Cyberware 2281
I cant seem to find the night vision implant in museum of technology west wing, can u give me the exact location i just wanna check if its still there... i wanna check if the super mutant move it or something
Hello, when choosing stealth nano boots in game to implant, it says I don't have any implants for this area of my body. However with the voice modulator, I can choose it and the doctor succesfully implants it.
I've also noticed that: when usig ysI Categories mod with cyberware, stealth nano boots are categorized in junk section when the voice modulator is categorized in crafting ingredients. Idk if this is a incompability with the ysI mod but I don't think so. Please check it, thanks.
https://imgur.com/a/qA0dxXq
I've also noticed that: when usig ysI Categories mod with cyberware, stealth nano boots are categorized in junk section when the voice modulator is categorized in crafting ingredients. Idk if this is a incompability with the ysI mod but I don't think so. Please check it, thanks.
https://imgur.com/a/qA0dxXq
1 reply
Hello, how can I add perks via console commands? Thanks
1 reply
The implants here are more complicated than regular perks, you should install them through the surgery dialog.
To add all implants to your inventory, run this: player.additem CWxImplantsAllList 1
To add all implants to your inventory, run this: player.additem CWxImplantsAllList 1
Thanks a lot for the mod, I'm playing TTW and so far I'm 40 hours in in the DC an had no issues besides limb regen mod stopping working after Point Lookout for some reason (fixed it by removing it, saving, relaunching the game, then installing it again). I agree with one of the commenters however, I'd love to have either some sort or randomness in implant choice (when you have to loot them from high-level enemies for example) or even having all buyable implants—especially +stat implants—scattered all over the map, the TTW esp doesn't really go far enough to distribute them in the DC in my opinion.
this is not a smart question I know, but: would this cause problems if I install it during a playthrough? I'm currently 35 hours in but I just came across this mod and I'm enchanted by it. I'm probably going to make a "clean" save then install it and play for a few hours to see if anything seems messed up. I know it's usually not good to install mods mid-game, but I don't wanna wait for next time to turn myself into a cyborg
1 reply
In case anyone else had the same question: It installed perfectly cleanly, even took off the implants I'd already bought from the medical clinic and put them in my inventory. Close to 190 hours on this save file now and not a care in the world
Pardon me but I've looked through the description, the data sheet, the comments, the PN description, and the PN datasheet and haven't seen any mention of what changes if any were made to Implant Y-3. I'd check the PN comments on Nexus but they number in the thousands and even with the search feature I shudder at the potential volume. The reason I'm looking for this information is because I'm wondering if installing Piber's mod would be redundant and the reason I'm making a comment here instead of looking in xEdit myself is because I'm in the middle of putting together my modlist (building of VNV naturally) and haven't gotten this mod installed just yet. Thank you in advance if you take the time to reply.
1 reply, 2 total
Cyberware reimplements Y3 functionality to use the NVSE event manager without changing how it works (undoes radiation damage).
Piber's mod removes the vanilla effect before it applies.
Both methods will fire together because my new implementation is instant, and Piber's mod won't be able to fire before Cyberware like it does with vanilla.
As a result, Y3 will start removing radiation damage when taking it instead of merely negating it. So basically, consumables would start acting like Radaway.
I did not test it in practice, just looked over what the scripts do.
Piber's mod removes the vanilla effect before it applies.
Both methods will fire together because my new implementation is instant, and Piber's mod won't be able to fire before Cyberware like it does with vanilla.
As a result, Y3 will start removing radiation damage when taking it instead of merely negating it. So basically, consumables would start acting like Radaway.
I did not test it in practice, just looked over what the scripts do.
1 reply
That sounds broken in a fun way. Thanks for the reply.
This is one of my most favorite mods ever, thank you!!!
ysI Categories is not my mod to check it.