RimWorld

RimWorld

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Cyberware 2077
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Mod, 1.5, 1.6
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2.373 MB
26 May @ 7:40pm
29 Oct @ 7:51am
21 Change Notes ( view )

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Cyberware 2077

Description
Adds a variety of different cyberware implants from Cyberpunk 2077 (2.0+)

Update 1.4.0: Cyberware Malfunctions are now class-dependent, based on which type of OS you have installed. Sandevistan users are slowed if hit by an EMP while Sandevistan is active. Cyberdeck users experience a debilitatingly painful neural shock. Berserk users are immune. Also Fixed a UI issue for users who don't have the DLC installed.

This is not a replacement for mods like EPOE, instead it's meant to work alongside those mods. Almost all cyberware implants can be installed alongside normal implants/prosthetics. They typically offer powerful combat-related buffs, but also come at a cost to the user's mental state. Happier and more mentally stable pawns will be able to safely handle more cyberware than unhappy or unstable pawns.

ISSUES: See KNOWN ISSUES at the bottom

Current features:
For a full list of cyberware with stats/descriptions, see this Google doc: https://docs.google.com/document/d/1s99r-F8rQR9USSISSjN1P02jSIKfGt_IfwIAp7cyCb0/edit?usp=sharing

--------------------------------------------------

Operating Systems:
Only one may be installed.
For extra Operating System slots, use the Multi-OS Patch

--------------------
- Chrome Compressor:
A type of OS cyberware that reduces mental impact, allowing the user to tolerate more cyberware.
--------------------
- Sandevistan:
A class of OS cyberware, giving the user the ability to increase their mental and physical speed. The user sees everything in slow motion but feels like they're moving at normal speed. To everyone else, it looks like they're moving faster. While these increase aiming speed and decrease cooldowns, they do not increase cyclic rate of automatic weapons, and these may not be worth using with higher-speed sandevistans.
--- Zetatech sandevistan
--- Dynalar sandevistan
--- QianT "Warp Dancer" sandevistan
--- Militech "Falcon" sandevistan
--- Militech "Apogee" sandevistan
--------------------
- Berserk:
A class of OS cyberware, giving the user the ability to enter a primal rage state that temporarily decreases damage taken, but only allows the use of melee weapons.
--- Moore Tech berserk
--- BioDyne berserk
--- Zetatech berserk
--- Militech berserk
--------------------
- Cyberdeck:
A class of OS cyberware, giving the user access to powerful offensive Quickhacks that directly affect targets.
--- Militech Paraline
--- Biotech Sigma
--- Raven Microcyber
--- Arasaka Shadow
--- Tetratronic Rippler
--- Netwatch Netdriver
--- Militech Canto
--------------------------------------------------

General Cyberware implants:
A class of 27 different cyberware implants, all fully intercompatible with all other implants.
Most of these offer powerful stacking buffs, increasing attack speed, accuracy, melee damage, hit chance, dodge chance, armor, or movement speed. Some are meant to build upon others' boosts. Some might grant an ability.
Install as many as you want, the only limit is your mental state.

--------------------
-Nervous System:
--- Stabber
--- Visual Cortex Support
--- Neofiber
--- Kerenzikov
--------------------
-Frontal Cortex:
--- Memory Boost
--- Ex-Disk
--- Kerenzikov Boost System
--------------------
-Circulatory System:
--- Biomonitor
--- Microrotors
--- Clutch Padding
--- Blood Pump
--------------------
-Integumary System:
--- Subdermal Armor
--- Proxishield
--- Optical Camo
--- Pain Editor
--- Chitin
--------------------
-Skeleton:
--- Bionic Joints
--- Titanium Bones
--- Dense Marrow
--- Rara Avis
--------------------
-Hands (fully compatible with bionic arms):
--- Handle Wrap
--- Shock Absorber
--- Ballistic Coprocessor
--- Immovable Force
--------------------
-Legs (fully compatible with bionic legs):
--- Fortified Ankles
--- Leeroy Ligament System
--- Jenkins' Tendons
--------------------------------------------------

Body part replacements:
These are installed like normal bionic arms and eyes.

--------------------
-Arms:
High-quality cyberarm replacements with increased durability, giving them an edge over the competition. Sometimes, literally.
Manipulation capacity is between Archotech arms and EPOE's Advanced Bionic arms, though you might find the combat bonuses make them better than both.
--- Gorilla Arms
--- Mantis Blades
--- Higurashi 20-13 Mantis Blades
--- Projectile Launch System
--------------------
-Eyes:
Kiroshi optics are high-quality products, offering increased resiliency and performance over their competitors' products.
Sight capacity is between Archotech eyes and EPOE's Advanced Bionic eyes, though you might find the combat bonuses make them better than both.
--- Kiroshi "Stalker" eyes
--- Kiroshi "Doomsayer" eyes
--- Kiroshi "The Oracle" eyes
--------------------------------------------------

The Relic 3.0:
Dramatically improves user's mental state, allowing them to easily tolerate extreme amounts of cyberware, at the cost of becoming totally psychically deaf. Requires an AI persona core.

--------------------------------------------------

I did my best to try to keep things faithful to the original game while retaining some semblance of balance. Certain implants have also had their functions swapped in a way that made more sense to me.

Made for use with Combat Extended and Elite Bionics Framework, but it should work fine without them. Also integrating compatibility with a mod that basically adds Cyberpsychosis.

I would also like to offer thanks to 004GP for making Internal Armor Plates Standalone, as his mod formed the basis for the armor enhancing effects in this one.

KNOWN ISSUES:

Removing an OS implant leaves cracks that kill the colonist without removing the implant!!!
--- Caused by using the wrong "remove implant" surgery.
There are currently two "remove implant" surgery options that show up for OSes (I don't know why).
Use the second one, which shows a Medical skill requirement of 5.

Implants are replacing entire bodies!!! (e.g. the Torso):
--- Known to be caused by using saves from an older version of this mod (V# 1.1 or earlier). If this is popping up, please use this forked version of the mod: Cyberware 2077 - Limited Slots Version. Please note: This version of the mod will have limited future support. It may become a patch later on, requiring this main mod file.

Melee dodge chance is insanely high!!!:
--- Reportedly caused by VCR, but I didn't see the issue happen when I tested this with VCR. It's probably a different mod causing it. My mod does not modify base dodge chance whatsoever - it does increase the maximum cap when Combat Extended is installed, but ordinary pawns aren't able to achieve that.

This is a newish mod, so please expect and report bugs.
Popular Discussions View All (4)
14
19 Oct @ 6:53am
UI bugs/issues
EveningSky
6
1 Jul @ 1:14pm
in 2077 what makes someone a criminal?
tsoewoe
1
25 Jun @ 6:05am
DODGE CHANCE ISSUES
EveningSky
181 Comments
greensniperhat 13 hours ago 
Excellent!
EveningSky  [author] 14 hours ago 
@greensniperhat

The targeting parameters were fine, but I needed to add the field <onlyApplyToSelf>True</onlyApplyToSelf> to the give hediff comp. Enemies should no longer give your pawns the active sandevistan buff.
EveningSky  [author] 27 Oct @ 11:02am 
@greensniperhat that's... interesting. I'll have to look into it, I thought I did have it set to self-target.
greensniperhat 27 Oct @ 8:18am 
Strange thing happened: my colonist was locked in melee with an ancient soldier who was just woken up from cryosleep. The soldier has a Zetatech Sandevistan implant - but after the kerfluffle I noticed that my colonist (who has no sandevistan implants at all) has the 'active sandevistan' hediff.

Just a wild guess but is the sandevistan implant's targeting not restricted to self only?
EveningSky  [author] 23 Oct @ 11:10pm 
This is why I settled on having cyberdecks with a different set of pre-installed, hard-wired quickhacks:

It allows you to retain the ability to customize your hacking loadout to a reasonable extent, without overly bloating the game and adding an obscenely large amount of items, along with being much simpler and more manageable for me to code in, avoiding the hassle of having to create custom C# assemblies.

Even so, Cyberdecks and their associated quickhacks were still by far the most complicated and time-consuming to create out of all the content included in this mod.
EveningSky  [author] 23 Oct @ 10:59pm 
Adding to my previous comment:

I would then have to add items for each of those individual quickhacks, which will bloat whatever production table is used to make them, which reduces quality of life.

Theoretically, there may be a way to produce a quickhack item that, when installed, behaves slightly differently depending on which cyberdeck is implanted. However, this will require a level of assembly coding that is definitely beyond my skills.
EveningSky  [author] 23 Oct @ 10:55pm 
@Vel Ten unfortunately, not very 😂 Hacking Expansion uses a much more complicated framework and includes its own custom assemblies.

The diskette system with individual hacks is cool, no doubt. Being able to install individual quickhacks on a cyberdeck was something I had mulled over before, but decided against it for many reasons.

#1 being: it complicates things. A lot. As it stands, each quickhack already has ~4 or so different variants, depending on how many different cyberdecks it's installed on. This is because each cyberdeck's version of a quickhack has different stats, based on that individual cyberdeck's modifiers in Cyberpunk. I would have to also make individual implantable shards for each quickhack. Then I would have to add a way to check which cyberdeck is installed on the pawn, and make sure that you can't install e.g. Blackwall Gateway or the Arasaka Shadow version of Memory Wipe onto a Biotech Sigma, or several Detonate Grenades on a Militech Paraline.
Vel Ten 20 Oct @ 9:51pm 
Well, Ushanka's Hacking Expansion got updated with various quickhack type effects. Not sure how integratable they are, but it has potential.
EveningSky  [author] 16 Oct @ 5:08pm 
@Empty Body that's very strange. I'll look into it, but I don't know if I'll be able to do much about it.