![]() There are still a few quest scripts, but they are short-lived, have very specific use, and never run longer than they have to. Today, Cyberware runs zero scripts in idle state. ![]() Even the surgery script got facelifting, now it’s much easier to understand what is going on there. To fix this, 95% of code was rewritten and refactored to event-based triggers. Speaking of scripts, PN is the heaviest mod by far in most mod lists. Add to this inventory items with attached scripts: while in inventory, every item copy runs its script every frame even if there is no GameMode block. On its own, it’s not an issue, but quickly adds up in large modlists. With RuntimeScriptProfiler, I saw up to 17 running scripts in a single frame. When Project Nevada started, event handling in NVSE did not exist, and PN was forced to run scripts continuously. In order to achieve this, Project Nevada was completely disassembled: features, used in Cyberware, where reworked and assembled back into a separate mod. Time to change this.Ĭyberware has been decoupled into a standalone mod. While other PN features got modern counterparts, Cyberware never got a proper alternative or upgrade. Cyberware, its major component, is closely tied to Project Nevada functionality, what created some difficulties in its maintenance. Unfortunately, mods get old, too, and Project Nevada is being gradually replaced by newer mods. Project Nevada and its Cyberware is an outstanding achievement in Fallout modding. Google Spreadsheet with implant and doctor locations ( spoiler warning!) * Cyberlimbic: Two additional leg implant slots * Iron Handshake: Two additional arm implant slots * Tin Head: Two additional head implant slots * Man Machine: Two additional torso implant slots ![]() * Weight Absorber: Carry weight +10 (20, 30, 40) * Kinetic Accelerator: movement 10% faster (20%, when installed on both legs) * Hyperfrequence Emitter: HF Burst (with MF breeder) * EMP Generator: EM Burst (with MF breeder) * Razor Nails: Unarmed critical chance and damage increased by 25% (40, 55, 70) * Kinetic Accelerator: reload 10% (20%) and melee attack 5% (10%) faster * Stealth Nano-Bots: Controllable stealth field * Adrenaline Booster: AP regeneration bonus for kills Finding the books titled Cybernetic Surgery, Standard Edition, you can train a few more doctors. Some doctors are able to perform the surgery from the start. Once you pick up or buy an implant, the introductory quest “I Dream Of Electric Sheep” starts and leads you to a doctor who can implant it. Other, less powerful implants can be obtained from selected vendors, though with the proper Science skill those can be upgraded up to 3 times at a workbench. Unique implants that grant powerful abilities are placed all over the wasteland in rewarding locations. The cybernetic implants come with a custom interface to attach and manage them. Some of man’s most advanced technological creations have been preserved – and the Cyberware module gives you the chance to obtain them! Upgrade to xNVSE 6.2.6 or newer in order to fix it.Įven though humanity nuked itself back into the Stone Age, you don’t have to fight with sticks and stones. XNVSE 6.2.5 has a bug, preventing implants from showing up in the selection menu.
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