RimWorld

RimWorld

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Cyberware 2077
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Mod, 1.5
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2.715 MB
May 26 @ 7:40pm
Jun 2 @ 7:48pm
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Cyberware 2077

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

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.

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.

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

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Operating Systems:
Only one may be installed. You can use the Multi-OS patch if you want to override this behavior and install more than one.

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- Chrome Compressor:
A type of OS cyberware that reduces mental impact, allowing the user to tolerate more cyberware.
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- 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 typically 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
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- 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
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General Cyberware implants:
A class of 26 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.

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

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-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
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-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
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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.

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Might add a cyberdeck or two in the future, although implementing a RAM system and associated upgrades is probably beyond my modding skills.

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.

This is a new mod, so please expect and report bugs.

Special thanks to Aelanna for taking the time to help me figure out a really dumb mistake involving file names.

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.
Popular Discussions View All (1)
0
19 hours ago
in 2077 what makes someone a criminal?
e g g
58 Comments
TTK 13 hours ago 
I've done some testing in both my old save and a new game, and the melee dodge chance still seems to be abnormally high.
Molerat 16 hours ago 
nice
EveningSky  [author] 16 hours ago 
Hi, sorry, I forgot to update the patch.

Dodge rate shouldn't be abnormally high anymore. Let me know if it still is.
阿猫阿狗 Jun 2 @ 10:32am 
When my character has 2 dodge points, the dodge probability is 70%, whereas with 1 dodge point, it drops to 54%
阿猫阿狗 Jun 2 @ 10:24am 
The following is machine-translated: Hi, I've noticed that after adding your mod, everyone's dodge rate becomes abnormally high, most exceeding 90%. It's likely an issue with the dodge algorithm? I really like this mod and hope it could be improved!
EveningSky  [author] Jun 2 @ 10:12am 
Haha, thanks. I'm working on the balance. Kind of. Gonna nerf the armor ratings for vanilla, particularly. Might even up the mental costs again.

CE version, I might keep it OP since there's not a hard cap on armor penetration there, so I want a fully modded character to have built-in armor on a level similar to power armor. Hopefully you'd have some sort of OP raiders. Eventually I'll make it so they can spawn with these implants as well.

My intended level of balance is such that your guys might be able to hold their ground against VOID, despite lacking their speed. Then you can very respectfully send their corpses home intact. Or steal all their implants and win the game.
Owlie Jun 2 @ 5:05am 
This is the single coolest crossover I've seen here! even though it's incredibly unbalanced, I'd love to see you keep adding more stuff from that game
HeavenAchieved Jun 1 @ 5:05pm 
yep all pawns including enemies :steamsad:
Waste猫 Jun 1 @ 6:57am 
All colonists have a dodge rate of more than 90%, and NPCs and enemies are also 90% dodge
TheSordishMan54 Jun 1 @ 3:02am 
@EveningSky
I would, but once I get those links somewhere else in private. I would link these mods when I have time for.