New Vegas Mods: Cyberware Mod WIP
StealthDick
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New Vegas Mods: Cyberware Mod WIP
958 просмотров · 11 дней назад
StealthDick
512 подписчиков
958 просмотров · 11 дней назад
Fellas, this is a longer one.
Chapters:
Leg Implants 0:00-1:20
Hand Implants 1:20-3:16
Skeleton Implants 3:16-5:09
Integumentary Implants 5:09-6:03
Nervous System Implants 6:03-7:23
Immune and Circulatory Implants + Fighting 7:23-12:42
Ocular System Implants 12:42-14:11
Random Implants, fighting, dying, showing off Berserk & NEW GRX abilities 14:11-19:09
No, the menu won't be integrated into the pause menu, it is only here for testing purposes.
No, installing and upgrading implants won't be free.
Yes, there is a set amount of implants per system (I will make perks that add more slots)
Some of the implant descriptions are wrong since I write them prior to setting them up.
I've added in most of the implants from Cyberpunk (https://cyberpunk.fandom.com/wiki/Cyb... modifying many to fit new vegas, and forgoing many others (such as the quickhack implants). Now I plan on fattening up the implant list by looking into mainstream and niche New Vegas playstyles and adding cyberware to complement them (as I did with the poison and throwing weapon implants).
Future plans:
Adding a "spell" casting system in, just need aid with modeling, animations, and special/sound FX.
Visible Implants, which is a bit harder than I originally anticipated.
Custom icons for every implant and different icons for vanilla implants being absorbed into this mod.
The menu seen in the pause menu being less of a HUD / pop-up menu, and instead resembling something closer to the gene projector / reflectron / terminal interface (i.e. something physical). The plan is to have the player sit in a special chair with a monitor attached, and have the implant menu screen descend from the ceiling (or something like that).