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A mod that basically adds Cyberpsychosis

Content This mod adds a cyberpsychosis-[b]like[/b] mechanic to the game. Non-mechanoid pawns [such as humans and animals] will have a new [b]Biostability[/b] need, it starts full and passively refills over time. Its level gets lowered when a pawn receives body modifications such as installation of bionics or xenogene implantations. Most values, multipliers and whatever else can be adjusted in the mod’s settings. [img]https://i.imgur.com/ucE8pvL.png[/img] Biostability Loss Details The amount of Biostability lost upon the installation of an implant depends on a few different factors: [list] [*] [b]Implant / Body Part Replacement.[/b] Body modifications that are installed onto or into a body part, such as the mechlink or stoneskin gland implants have a lesser impact on Biostability than those that fully replace a body part, such as bionics. [*] [b]Market Value.[/b] The impact on Biostability is mainly affected by the implant’s or body part replacement’s market value. The more expensive it is, the more of an impact it has. For most body part replacements, the Biostability loss should be the equivalent to its market value divided by 100. This multiplier is capped at 50, so any implant that costs more than 5000 counts as being worth 5000. This can be adjusted in the mod’s settings. [*] [b]Pawn Stats.[/b] This mod adds two new stats for pawns. One of them affects Biostability loss. At the time of me writing this, said stat is affected by the Body Purist and Body Modder traits and certain Ideology precepts. [*] [b]Mod Settings.[/b] Other than settings for certain multipliers, there also are sliders that affect “global” Biostability gain and recovery speed. [*] [b]Mod Extension.[/b] In case the impact of a body modification doesn’t match its importance for whatever reason, a simple mod extension can be added to its def in order to give it an extra multiplier. At the time of me writing this, only the mechlink has been given one [due to its removal method, or lack of it to be precise, the market value of it wasn’t accessible for use in the calculations]. If another modder wants to or wants me to make their implants have a lesser or higher impact then this can be used for such a purpose. [/list] [b]Biotech Only.[/b] The amount of biostability lost upon the implantation of new xenogenes is higher for each xenogene’s impact on metabolic efficiency [for that reason cosmetic-only genes are “free”]. There is also a cap on the impact, it starts at 35% and is increased by 5% for each point of metabolic efficiency away from 0. The maximum value of the cap is 60%. In short: while “unbalanced” sets of genes are not gonna instantly drive a pawn insane by themselves, an overall metabolic efficiency of 0 is the sweet spot that will keep the impact low even with a lot of xenogenes being installed. [img]https://i.imgur.com/ucE8pvL.png[/img] Biostability Recovery Details Biostability can be recovered/refilled in a few different ways: [list] [*] [b]Passive Recovery.[/b] The Biostability need, like mentioned before, passively refills over time. The rate at which it does so is affected by the pawn’s stats and the mod’s settings. [*] [b]Implant Removal.[/b] The need can be refilled by removing implants or bionics, doing so “refunds” most of the stability that was lost by the item’s installation. The amount of stability refunded decreases with each implant or bionic the pawn currently has installed, this can be adjusted or disabled entirely in the mod’s settings. [/list] [img]https://i.imgur.com/ucE8pvL.png[/img] Consequences of Low Biostability When Biostability reaches low enough levels, two main things will start happening: [list] [*] [b]Mood Debuffs.[/b] When the bar reaches a level below 80%, the pawn will receive a -4 mood debuff and for every 15% below that, the debuff will double. The maximum is a -64 mood debuff if the bar reaches less than 20%. [*] [b]Forced Mental Breaks.[/b] When the bar reaches a level below 60%, the pawn will have a 20% chance every 2 days to experience a “forced” mental break, which means it will happen regardless of the pawn’s mood or mental break threshold. At first the breaks are of a minor level, if the bar falls below 35% the breaks will be of the major level, a value of less than 20% will result in extreme mental breaks. In the case of animals, the only mental breaks available for them are Aimless Wandering, Tantrum and Berserk mental states. The chance can be adjusted in the settings [setting it to 0% should completely prevent those breaks from happening]. [/list] Most Vanilla and DLC implants should not drop the bar below levels that cause the -4 mood debuff if the bar is at 100% when queuing the surgery. So while the consequences are meant to be harsh, my intention is to make them easily avoidable if implants are installed slowly. [img]https://i.imgur.com/ucE8pvL.png[/img] Compatibility Any health condition, aka a “hediff”, that directly or indirectly uses the “ImplantHediffBase” will work with this mod by default. Any unsupported mod should be quite easy to support, so just let me know if there are any that don’t work with this mod and I’ll make a patch for ‘em. [img]https://i.imgur.com/ucE8pvL.png[/img] Miscellaneous Details [list] [*] Removing xenogenes does not “refund” Biostability. [*] Biostability loss happens regardless of how an implant is installed. [*] When Biostability loss would result in a level below 0%, the pawn will get a “biodestabilization” health condition that lowers recovery rate. [*] Swapping a body part replacement with another one will still cause a Biostability “refund” to happen. For example: swapping a bionic arm for an archotech one will result in a lower loss than installing an archotech arm right away. [/list] [img]https://i.imgur.com/ucE8pvL.png[/img] Answers To Questions That I’m Assuming People Are Gonna Ask [list] [*] [b]Question:[/b] Is this mod safe to add/remove mid-save? [*] [b]Answer:[/b] Yep, it should be perfectly safe to add mid-save or disable it mid-save if it’s causing issues. After removal you’ll get a large handful of errors when you first re-load your save, but I have not not noticed any long-term issues after disabling the mod during testing. Do make backups just in case though. [*] [b]Question:[/b] What about immunosuppresants? They’re a thing in Cyberpunk Edgerunners, so why not add them? [*] [b]Answer:[/b] I didn’t really know how to balance the mod around an item that would essentially disable its one and only mechanic. But I do wanna make a separate mod that adds a similar drug. If another modder wants to beat me to it, there are two sets of textures for said drug in the mod’s files that are currently not in use, they’re free to use if anyone wants ‘em. [*] [b]Question:[/b] Is this mod balanced? [*] [b]Answer:[/b] It should be, though it likely will depend on what mod are in your mods list and settings. [*] [b]Question:[/b] What’s the performance impact? [*] [b]Answer:[/b] From what I’ve checked and tested, the impact is minimal. [*] [b]Question:[/b] CE? [*] [b]Answer:[/b] >:[ [/list]