Cyberware 2281
First of all great mod thank you. Is this compatible with unoffical patch ? i saw some scda sctx confilicts with yup, since i am new to modding i dont know much but i know (?) script/hex conflicts cant be easily patched ?
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Is there a way to show the implant menu with the currently equipped mods? Just find myself needing to look frequently when I consider buying new mods. Thanks, this is a wonderful standalone!
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Only in console, run setstage CWxImplantsPanel 1
This is a good idea to add as a feature though.
This is a good idea to add as a feature though.
i have a question, is some of the cyberware/cybernetics visual? will i be able to see it on my character?
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No
Can't seem to figure out how to make AR Scanner work, as well. I followed and installed Viva New Vegas Extended mod guide + a few other mods. I've tried aiming down on both friendlies and enemies alike using a hunting rifle with no scope, but the prompt won't appear on my end. I saw on another comment that you said VUI has issues, which I have installed. Tried disabling it but still can't make it work. Though, when I changed my load order to make Cyberware.esm last, I tried it again and this time, I was able to get a glimpse of a HUD of some kind after I aimed at Boone. It would only happen after I aimed at him for a few seconds while spamming "E".
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Nevermind, I was just being stupid. Had my ADS set to toggle. In order for AR Scanner to work, you have to hold the right-mouse button, then tap "E". Putting this here just in case it's helpful to someone.
The mod is practically perfect, and you've provided documentation to make your own implant. What's there not to love!?
But I'd like to ask. Is it possible for the stealth nanobot effect, or any other effect for that matter to be added to armor? For instance, I want to update the stealth suit to have the nanobot effect. Would this be possible in FNVEdit or Because I assume it's not like just adding it to a Form list like the way it was in Project Nevada.
But I'd like to ask. Is it possible for the stealth nanobot effect, or any other effect for that matter to be added to armor? For instance, I want to update the stealth suit to have the nanobot effect. Would this be possible in FNVEdit or Because I assume it's not like just adding it to a Form list like the way it was in Project Nevada.
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It's possible, I did something similar in Enhanced Vision, only this would be a completely different mod.
No bugs or issues, just wanted to thank you for hosting this mod. I've used it in so many playthroughs now so was upset when I couldn't find it on the nexus. It's just as good as I remember. God bless you, friend.
installed mod properly but the surgery menu extension isnt detected. unsure of what to do, i installed manually if that helps
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Follow Viva New Vegas on how to install mods in a way someone may be able to help you. Nobody got time to debug a mess in Data.
Not really related to this mod, BUT is there a F04 version of this? Please forgive me If I read over that
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No
I've noticed some conflicts regarding some changes made by YUP, and an override that is confusing me, and I wanted to confirm things before I go about patching them, especially since you said you forwarded the changes made by YUP. Some of the locations where the implants have been placed had changes made by YUP to remove the "Has Water" flags and the water noise, which were not carried over, in Vault 34 Armory, Vault 19 Sulfur Cave, Vault 22 Oxygen Recycling, Jacobstown Lodge, and Great Khan Supply Cave (3CBSCave3). I also found that in WastelandNV [WRLD:000DA726] you've changed Water (and LOD Water Type) from Potomac [WATR:00030009] to NVCleanWater [WATR:001009CA]. I wanted to know if I should be keeping these changes or if it's ok for other mods to override them. Thanks for your help :)
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Normally, you should forward water changes from YUP. I'll go through them in the next update.
Doesn't seem to send downloads to MO2, any possible fixes?
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https://mod.pub/account/modl-onboarding
Does it work with running MO2?
Does it work with running MO2?
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