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Cyberware of Project Nevada to DC

General mod discussion and requests.
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Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

Also maybe in the Museum of

Post by Risewild » Thu Feb 28, 2013 6:34 am

Also maybe in the Museum of Technology? It always bugged me that we couldn't find some pre-war tech we could use in there except for a couple of stealth boys. Also maybe some alien implants in the MZ? they seem to experiment with humans, maybe they made some implants for humans too, like a shield implant that giver DR (or DT or some other protection) against energy weapons, and implant that improves the bonus from consuming alien food, maybe a cryo implant that protects the player against fire based attacks (again maybe DR or DT).


I just don't know, this mod has so many different possibilities that the player could end up having no space in his body for more implants xD.


Just thought that maybe the android that protects Zimmer and maybe Harkness of whatever he's called could drop an implant if we destroy them or something cheeky


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chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

Senterpat wrote:

Post by chucksteel » Thu Feb 28, 2013 6:36 am

[quote=Senterpat]


Aw shucks


[/quote]


Not sure of the issue here? I thought this was just an open debate. I do disagree but, that doesn't make me right! I was just giving my opinion. 


Again I thought we were really bouncing ideas around. Sorry if you feel I was kicking you in the nuts that wasn't my intent. 


 


Edit: Please don't feel if I disagree with something you say that is the end of it. I can be convinced I'm wrong. I was just giving my opinion in an open forum. This is where users and, the TTW team talk about the project, It doesn't mean my word is law, just because I'm an admin or, team leader. 


The TTW team tends to lean more towards "majority rules" then "One Ring to rule them all!" This is why we have two team leaders, Jax and, I! this way there isn't just one person to say this is how it is going to be. we have to talk, debate and sometimes argue. but, we have always seemed to come to a balance. 


Edit 2: please don't make me feel like I can't comment on these types of threads, I can get a bit self conscience specially when people think I'm throwing down the rule of law when I'm not. I am really open to discussion and debate when it comes to content, what or what not should be added to the game. 



Senterpat
Posts: 239
Joined: Thu Feb 21, 2013 5:37 am

Lol sorry dude I didn't mean

Post by Senterpat » Thu Feb 28, 2013 7:11 am

Lol sorry dude I didn't mean to make you read so much into it. I was not offended, I was just joking around. I just have a soft spot in my heart for the super duper mart.


While here I should mention muesuem of technology is a great idea


 


ideas- mechanists lair, robco facility, robot repair center


 


Call me Pat. Senterpat is too much to type.

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chucksteel
Posts: 1388
Joined: Wed Aug 15, 2012 3:20 pm

Mecanists lair rocks for a

Post by chucksteel » Thu Feb 28, 2013 7:26 am

Mecanists lair rocks for a location! I would expect something like this there! 


I get it you have a soft spot for the super duper mart, I have a soft spot for "Northwest senica" (was a jet cooker in a past life!) sometimes jokes, sarcasm (which would be really funny if I could see your face) doesn't translate to text on the net. 


I took it as you were saying WTF! when I was just trying to talk. My bad, but it happens.  


contrary to most modders I do give a shit what my users think. I will do what I want but do consider there opinions. 



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Risewild
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Joined: Mon Oct 01, 2012 9:14 am

Mechanist Lair is indeed a

Post by Risewild » Thu Feb 28, 2013 8:41 am

Mechanist Lair is indeed a great location, definitely an implant related to robots somehow would be awesome in there.


That place where we have to get the Tesla Coil could have an experimental implant related to electricity or energy I guess cheeky.


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alphaidiot
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Joined: Fri Sep 21, 2012 10:49 pm

Thanks to your feedbacks, I

Post by alphaidiot » Thu Feb 28, 2013 10:31 am

 


Thanks to your feedbacks, I think I got an overall scheme which can be counted as 'consolidated'.

1) Cybernatic Surgery can be initially started from Pinkerton, thus early questing place like Super Duper won't be appropriate.

2) You can find a Surgery handbook on Pinkerton's desk, so that you can update one doctor able to perform the surgery after.

3) The current line-up is, for Player's convenience, Moira of Megaton, Godfrey(robot butler in Tenpenny suite), Sawbones(Dr. Gutsy in Citadel), Doctor Barrows in Underworld.


I think three locations for implants can be confirmed.


AR Scanner in Mechanist Lair would be most useful to remained gameplay. New Tesla thingy from DLC Broken Steel, which increases energy weapon damage. Relocate Stealth Nanobots from Vegas to DLC Anchorage Storeroom, for Player who wants stealth field without the suit, and to make Anchorage more rewarding. (I forgot DLCs are mendatory to TTW, thanks for reminding!)


And then, most importantly, WHAT TO DO list.


I checked the cyberware script. it seems fairly easy to adept new items just as other PN functions apparently. I would like to establish basic in-game functions first, thus we can discuss and locate items immediately. So the priority is to build new implant list first. Name, concepts are not important at this time. Once the number of new implants is confirmed, I will build list via FNVedit, then a good Samaritan scriptor will be needed to do 1) add items to *a* script, 2) add new doctors to the surgery line-up quest.


This is the new implant list I made briefly. Anything new or modification ideas are welcomed, but keep it mind that skill boost implant is most unnecessary since TTW doubles the gameplay length.


* xi means infinite or at least common


<Head Implants>

Motion Sensor x1: Perception +1

Signal Decipher x1: Damage against Robot + 25%

??? Targeter(or something) x1: Increased Weapon Damage +5%


<Torso Implants>

Adrenal Circulator x1: Increased AP + 25

Polymer Husk: Fire Resistance + 15%

Reflex Coating x1: Energy Resistance + 15%

Tesla Amplifier x1: Increased Energy Weapon Damage by 15% (related to Broken Steel)

Exoskeleton Segments: Improves limbs max condition


<Arm Implants>

Wrist Spindler xi: Melee critical chance and damage increased by 20% (30,40)

??? Plate(or something) xi: Melee & Unarmed Damage +2

Recoil Stabilizer(or something) x2: Guns Damage +1

Internal Pocket(or something) xi: Increased Carry Weight by 20


<Leg Implants>

Air Pressure(or something) xi: Increased Movement Speed by 6% (8,10)

Load balancing(or something) x1: AGility +1

??? Bumper thingy x2: Explosive Resistance 20%

 


Note that PN cyberware provides two slots per each body parts, then you can pick three perks ;each to give additional slots for each body parts. That's all for now. Let's make it living! xD



Senterpat
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Joined: Thu Feb 21, 2013 5:37 am

 

Post by Senterpat » Thu Feb 28, 2013 9:31 pm

 



Some ideas-


 

Adrenal implant- boosts speed based off missing health



Energy shield implant- blocks 20 damage, then takes 30 secs (taking damage resets timer) to regenerate. If damage taken is over 15, reduces damage to 5. (shield would be good against explosives and powerful guns, but weak to automatics) (maybe the shield could be localized, and only effect the torso or something)


Suspension or hydraulic implant- reduce fall damage


Robco serial implant- robots no longer hostile unless your weapon is drawn 


Energy shield alt implant- absorbs 30 damage, damage less than 10(?) is halved, or reduced to 1. Takes 30 uninterrupted seconds to recharge.


(can't have both shield implants)


Energy absorption implant- chance to absorb incoming energy weapon attacks, and either restore health, AP, or add ammo.


 


Well that's all I can think of for now, I'm sure I'll have more ideas.


 

Call me Pat. Senterpat is too much to type.

drumber
Posts: 24
Joined: Wed Feb 20, 2013 7:22 pm

I am pretty sure the author

Post by drumber » Thu Feb 28, 2013 10:24 pm

I am pretty sure the author of Project Nevada - Extra Options said he was planning on a TTW version of Project Nevada :)



alphaidiot
Posts: 66
Joined: Fri Sep 21, 2012 10:49 pm

@pwinkle

Post by alphaidiot » Fri Mar 01, 2013 3:41 am

@pwinkle

Thanks! I keep forgets about DLC. Following the tradition, naming would be best in two words, so Adrenal Circulator seems tight.


@Senterpat

Energy shield + absorption are too over technology I think. But then, I got an idea of Exoskeleton which improves all limbs condition. I suppose speed boost are good to be limited in numbers and to legs, so basically they won't stack too much high. Any ideas for Leg implants you have(which are fair easy to make without script)? They are most free slots in the game, but I haven't got much ideas.


@ drumber

Goody. Gribble is an excellent modder, although Based on his posts what he's doing is more like a merger for his mods + fallout 3 mods. I will ask him sometimes and plus suggest his Nuka-cola Expansion to be in DC. I already made a quick adoption of it, giving scavenging more fun.


(named some of implants: Motion Sensor, Signal Decipher, Adrenal Circulator, Polymer Husk, Reflex Coating, Tesla Amplifier, Exoskeleton Segments, Wrist Spindler)



drumber
Posts: 24
Joined: Wed Feb 20, 2013 7:22 pm

" For the record, I'm

Post by drumber » Fri Mar 01, 2013 7:49 pm

" For the record, I'm actually planning on a TTW merger for PN files, Equipment and the rest will be integrated into TTW as seamlessly as I can."  Gribbleshnibbit (Author of Project Nevada - Extra Options) posted that in the comments of the mod, so yeah looks like he is already on it! I don't think anything will be released until TTW is out of Beta though :)



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