Caves of Qud

Caves of Qud

Chazakiel's Implantable Cybernetics
39 Comments
Marko X 31 Jan @ 2:09pm 
Methane recycling system = face flamer? lmao
FrancisThaPotato 24 Aug, 2024 @ 5:24pm 
@TutterFunks I’ve been testing what you said in the other prompts and the cybernetics do seem to work, the Chimeric implant, however, must be installed AFTER the other implants for the rejection syndrome to be removed.
FrancisThaPotato 19 Aug, 2024 @ 9:22pm 
Would be great if this was to be updated, great mod, here’s hoping it’ll be
TutterFunks 2 Feb, 2024 @ 8:42am 
I've done a quick test (spawning in each cybernetic and implanting them), all the items are broken in some way i.e. don't apply bonuses, don't stop Cybernetic Rejection Syndrome or fail to increase reputation with faction or add DV / Movement Speed etc.

Unsure if they spawn in loot tables(?).

And internal weapons have no cool-down (spam-able) and aim oddly (get stuck, can't aim multiple times in the same direction forcing me to alternate).



Basically, currently the mod doesn't work for anyone reading but all the item concepts (and pixel art) is really, really cool. Think expensive (in terms of license points) cybernetics that could define your character, or make for a really cool custom start (with wishes).

Wish/Hope it would get picked up again, but at least it is here to inspire newer mods. :luv:
TutterFunks 31 Jan, 2024 @ 5:03pm 
Guessing this doesn't work currently still? :c
vip de big 28 Dec, 2023 @ 2:50pm 
i can spawn the implants in with the wish command so at least i know the mod is working, but i never seem to be able to find any of them naturally
|_| Clyax 18 Dec, 2023 @ 1:59am 
Did you equip the Amaranthine prism as well?
not.ahorse 18 Dec, 2023 @ 1:31am 
is iron halo supposed to remove willpower after a while? like all thw stats switched for me and suddenly its negatives and no positives?
Renko, allegedly  [author] 26 Nov, 2023 @ 7:48pm 
I have to update the mod to work properly but I'm swamped in time, I promise to fix it someday soon
RxEZ 26 Nov, 2023 @ 12:28pm 
@wakko have you found any yet??? has anybody (really hoping this mod works)
Wakko 4 Nov, 2023 @ 1:17pm 
I did not find a single implant from this mod for 1 playthrough. Is this how it should be?
Ramen Traveler 7 Oct, 2023 @ 12:43pm 
Does this mod work with Sundry Cybernetics?
alividlife 8 Sep, 2023 @ 12:55pm 
also, one more comment,
with the cybernetic stat modifiers, doing 2, the game will only take the first one, and throw out the second.

for example:
<part Name="CyberneticsStatModifier" Stats="DV:4" />
<part Name="CyberneticsStatModifier" Stats="MoveSpeed:-20" />
should be:
<part Name="CyberneticsStatModifier" Stats="DV:4,MoveSpeed:-20" />

I love the mod.
It's staying in my load order.
alividlife 8 Sep, 2023 @ 12:51pm 
please forgive if I am incorrect, but double check the ObjectBlueprints.xml, and make sure to throw an </objects> at the end, as mine was missing.
Renko, allegedly  [author] 31 Jul, 2023 @ 7:56pm 
It is possible you need to have Sifrah installed to get the Chimeric Interface to function properly, or a recent update might've broken it. Will take a look the moment I have some time
BeadsJr 31 Jul, 2023 @ 7:45pm 
It did boost my mutation levels though
BeadsJr 31 Jul, 2023 @ 7:42pm 
Ah cheers.
I also spawned in the Chimeric Interface to test (installed in the back) but I am still getting the cybernetic rejection syndrome status displayed, and it doesnt seem like my toughness is affected.
Renko, allegedly  [author] 30 Jul, 2023 @ 7:58pm 
Oh, they might not actually spawn at *vendors*, good for mentioning that- I'll look into it. They do spawn as loot, about the same rarity as gun racks, motorized threads and matter recompositors. The Iron Halo spawns about as often as Cathedrals do, that is to say, almost never.
BeadsJr 29 Jul, 2023 @ 11:37am 
How rare are these cybernetics?
Currently Im rerolling cybernetic vendors in the moon stair but havent come across any, which makes me worry they arent spawning.
|_| Clyax 27 Jul, 2023 @ 3:07pm 
@Renko, allegedly Got it. Thank you for letting me know.
Renko, allegedly  [author] 27 Jul, 2023 @ 2:53pm 
None of the items are affected by Normality, given that I assumed they'd run on normal physics, not paranatural effects.

As for Wakko's comment, I can look at it, but I haven't had time to work any more on the mod yet.
Wakko 23 Jul, 2023 @ 8:40am 
What if "communications interlock" will give the mutant the "Rebuke Robot" ability?
|_| Clyax 22 Jul, 2023 @ 4:28pm 
Are any items affected by Normality, and if so which ones?
Renko, allegedly  [author] 22 Jul, 2023 @ 4:16pm 
Yeah, I can find some time to add stronger, full arm replacement weapons
|_| Clyax 18 Jul, 2023 @ 9:49pm 
@I blame Earthshaker What was it called? I want to try to find it's stats through old videos and things.
I blame Earthshaker 18 Jul, 2023 @ 9:33pm 
"Would a series of rifle arm replacements be an option in the future? It'd be neat to flat out remove the arm in exchange for, say, a shotgun arm or a machine gun or something."
That literally used to be a cybernetic in vanilla, dunno why the devs dropped it though instead of just changing how it worked (since it apparently just worked like eigen weapons do currently).
Mid Favila 18 Jul, 2023 @ 8:11pm 
Would a series of rifle arm replacements be an option in the future? It'd be neat to flat out remove the arm in exchange for, say, a shotgun arm or a machine gun or something.
|_| Clyax 16 Jul, 2023 @ 8:01pm 
@Renko, allegedly, time for my dodeca gun build with 6 implanted hand guns and 6 pistols. My characters, whether Mutant or True Kin, have a physiological need to hold as many pistols as possible.
Renko, allegedly  [author] 16 Jul, 2023 @ 7:24pm 
They do not take up a slot. They count as pistols, so if you have the necessary skill, if you have a weapon in hand and one implanted, you fire both.
|_| Clyax 16 Jul, 2023 @ 7:05pm 
Question, do implanted hand weapons take up a slot in the hand? Do implanted hand ranged weapons take up a slot in the missile slot hand? I'm curious how firing a ranged weapon in a hand with an implanted ranged weapon would work.
Renko, allegedly  [author] 16 Jul, 2023 @ 1:10pm 
Mod has been updated, list of items is now in the description.
Renko, allegedly  [author] 16 Jul, 2023 @ 10:26am 
I'm working on it, I'm busy with work so I'll fix the mods issues and post the list when I have some time
|_| Clyax 15 Jul, 2023 @ 7:03pm 
Ever thought about making a list of items that aren't secrets to explain what exists in the mod?
Renko, allegedly  [author] 12 Jul, 2023 @ 6:49pm 
Mod works on the current release version of the game and on the beta branch, but I haven't tested it on older versions.

I'm still updating /bugfixing some items so I'll post the list of cybernetics later
FrossD 12 Jul, 2023 @ 11:29am 
Hello there, mod is looking good. Couple of questions;
1. What is the latest patch/version the mod works on?
2. Is there a list of cybernetics for wishing purposes?
Wakko 11 Jul, 2023 @ 6:17pm 
And my 2 last little wishes to this mod (ignorable, but it will better if yes): 1. Make aetherial wings colored like other implants (pale blue with... idk, but not red)
2. Don't change the name of Iron Halo (it's just looks epic enough for 12 points implant)
Renko, allegedly  [author] 11 Jul, 2023 @ 2:11pm 
Hey Wakko, thank you very much for the feedback! I'll be looking into the things you mentioned ASAP.
Wakko 11 Jul, 2023 @ 12:35pm 
And by the way: why there a +0 reputation with Mechanimists in Iron Halo's stats if description says "grants you +200 flavor with Mechanimists and Robots?"
Wakko 11 Jul, 2023 @ 12:31pm 
9/10.
It would be 10/10= if I corrected the names (more than half start with capital letters, which is not in CoQ style) and text (for example, in Iron Halo, I would write this:

You are surrounded by powerful protective field
+4 AV
+4 MA
+4 Willpower
Grants you an addictional Floating Nearby slot
+1 to saves
+200 reputation to robots and Mechanimists
This implant can't be uninstalled

P.S. Can I toggle Iron Halo's powerful protective field off?