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The gic has a defense that does not have any Vanila's defense stats, and has a slot that mounts a special aug that acts as a defense in place of Vanilla's stats.
I was worried about the fatal error problem, but I think it'll be okay. I'll have to experiment myself when I can use the computer later.
Aslong as it doesn't change how much each armour slot contributes to your defence stats, changes how defence stats work or changes the mission order/loot tables, it should be compatible without patches.
On its own it doesn't make as much sence, Ideally you would want to use it with something that adds utility stats to most vanity, like for example having the hazmat suit give out radiation & poison protection.
The idea isn't to wear cosmetic clothing in your functional slots, its to be able to swap out some of your armour for clothing items that give you buffs without having to sacrifice all the defensive potential of that slot.
I do have plans to make something to add utility stats to most vanity to actually give this mod a reason to exist, unfortunately it's going to be a while before I'm able to do that.
In the slot you put an "implant" item that you are able to craft after beating certain bosses (or aquire ore from certain tiers if you use the no story addon that I haven't finished yet).
Think of it as an augment that turns any non-armour clothing into armour, only its not an augment as it'll be too expensive & tedious if I made you craft a new one for each item you want to use.
I did think of making it use normal armour, the issue is that you'll be able to immediately put it there, defeating the main point of the mod, which is that the best implant you can get is always 1 tier weaker than the best armour you can craft, it's not meant to replace existing armour.
Thank you for the effort, and thanks for the novel idea.
Adding the full stats to the mod page is a bit gimmicky, as I've coded the implants in a way where they should be natively compatible with most armour stat tweaking mods, but I'll add them anyways.
The images are so haphazardly designed that they're probably causing more harm than helping, I'll remake them when I'm not busy irl.
I'm guessing you're reffering to the 1st image, those stats are the endpoint stats after the implant has already done its magic.
3 - I didn't mean in game, I meant on this page. There are a couple of screenshots showing off one specific tier, but the tooltips within the screenshots are cut off, preventing any more information from being obtained, and that's only one tier out of many.
1 - I actually prefer it being an add-on for player agency's sake. Those who want the challenge and sense of progression and accomplishment can use the base mod, those who - like me - skip the story will still be able to use it. Everybody wins.
The 1st one is meant to convey that it doesn't matter what you're wearing, the implant will raise your stats to X level as long as your armour doesn't exceed it, might not be that obvious as I didn't highlight the stats changing between the images.
The 2nd is meant to convey that this buff is done on a per-slot per-stat basis, as in the mod compares each stat within each slot seperately with its own internal stat list, meaning you'll still benefit from putting on a single piece of the next tier's armour without the need to keep the previous tier armour set on.
And the 3rd is just a hint guide on where to find them, as not everyone knows what level each boss is, SB does a pretty poor job at conveying that info.
Implants use the exact same calculations that normal armour does, meaning that an implant of X tier is worth a full set of X tier armour.
Might look into adding that info to each implant's tooltip, but I don't think I can fit a detailed per slot list.
Its kind of an issue where I need a way to force the player to first craft their normal armour and only after they're ready to progress to the next tier are they allowed to craft the implant of that same tier, missions achieve this fairly well, but are not ideal if you don't like doing the story.
Without them, the best course might be to just add 1 of the next tier's ore to the recipe, or maby make the recipe unlock when you pick up the ore.
1b is how I'm planning to introduce the change.
Suggestions:
1a) Add player.config.patch to add recipes for players like myself who disable/skip main story.
1b) Make suggestion 1a an addon mod.
2) Add compatibility for Tabula Rasa.
3a) Add more detailed information about exactly what stats are added and what stats you'll get from each slot and/or tier.
3b) Provide examples of 3a.
This is a really cool idea, and I'm curious to see if/how it evolves in the coming days/weeks.