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CerebrexNode new ability TakeControll

CerebrexNode: Take Control

Adds a new ability to the Cerebrex Node: take control of an enemy mechanoid!

Compatible with existing systems (Mini Note: see the note).
Simply equip the Cerebrex Node on your mechanitor and you'll gain the power to hack and control enemy mechs.

I tried not to add unbalanced mechanics... because they were hard to make :P

(Note: The new ability will only appear on Cerebrex Nodes created after installing or updating this mod. I recommend using dev mode if you already have a CerebrexNode, I won't tell anyone… 🤫)

Features

  • New ability: "Take Control of mechanoid" – Hack and recruit a hostile mech for your colony.
  • Works with: The Cerebrex Node apparel.
  • Cooldown: 3 days.
  • Requires: Biotech DLC and Odyssey DLC.

How to use?

  • Equip a Cerebrex Node on your mechanitor.
  • The new ability will appear alongside the others.
  • and that's it :C ...

⚠️ Important Notes

  • The ability does not work on mission mechanoids.
  • The new ability is only available on Cerebrex Nodes created after installing or updating this mod.
  • Existing Cerebrex Nodes in old saves will not gain the new ability. To get it, craft, spawn, or buy a new Cerebrex Node.
  • Removing this mod from an active save may break existing Cerebrex Nodes. Destroy them before uninstalling the mod.

Implant - Version
both versions are independent

Tags

Tags: Ability,CerebrexNode, Apparel, Biotech, Mechanoid, Mechanitor, Utility, Balanced, Requires Harmony, Español, English

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Harmony

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