. Researching a base implant takes ten in-game hours, while augs only take five (these times can be skipped via sleeping or waiting). After the base implant has been researched, augments may be researched. Augments have three tiers of research, each tier becomes accessible for each augment type after the aug of the previous tier has been researched. The Subcutaneous Micro-relay has a fourth tier of research, but that is only accessible after overcoming a challenge.
Implant bases:
Each implant requires an implant base to function, and each base unlocks a new implant base for construction. Each base has the preceding base marked as a requirement in the construction menu.
Cost of using implants:
Implant stations, bases and the implants themselves all, of course, require raw materials to create, but besides that there are other disadvantages to becoming a cyborg:
Strain:
Housing an implant within your body will cause you to lose some of your maximum health, this is known as «strain».
Drain:
Besides losing some of your health, implants also require power to run, as cybernetics are rare in the Commonwealth, so too are the MPCs that they require to run. If you have no MPCs then none of your implants will function, and you will still have lost an amount of your maximum health. Luckily MPCs can occasionally be found around the Commonwealth and plasma cells can be converted into MPCs at the implant station.
Durability:
Implants are somewhat fragile and as a result should be handled with care. When in combat, if a body part containing an implant is damaged, the implant will also suffer damage. At 50% of an implant’s health its augments will no longer function. At 0% the implant will completely stop functioning. Implant health can be checked by opening and closing your Pipboy.
Secret Teleporter Research:
As mentioned previously the subcutaneous micro-relay has a fourth tier of research. To unlock this tier, go to the Ranger Cabin near Sanctuary and look for deathclaw corpses, maybe poke one of them. Good luck!
Ranger cabin location.
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RD-Technologies Cybernetic Implants AND MORE
File information
Last updated
Original upload
Created by
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About this mod
This mod will add a range of new technology into the game as well as other general content including a new cybernetic implant system. though meant to be played in survival mode its not required. have fun!
when changing versions make sure to delete the esp and the ba2 files in the data folder before installing the new version.
DLC requirements
Credits and distribution permission
Author notes
Do not re-upload any previous versions or edit this mod without my explicit permission.
File credits
Credits are in the Description of the Mod at the bottom
Donation Points system
This mod is opted-in to receive Donation Points
Both straight donations and premium membership donations accepted
THIS MOD IS NO LONGER BEING UPDATE OR CHECKED UP ON, A REDUX WILL BE MADE AT SOME POINT.
I WILL ALSO SAY I DO NOT WANT ANYONE REUPLOADING THIS MOD OR EDITING IT FOR ANY REASON WITHOUT MY PERMISSION.
PLEASE CHECK THE POSTS TAB FOR MORE INFORMATION
WELCOME TO RD-TECHNOLOGIES
This is a mod that will add a new playstyle to your game, become more than human with cybernetic implants, the perfect conjoining of human and machine without the worry of being hunted for being a synth. Collect Blueprints, Discover new items, Visit new traders, and Experience Fallout 4 Survival mode in a whole new light! Obtain Superhuman abilities, jump higher, run faster, increase your armor rating, or give yourself supernatural reflexes. Implant Modules can be edited at the Armor Workbench. Although this mod is meant for survival mode it is not required to play that mode for it to work so just have fun with it either way. Hope You Enjoy The Mod! P.S. I suggest going to Concord to find the shop
THERE IS A CHEAT SHEET IN THE FILES TAB, IT RUINS THE POINT OF THE MOD BUT I’VE INCLUDED IT, BEWARE SPOILERS. DOWNLOAD AT YOUR OWN RISK!
HINT!!
This mod is meant to be a bit of an egg hunt. You need to look for clues and investigate a tad bit, so pay attention to what terminal entries say. I notice that a few people are confused so I will tell the general locations of the Terminals containing blueprints. Generally, they are in the entrance area of their respective buildings. And the institute Terminal is not in the institute. Shaun’s and Raven’s terminal may have some clues as to the whereabouts of them
Happy hunting!
Current Features include
53-55 Cybernetic Implants over 3 Implant Modules (Armors) for the player or their follower.
Planned Features
in addition to those, I’m planning to give implants to some of the major NPC’s to integrate it a bit more into the game.
Possibility for Diverse changing of the physical player with certain Implants.
EXAMPLE’s
Active camo allows the user to go invisible when crouching
Wired Reflexes allows the user to move at faster speeds slowing time and speeding up movement speed while also draining health and AP
Hydraulic dampening system allows for less fall damage and increased jump height
CREDITS GIVEN WHERE THEY ARE DUE 😀 MXR Plays/MXR Mods for inspiring me to want to make mods like this one and more to come in the future.
Plazmix for the use of his art though I’ve recolored it to fit my theme. thank you!
CrimsonMatrix and ShadowShayde for giving me advice and helping explain the creation kit to make this mod possible.
THANK YOU PCGAMER.COM FOR REVIEWING THIS MOD! https://www.pcgamer.com/mod-adds-cybernetic-implants-to-fallout-4/
PLEASE GIVE THEM ALL YOUR LOVE AND SUPPORT.
[UPDATE] I may if enough people want it to add a holotape with all implant effects listed inside if enough people want it. but not until a majority say they want it.
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Cybernetic Implantation Laboratory
File information
Last updated
Original upload
Created by
Uploaded by
Virus scan
Tags for this mod
About this mod
This mod adds a number of customisable cybernetic implants that the player can research, build and implant within themselves.
Nexus requirements
Off-site requirements
Mods requiring this file
Credits and distribution permission
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is not opted-in to receive Donation Points
Version 1.14
Version 1.13
Version 1.12
Version 1.11
Version 1.1
Straight donations accepted
Requirements:
F4SE, version 0.6.6 or later.
MCM (this is technically a soft requirement, but without it you will be unable to use any implants that require hotkeys to function)
HUDFramework
Getting Started:
To get started with Cybernetic Implantation Laboratory (CIL), simply fast travel to the Red Rocket Truck Stop near Sanctuary and follow the quest that begins. Above is a brief video overview of the mod, it goes over getting started with CIL, implants (and their drawbacks) and research:
Implants:
This mod features six different implants:
Subcutaneous Micro-Relay:
This implant is a personal teleporter that will allow you to blink from one place to another in rapid succession. The Subcutaneous Micro-Relay can be customised to knock down entities around your teleport destination, increase your DR or make you invulnerable for two seconds after teleporting.
Subdermal Ceramic weave:
This implant increases your maximum DR, but can be customised to increase energy resistance, rad resistance, or your maximum health (This last one will help with installing more implants).
Iris Mounted Holographic Projectors:
This implant will allow you to create two holographic copies of yourself when activated. The copies will behave similarly to companions while they are active, although they cannot be given items to carry, nor ordered to pick locks, or anything else. The copies can be customised to frenzy nearby robots while active, switch places and heal you when you are on low health or to become immune to damage.
Psionic Frequency Disrupter:
By default this implant will deal an amount of area damage each second to biological entities around the player when activated, but it can be customised to instead calm, terrify or frenzy those entities instead.
Scavenging Medical Nanobots:
This implant will restore a portion of your health when you attack an enemy in melee combat. It can be customised to also heal with ranged attacks or to instead restore your health over time (up to 25% of your maximum health) and grant the ability to completely restore your health and cure radiation poisoning once a day.
Skin Grafted Forcefield Projector:
This implant will grant you a personal shield that will block incoming damage until its energy is depleted. It can be customised to regenerate faster, at the cost of its maximum energy, to have more maximum energy at the cost of a longer recharge time, or to reflect attacks at enemies while it has energy.
This mod also adds various constructible items for assembling a laboratory that will allow you to research and install implants.
Implant Station:
The implant station is the starting point for the rest of the mod, implants can be constructed, customised, implanted and removed here. Before any research on implants can be done, a terminal must be connected to this station.
Research Terminal:
Before any implants can be built, they must first be researched. To research an implant, you must first build its base. An implant base is a larger structure that provides certain functionalities that the implant itself will require. Researching a base implant takes ten in-game hours, while augs only take five (these times can be skipped via sleeping or waiting). After the base implant has been researched, augments may be researched. Augments have three tiers of research, each tier becomes accessible for each augment type after the aug of the previous tier has been researched. The Subcutaneous Micro-relay has a fourth tier of research, but that is only accessible after overcoming a challenge.
Implant bases:
Each implant requires an implant base to function, and each base unlocks a new implant base for construction. Each base has the preceding base marked as a requirement in the construction menu.
Cost of using implants:
Implant stations, bases and the implants themselves all, of course, require raw materials to create, but besides that there are other disadvantages to becoming a cyborg:
Strain:
Housing an implant within your body will cause you to lose some of your maximum health, this is known as «strain».
Drain:
Besides losing some of your health, implants also require power to run, as cybernetics are rare in the Commonwealth, so too are the MPCs that they require to run. If you have no MPCs then none of your implants will function, and you will still have lost an amount of your maximum health. Luckily MPCs can occasionally be found around the Commonwealth and plasma cells can be converted into MPCs at the implant station.
Durability:
Implants are somewhat fragile and as a result should be handled with care. When in combat, if a body part containing an implant is damaged, the implant will also suffer damage. At 50% of an implant’s health its augments will no longer function. At 0% the implant will completely stop functioning. Implant health can be checked by opening and closing your Pipboy.
Secret Teleporter Research:
As mentioned previously the subcutaneous micro-relay has a fourth tier of research. To unlock this tier, go to the Ranger Cabin near Sanctuary and look for deathclaw corpses, maybe poke one of them. Good luck!
Ranger cabin location.
Теперь в Fallout 4 можно заменять части тела кибернетическими имплантатами
Для Fallout 4 вышел новый мод под названием RD-Technologies Cybernetic Implants, который добавляет в игру возможность устанавливать на персонажей кибернетические имплантаты как в каком-нибудь научно-фантастическом фильме.
Есть три типа кибернетических имплантатов: для мозга, тела и конечностей. Каждый из имплантатов повышает характеристики персонажа в той или иной области, а также наделяет его новыми возможностями.
Получить такой имплантат не так-то просто. Для начала нужно купить специальный модуль у продавца, после чего отследить чертеж и найти нужные предметы. Таким образом, получение каждого такого предмета сопровождается небольшим квестом.
Автор мода отметил, что он не хочет раскрывать весь список возможных имплантатов. Судя по первым скриншотам, некоторые из кибернетических имплантатов представляют собой следующие улучшения: матрица регенерации тканей, проводные рефлексы, дермальное покрытие и устойчивые к повреждениям легкие. Всего в модификации есть около 50 вариантов улучшений.