simplywayne90 Posted November 23, 2010 Share Posted November 23, 2010 Well the implants in FO2 were called dermal implants and then there were the modules you could use at the BoS, so most perks from implants should have a negitive kickback to make it so you don't want to get ten of them like maybe -1 charisma each time due to scarring or -1 intelligence to get the brain implant, etc. They shouldn't be visable parts on the body by the way, thats asking to much of modders to make models and things for something if you just want the perk. Hope that helps a bit, try looking up on the Fo2 implant system. Maybe you can get an idea. Link to comment Share on other sites More sharing options...
JohannesGunn Posted November 23, 2010 Share Posted November 23, 2010 (edited) Neural Transduction Booster- Cybernetic implants in your central nervous system have increased your reaction time and reflex rate dramatically. Boosts ap, reduces END by 1.Sub-Dermal Servo-Assisted Skeletal System- Massive internal implant which threads titanium filaments throughout the patients skeleton, increasing its durability substantially, and the addition of servo-motors at all load-bearing joints, allows the patient to carry extreme amounts of weight over long distances without tiring. Enable fast-travel while over-encumbered, and raise weight limit to 500, but reduces CHA and AGI by 2.Cerebral Pharmacopeia- Small implant, located next to the hippocampus, which releases augmented hormones to speed healing. Regenerate +1 health every 10 seconds, -1 PER.Sub-Dermal Modified Farraday Cage- Conductive wires have been threaded under the skin of the patient, allowing them to disperse a limited amount of damage from energy weapons. +10 Energy Resistance, -1 CHA.Ocular Targeting Implants- Tiny cameras embedded in the cornea transmit information to a targeting computer located in the abdomen, which directly connects to the spine, constantly correcting the subjects aim. +15 to Guns, Explosives, and Energy Weapons, 1.25x AP modifier in VATS because the computer has to constantly adjust your aim... even if it's good enough, it's gotta be perfect. Just a few ideas, if you want more, feel free to ask. Edited November 23, 2010 by JohannesGunn Link to comment Share on other sites More sharing options...
simplywayne90 Posted November 23, 2010 Share Posted November 23, 2010 And just to be more diverse have only a few available to each faction or something, like maybe some legion slave doctor implants half a tire into your shoulder, sure your a hideous monster, but for some reason now your should is bulletproof, ya know something like the legion, and then NCR implants, followers of the apoc implants, jacobstown, etc. and they should have quests since after awhile money is not even a tiny issue. Link to comment Share on other sites More sharing options...
Geeves83 Posted November 23, 2010 Share Posted November 23, 2010 Ok, maybe this is getting a little over-ambitious here, but I would LOVE to see a system similar to the classic Deus Ex. You know, a bunch of killer implants, but to prevent them from being too overpowered you actually need some sort of energy or charge to draw upon. I mean, s***....how many useless fission batteries are scattered all over the wastes? I origianlly decided against mentioning this, thinking it was a little too big and maybe a little too much in the realm of dream, but; a) no hurt in typing it out b) Imp of the Perverse actually did something similar with his powered power armor mod for FO3. Granted, they were add-ons to power armor suits, but the mechanics and scripting would probably be fairly similar, or at least partially-transferable. Link to comment Share on other sites More sharing options...
Savage117 Posted November 23, 2010 Share Posted November 23, 2010 If you don't want to add the dialogue, just create a terminal, and have options in it for the implants. I can do that? Now I have to figure out how to make a terminal! Dang, just when I thought I was getting the hang of things. Link to comment Share on other sites More sharing options...
Savage117 Posted November 23, 2010 Share Posted November 23, 2010 Neural Transduction Booster- Cybernetic implants in your central nervous system have increased your reaction time and reflex rate dramatically. Boosts ap, reduces END by 1.Sub-Dermal Servo-Assisted Skeletal System- Massive internal implant which threads titanium filaments throughout the patients skeleton, increasing its durability substantially, and the addition of servo-motors at all load-bearing joints, allows the patient to carry extreme amounts of weight over long distances without tiring. Enable fast-travel while over-encumbered, and raise weight limit to 500, but reduces CHA and AGI by 2.Cerebral Pharmacopeia- Small implant, located next to the hippocampus, which releases augmented hormones to speed healing. Regenerate +1 health every 10 seconds, -1 PER.Sub-Dermal Modified Farraday Cage- Conductive wires have been threaded under the skin of the patient, allowing them to disperse a limited amount of damage from energy weapons. +10 Energy Resistance, -1 CHA.Ocular Targeting Implants- Tiny cameras embedded in the cornea transmit information to a targeting computer located in the abdomen, which directly connects to the spine, constantly correcting the subjects aim. +15 to Guns, Explosives, and Energy Weapons, 1.25x AP modifier in VATS because the computer has to constantly adjust your aim... even if it's good enough, it's gotta be perfect. Just a few ideas, if you want more, feel free to ask. JohannesGunn, Those are perfect, exactly the kind of thing I need to kick my insperation in the ass and get it started. :thumbsup: I wasn't expecting someone to actualy tell me the exact kind of abilities of each implant they wanted, I was thinking more along the line of adding a perk that is already in the system, like the OP was orginaly asking. :biggrin: But... I can do both, making a Perk is going to be the easiest part of this project. Just a note to all these great people giving me some awesome, and a little overwealming, requests. Im just learning this part of the GECK so some of your requests are beyond my abilities, im starting small and working my way up, so this will take a long time, I have a full time job and cant spend all my time on modding. Im sure there are more experienced modders out there that can take this mod on and finish much faster due to the lack of needing to learn it on the way like im doing, but I will continue to flesh this out and see if I can get a working mod for some, no promises though. Im a little stumped in the scripting department so thats gonna slow me down until I can get this large mental block out of my way. :wallbash: Oh and a note to those that are asking for a visual change when a implant is added, don't look at me, I want this very badley but my forays into the realm of texturing and modeling were a complete disaster, I have no artistic ability what so ever beyond writing and modding, if that could be called art. Keep the ideas flowing, take JohannesGunn's entry as an example, thats what im looking for, im trying to find out what people are looking for in their implants. :) Link to comment Share on other sites More sharing options...
JohannesGunn Posted November 23, 2010 Share Posted November 23, 2010 (edited) I think this mod is an excellent idea, and would love to see it become a reality. After all, if you can't go big, go to bed? Wait, that can't be right... Anyway, when I first started modding, one of my friends told me to keep trying and not get discouraged, and he was right. The more you do, the more you learn. If you need help with something, there are always people standing by on the boards, ready, willing, and maybe even able to lend a hand. Post your problem, and we'll see what we can do. Edited November 23, 2010 by JohannesGunn Link to comment Share on other sites More sharing options...
simplywayne90 Posted December 1, 2010 Share Posted December 1, 2010 Well while it may not be exactly what your asking for here is something similar: Cyborg Implants Link to comment Share on other sites More sharing options...
Rossum Posted December 1, 2010 Share Posted December 1, 2010 Hmm, would it be possible to add an 'energy' need for the player? Like how the player aquires Rads in normal mode and need food, water, and sleep in Hardcore? Perhaps when you get cybernetic implants you need to charge up on energy or you suffer drawbacks. Having a mechanical arm or augmented brain part is cool while it works but if the power shuts off then you'd have some nasty problems to say the least. By default (without augments) the player never uses up Energy so its no big deal. But if they do get cybernetics then it gradually uses up energy and the more implants they get then the bigger the usage. To charge energy then they need to craft special consumables called 'implant chargers' which I suppose would be crafted at a bench. You can already convert the various energy weapon ammos into eachother, if you add Fission Batteries to the mix then it should be easy to just convert any energy ammo you find into batteries for your implants. Ideally, the cybernetic implants would all be designed so they don't have drawbacks aside from energy usage. You could trick yourself out as much as you want... but you might end up having to keep plugging batteries into yourself to keep your eyes and legs from shutting off. Maybe another implant would let you convert fat into energy for charging energy cells with, you have to eat more but you regularly automatically charge any drained energy cells you have in your inventory. Caloric Fuel Cell - This implant connects to your bloodstream and gradually extracts sugar from your system to convert into energy which is then used to charge drained energy cells. Your body will automatically start burning fat as well... turn fat into fuel!Effect: You automatically recharge drained energy cells in your inventory over time. May also result in increased hunger. Atomic blood scrubber - This modified micro-fission reactor is hooked up the the latest in Med-Tech blood purifying technology. It automatically extracts radioactive isotopes from your system to charge drained energy cells.Effect: You automatically recharge drained energy cells in your inventory over time while simultaneously having your Rads lowered. Battery Tracker - A simple device hooked to your spacial awareness center. This increases your ability to track tiny objects and lets you recover 100% of your drained energy weapon ammo or bullet casings.Effect: You pick up all your drained energy weapon ammo or bullet casings. Also: Finger Tazer - You have electrodes subdermally attached to your fingers that let you deliver painful shocks to your enemies when you punch them.Effect: Whenever you punch an enemy they have a 50% chance of being stunned as if zapped with a tazer.Downside: You have a 25% chance of having your sleep interrupted by painful shocks... and a corresponding 25% chance of having any sexual encounter end awkwardly with your partner getting zapped unconscious. And for fun: Chaninsaw Hand - You have recently lost your hand in an accident... you tell everyone that it was while fighting ghouls but it could be that you lost it while getting this implant. Anyway, your hand has been replaced with a chainsaw. Suffice to say you've got a killer right hook now.Effect: You have a friggin chainsaw for a hand! Your 'unarmed' attacks are spectacularly damaging. However, you have trouble holding guns now. Link to comment Share on other sites More sharing options...
DarthLysis Posted December 7, 2010 Share Posted December 7, 2010 I like the implant a perk idea. It could integrate with the existing implant system (that was mentioned earlier in the thread) and add perks. I would rather see a price cost for these like the originals already in the game rather than an energy system. The price of the implants would include any power generation needed for them. I miss the perk a level from FO3 and yes I can use a mod to do that I rather see something else, more realistic to do this. So let’s say 1 perk or original implant per total of END + INT point, so a max of 20 implants all total. Since few would have a 10 in each it would be a lower number more like 12 to 17, at least based on my first run through character stats. Mine was 15, so 15 perks and original implants would be my total. You can chose original implant or extra crispy, uh extra perk to be installed. Also the price for adding the END and INT together raises the cost of an implant, to say 10k to 20k caps each. I had over $150k caps with a good deal of things that could be sold to gain more caps if needed so this would give a player something to do with all the left over caps. I never played much caravan so if more caps would be needed that would be way to get them as well. I sure would like to get more perks and this sure would cover this in a better way than just adding in a mod to give you a perk every level. I hope someone will put this together and add it to the clinic in Vegas. I have done only minor things in Geck and would take too long to figure it out. I hope someone picks up the ball and runs with it. No matter how it gets implanted it will be an great addition to FNV. Link to comment Share on other sites More sharing options...
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