Лаборатория Кибернетической Имплантации | Cybernetic Implantation Laboratory
Небольшой мод для Fallout 4 ряд настраиваемых кибернетических имплантатов, которые игрок может исследовать, создать и имплантировать в себя.
Особенности
Имплантаты: 
Этот мод имеет шесть различных имплантатов:
Подкожное Керамическое плетение:
Этот имплантат увеличивает ваш максимальный DR, но может быть настроен для увеличения сопротивления энергии, сопротивления радиации или вашего максимального здоровья (последнее поможет с установкой большего количества имплантатов).
Голографические Проекторы На Радужной Оболочке:
Этот имплантат позволит вам создать две голографические копии себя при активации. Копии будут вести себя так же, как и компаньоны, пока они активны, хотя им нельзя давать предметы для переноски, приказывать вскрывать замки или что-либо еще. Копии могут быть настроены на безумие близлежащих роботов во время активности, переключаться местами и исцелять вас, если у вас низкий уровень здоровья или становитесь невосприимчивыми к повреждениям.
Псионический Частотный Разрушитель:
По умолчанию этот имплантат будет наносить определенное количество урона области каждую секунду биологическим сущностям вокруг игрока при активации, но его можно настроить, чтобы успокоить, напугать или взбесить эти сущности.
Очистка Медицинских Наноботов:
Этот имплантат восстановит часть вашего здоровья, когда вы атакуете врага в ближнем бою. Его можно настроить так, чтобы он также исцелял с помощью дальних атак или вместо этого восстанавливал ваше здоровье с течением времени (до 25% от вашего максимального здоровья) и предоставлял возможность полностью восстанавливать ваше здоровье и лечить радиационное отравление один раз в день.
Подкожный проектор Силового Поля:
Этот имплантат предоставит вам личный щит, который будет блокировать входящий урон, пока его энергия не истощится. Его можно настроить так, чтобы он быстрее восстанавливался за счет своей максимальной энергии, имел больше максимальной энергии за счет более длительного времени перезарядки или отражал атаки врагов, пока у него есть энергия.
Лаборатория: 
Этот мод также добавляет различные элементы для сборки лаборатории в мастерской, которая позволит вам исследовать и устанавливать имплантаты.
Станция Имплантации :
Станция имплантации является отправной точкой для остальной части мода, имплантаты могут быть созданы, настроены, имплантированы и удалены здесь. Прежде чем проводить какие-либо исследования имплантатов, к этой станции должен быть подключен терминал.
Исследовательский Терминал:
Прежде чем какие-либо имплантаты будут построены, они должны быть сначала исследованы. Чтобы исследовать имплантат, вы должны сначала построить его основу. Основа имплантата-это более крупная структура, которая обеспечивает определенные функциональные возможности, необходимые самому имплантату. Исследование основы имплантата занимает десять часов в игре, в то время как сами импланты исследуются только пять (это время может быть пропущено через сон или ожидание). После того, как основы имплантата будут исследованы, можно будет исследовать дополнения. Дополнения имеют три уровня исследования, каждый уровень становится доступным для каждого типа дополнения после того, как был исследован имплант предыдущего уровня. Подкожное Микрореле имеет четвертый уровень исследования, но это доступно только после преодоления «небольшой» проблемы.
Основа для имплантатов:
Каждый имплантат требует, чтобы основание имплантата функционировало, и каждое основание открывает новое основание имплантата для строительства. Каждая основа имеет предыдущую основу, помеченную как требование в меню мастерской.
Особенности использования имплантатов:
Анимашка с подробностями
Имплантационные станции, базы и сами имплантаты-все это, конечно, требует сырья для создания, но кроме этого есть и другие недостатки
Напряжение:
Размещение имплантата в вашем теле приведет к потере части вашего максимального здоровья, это известно как «напряжение».
Вытягивание:
Помимо потери части вашего здоровья, имплантанты также требуют энергии для запуска, поскольку кибернетика редка в Содружестве, так же как и МРС, которые они требуют для запуска. Если у вас нет МРС, то ни один из ваших имплантатов не будет функционировать, и вы все равно потеряете часть своего максимального здоровья. К счастью, МРС иногда можно найти по всему Содружеству, а плазма может быть преобразована в МРС на станции имплантации.
Прочность:
Имплантаты по сути хрупкие механизмы и поэтому должны быть обработаны с осторожностью. Во время боя, если часть тела, содержащая имплантат, повреждена, имплантат также пострадает. При 50% здоровья имплантата его дополнения больше не будут функционировать. При 0% имплантат полностью перестанет функционировать. Здоровье имплантата можно проверить, открыв и закрыв Пип-Бой.
Требования:
Fallout 4 1.10.130 и выше
F4SE, версия 0.6.6 и выше
MCM (это технически мягкое требование, но без него вы не сможете использовать имплантаты, которые требуют горячих клавиш для работы)
HUDFramework
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Cybernetic Implantation Laboratory
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This mod adds a number of customisable cybernetic implants that the player can research, build and implant within themselves.
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Version 1.14
Version 1.13
Version 1.12
Version 1.11
Version 1.1
Straight donations accepted
Requirements:
F4SE, version 0.6.6 or later.
MCM (this is technically a soft requirement, but without it you will be unable to use any implants that require hotkeys to function)
HUDFramework
Getting Started:
To get started with Cybernetic Implantation Laboratory (CIL), simply fast travel to the Red Rocket Truck Stop near Sanctuary and follow the quest that begins. Above is a brief video overview of the mod, it goes over getting started with CIL, implants (and their drawbacks) and research:
Implants:
This mod features six different implants:
Subcutaneous Micro-Relay:
This implant is a personal teleporter that will allow you to blink from one place to another in rapid succession. The Subcutaneous Micro-Relay can be customised to knock down entities around your teleport destination, increase your DR or make you invulnerable for two seconds after teleporting.
Subdermal Ceramic weave:
This implant increases your maximum DR, but can be customised to increase energy resistance, rad resistance, or your maximum health (This last one will help with installing more implants).
Iris Mounted Holographic Projectors:
This implant will allow you to create two holographic copies of yourself when activated. The copies will behave similarly to companions while they are active, although they cannot be given items to carry, nor ordered to pick locks, or anything else. The copies can be customised to frenzy nearby robots while active, switch places and heal you when you are on low health or to become immune to damage.
Psionic Frequency Disrupter:
By default this implant will deal an amount of area damage each second to biological entities around the player when activated, but it can be customised to instead calm, terrify or frenzy those entities instead.
Scavenging Medical Nanobots:
This implant will restore a portion of your health when you attack an enemy in melee combat. It can be customised to also heal with ranged attacks or to instead restore your health over time (up to 25% of your maximum health) and grant the ability to completely restore your health and cure radiation poisoning once a day.
Skin Grafted Forcefield Projector:
This implant will grant you a personal shield that will block incoming damage until its energy is depleted. It can be customised to regenerate faster, at the cost of its maximum energy, to have more maximum energy at the cost of a longer recharge time, or to reflect attacks at enemies while it has energy.
This mod also adds various constructible items for assembling a laboratory that will allow you to research and install implants.
Implant Station:
The implant station is the starting point for the rest of the mod, implants can be constructed, customised, implanted and removed here. Before any research on implants can be done, a terminal must be connected to this station.
Research Terminal:
Before any implants can be built, they must first be researched. To research an implant, you must first build its base. An implant base is a larger structure that provides certain functionalities that the implant itself will require. Researching a base implant takes ten in-game hours, while augs only take five (these times can be skipped via sleeping or waiting). After the base implant has been researched, augments may be researched. Augments have three tiers of research, each tier becomes accessible for each augment type after the aug of the previous tier has been researched. The Subcutaneous Micro-relay has a fourth tier of research, but that is only accessible after overcoming a challenge.
Implant bases:
Each implant requires an implant base to function, and each base unlocks a new implant base for construction. Each base has the preceding base marked as a requirement in the construction menu.
Cost of using implants:

Implant stations, bases and the implants themselves all, of course, require raw materials to create, but besides that there are other disadvantages to becoming a cyborg:
Strain:
Housing an implant within your body will cause you to lose some of your maximum health, this is known as «strain».
Drain:
Besides losing some of your health, implants also require power to run, as cybernetics are rare in the Commonwealth, so too are the MPCs that they require to run. If you have no MPCs then none of your implants will function, and you will still have lost an amount of your maximum health. Luckily MPCs can occasionally be found around the Commonwealth and plasma cells can be converted into MPCs at the implant station.
Durability:
Implants are somewhat fragile and as a result should be handled with care. When in combat, if a body part containing an implant is damaged, the implant will also suffer damage. At 50% of an implant’s health its augments will no longer function. At 0% the implant will completely stop functioning. Implant health can be checked by opening and closing your Pipboy.
Secret Teleporter Research:
As mentioned previously the subcutaneous micro-relay has a fourth tier of research. To unlock this tier, go to the Ranger Cabin near Sanctuary and look for deathclaw corpses, maybe poke one of them. Good luck!
Ranger cabin location.
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CyberSuit
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Adds CyberSuit to the game
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Kind of half robot half human suit designed using reference image dont forget to endorse)
REQUIREMENTS
CBBE-CALIANTES BEAUTIFUL BODIES ENHANCER
Drop files to data folder manually or install through any installer
HOW TO GET
You can craft it at armorsmith workbench inside *ARMOR mfd* line or you can add it with in-game esp explorer
TOOLS USED
Marveleous Designer, 3ds Max, Substance Painter, Adobe Photoshop Creative Cloud, Outfit studio, Nifskope, FO4Edit, Polar
THANKS
Thanks to John Conor, Elianora, Travis Davis, Gökhan Yahya also everybody who is supporting with pictures and videos
AUTHOR
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CROSS Pre-War Cybernetics
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Fully customizable cybernetic armor, unique armor mods, palette based paint styles, size options and more. ROBOT HANDS.
This mod does not have any known dependencies other than the base game.
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This mod was made with:
NifSkope, assigning materials/textures.
xEdit, making the plugin.
Material Editor, assigning textures via materials.
Outfit studio, by Ousnius, Bodyslide files.
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Translations available on the Nexus
| Language | Name |
|---|---|
| Italian Author: skyunter | CROSS Pre-War Cybernetics italian Translation |
Pre-war Cybernetics come to the commonwealth wasteland. This mod adds the Cybernetics Lab Workbench, and several pieces of armor (and a pair of RoboHand-gloves), each with a significant amount of customization including vanilla lining mods, special Gadget mods, advanced Frame mods, cybernetic implants, firmware upgrades, and 20+ paint/pattern options. The main pieces have light/medium/heavy variations, and the ‘RoboHand’ gloves can be modded to be exclusive to either the left/right hand. Most items are worn as armor and generally will fit with vanilla outfits (RoboGloves cant be worn with some vanilla ‘gloved’ outfits)
A note on Bodyscales:
The vanilla game uses a funky system to scale over-armor to fit cleanly over under-clothing, this system works alright for the relatively small armors of the vanilla game, but for the Cyber armatures it can be a little aggressive. You might notice while wearing certain under-clothes (army fatigues) you will get massive scaling on Cyber Armatures. There’s no way to avoid this without editing vanilla items. My best advice is to stick to thin under-clothes like Vault suits, harnesses, and BoS uniforms. Additionally you can scale down your characters weight to average/skinny to offset most strange scaling. The first-person models Have been specially made to not clip over the pipboy at any size. You will need another mod if you wish to hide the
pipboy in 3rd person, this mod will not do that for you.
CBBE Bodyslide files are included for female versions, these may help with clipping, but are not necessary.
Screenshot auto-approve is turned on, I’m sure most of you can take better screenshots than my potato computer can!
There is a Palette guide in the screenshots that can help you find the color you want.
All of the main items of this mod are made at the Cyber Crafting Bench. Once made they can be customized at an armor bench, paint/palette swaps cost nothing, some of the more advanced mods and armors have long parts lists, so remember to scroll the component list!
Version notes:
v1.06c
Fixed a bad Bodyslide project on the Marine armor left arm
Reshaped the Marine armor 1st person mesh to fit the pipboy better
v1.06b
fixed a missing Palette Texture
v1.05a
REMOVED the need for AWKCR and Cosmetic Framework
—The mod is 100% standalone now, no other mods or masters needed.
ADDED T-51 heavy tier armor
—makes full use of all palette colors
—unpainted allows you to use the classic coloration with a green chest and steel arms/legs
ADDED jump height leg gadget
—roughly doubles your jump height
ADDED Auto-medic Torso Gadget
—Unlike the PA version, the Auto-Medic still plays the stimpack animation
ADDED more stat bonus psudo-legendary mods
—Also reworked the recipe costs of the original Uni mods
—Generally each stat requires a large investment of a specific material, and a handful of nuclear material
—These are still interchangeable, and can be moved between armatures
—The Upper-Lower Connector also had a slot added for UniFrame mods, to make up for only having one for both legs
ADDED Inventory and ground models for most items
REWORKED most crafting recipes
—Lists should be MUCH shorter
—Rather than small amounts of lots of different things, most items now require a moderate amount of a few different things
REWORKED the Cyberlab
—With the keyword cap issue resolved the workbench can return without bloating keyword usage
—All armatures and extras (Belt/hands) are crafted at the new (old) workbench now
—The workbench can also be used to craft stuff from other CROSS mods that have been updated for it
—Not all CROSS mods are updated to use this yet, but its worth checking if you hate making cool stuff at the boring chemlab!
v1.03a
Added the much requested feature to hide the chest straps on the arms.
-This shows up like a new mod category in the mod menu for each arm
-by default on newly crafted armatures they are enabled
-on updating you should see an extra «material» category at the bottom of the the armor-mod list, this is where the toggle for the straps is.
All Torso meshes were updated to work with the Jetpack (and any other addons I might add down the line)
-They won’t look any different, but trust me they are.
-If you’ve customized any torso meshes from this mod they likely won’t work with the Jetpack mod without being tweaked.
v1.02a
Added Raider armor mods
-Includes medium and heavy versions for arms/legs, and lite/med/heavy torso (lite has less garbage over the head)
-These use v1, v3, and vBoS palettes
-Polished/chrome versions can still be used, but they will not effect the raider armor, just the baseframe.
-Balance wise the raider versions are about the same as combat med/heavy, and slightly easier to make, with the major caveat of being extra heavy.
Cleaned up a few first person meshes that were still clipping occasionally
Moved Material swap records off of the Cosmetic Framework and back into the ESP for ease of updating.
Combined exo-frame and Unibelt optional addons into Cybernetics
-You’ll have to remake items from those addons, and Robohands may need to have color/texture reconfigured.
-you should disable those addons if you were previously running them, but other than losing the exo-frame/belt there shouldn’t be any issue.
-If you don’t disable those addons you will have duplicates in the AWKCR crafting menu, and existing items will likely be unmoddable.
v1.01b
Moved several shared components to a master file which further helps deal with the keyword cap.
-this also makes some of my other mods no longer dependent on this one.
Added a Chrome version of the BoS Palette, shiny!
More back end cleanup
v1.01
Added Light Combat Armor Arms
Dropped the unique crafting bench
-All wearables are crafted under CYBERTECH category of AWKCR armorsmith bench
-All mods are crafted at armor workbench
-Make sure to update exo-frame addon otherwise you will no longer be able to craft the exo-frames.
Re-added the unique crafting bench as an alternative armorbench
-functions exactly like a vanilla armor modding bench
Fixed a bad IsMoving comparison that was draining stamina incorrectly on movement based gadgets
Fixed Low Noise conversion’s description to include the 10% movespeed while sneaking it has always provided.
Significant clean-up of torso/arm meshes
-Better rigging overall, less twisting metal parts
Minor adjustments to the v3 baseframe diffuse map
Included a «NoRobotFootStepSounds» esp file that removes the robotic noise when running/walking with leg armatures equipped (effects exo-legs as well)
v1.00
Added full legs
-Leg armatures are a single piece of armor for both legs, because it looks ridiculous to only wear one at a time
-armor values on are generally double their vanilla equivalent because obviously they are 2 armor slots in one
-natural +50 carryweight
-Robot footsteps!
-Full Palette/Index mod support
Added a lower torso item that works like the lower exo-legs to connect upper/lower frames
-uses the same slot as exo-legs, and can be palette/index modded
-Animates better for the cyber-legs than the exo-leg connector, though exo-legs provide the same functionality
Added Lite/Med/Heavy Combat armor upgrades for legs
Added t45 armor upgrade for legs
-Connect to upper frame via a secondary torso armature, or with exo frame to negate mobility penalty
Reduced mod category keywords for general keyword cap compatibility
Removed the ‘friendly-names’ of palette index mods
-these were never very accurate, read the area below the description for a more accurate description of color placements.
v0.93
ADDED palette v3. This is a further cleaned up texture/palette. v1 and v2 are still available.
Finished the t-45 PowerPlated Chest, which now has (the good parts of) a proper t45 torso.
-the Included bodyslide files for the t45 chest have ‘size limits’ so as to keep their overall shape up to a decent size.
Power Armor modded armatures have had their armor value increased significantly.
MOVED Synth hands into the regular PA hands
-Synth versions are now variations of the original hands (similar to how you switch between left/right/both).
Implemented Dynamic Naming for weight/style/Palette Index.
-You will probably have to rebuild armatures if updating from previous versions to get dynamic naming working.
Altered the ‘winterized’ palette index
-this was basically a third ‘white’ option and didnt look as good as the other two.
-while on the v2/3 palette this is nowa vibrant purple-yellow
-unchanged on palette v1
Significant file clean-up and reduced keyword usage
-All armature mods now ride on vanilla keywords now.
-This has the added bonus of making the mod menu list more ordered.
Removed the belt from Combat armor variations of the Torso armor
Fixed an issue with hands showing through gloves when using other mods that split up the hand meshes.
Fixed a filepath issue with high specular synth hand textures.
Altered the stats on base armors/mods to bring them more in line with similar vanilla armors.
Added some behind the scenes stuff to set up for legs.
v0.92
Added medium and lite Combat armor torso mods
Added medium combat armor arm mod.
Added a poison resistance spine implant.
Added two new «entry level» firmware mods
-LockBumper, while equipped all novice locks are impossible to fail. Easier to make than the other lockpick firmware.
-Trajectory Calculator, enables the throwing arc on grenades/Molotovs while equipped.
Cleaned up some old paint jobs to make use of Palette mods on parts they normally would leave at default.
—IE you can now have the Red forearm paint and still change the color of armor over the top of the painted frame.
Added Palette version 2.1
—This is an updated frame texture, other textures still on v2. Includes a Chrome 2.1
Cleaned up some records in the RoboGloves reference. Might help with crashing some people seem to have.
Added Synth hands.
—These function exactly like the regular the PA Frame hands.
—Can be swapped between Both/Left/Right at an armor bench.
—Can use Palettes, or be left unpainted.
v0.91
Added Heavy Combat armor versions of the medium armor.
-These are a heavy weight alternative to the kelogg armor and can be crafted with armorer rank 3.
Marked the «brace» center size options as WIP.
-These still need the t-45 chest and some other kind of armor added to these. For now they retain stats as if they had proper armor.
Removed the extra workbench entry which should clean up the workshop bloat a bit.
Moved Paletted ‘material’ mods to a new Armor-mod class: Palette Index.
-This allows more universal color swapping across palette versions.
Added a second palette version, which can be swapped to like custom paint jobs.
Renamed palette colors slightly, generally the colors are the same across v1 and v2, but colors with color1/color2 are respective to v1/v2.
Renamed «polished» custom paint and added Chrome Paint.
-These are now based on Palette versions.
-Polished applies a brighter specular map than normal to v1.
-Chrome applies a very bright specular map to v2.
-Because these work like palettes any palette index color can be polished/chromed.
Added an amateurish attempt at upping the resolution of the Frame/Gloves, only applies to v2 palette and v2 Chrome.
Paint and palette index changes are now free.
Fixed some 1st person clipping issues with specific guns.
Added a second ESP for people having issues with the unique crafting station.
-This ESP makes all armatures and advanced mods craft-able at the CHEMLAB, they must still be APPLIED at the armor bench.
-If you are still having issues with crafting items with this debug-esp the issue is likely related to overall bloat from large amounts of mods.
The base limb armatures are nearly free and buildable easily at early levels, with the torso piece being the first major upgrade. Vanilla-standard armor mods/Paint/Size-mods can be applied for standard progression. From there things get more complex, the more unique Firmware/Implant/gadget/frame mods are significantly more powerful than vanilla armor mods and require more than just Armorsmith and Science perks, as well as large investments of rare components.
Many of the unique mods require more than just the basic crafting perks, for example the lockpicking auto-picker mod requires both locksmith1 and robotics-expert1. The general idea is that CyberArm mods support a more role-playing playstyle and reward you for branching out your perk tree instead of just taking the few perks that really matter. Think of it this way: A Sole-Survivor who barely understands how to properly apply a stimpack probably shouldn’t be tooling around with Implants attached directly to the spine!
All of this is subject to change, feel free to comment on balance issues.
Examples of just a few of the unique mods at release:









