Fallout New Vegas Project Nevada Implants Locations



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  1. Fallout New Vegas Implants Guide
  2. Fallout New Vegas Regeneration Implant
  3. Fallout New Vegas Implant Mod
  4. Fallout New Vegas Implants Location
Cleanup (Cloned implants, the human body's tolerances for them)
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  • Fallout 2 implants

An implant, also called prosthetics, is a medical device manufactured to enhance or replace an existing biological structure.

Fallout New Vegas Project Nevada Implants Locations
  • 2Types

Characteristics

Implants are usually transplanted by an Auto-Doc (although one exception exist). The modifications may be from a small implant or from a set of reinforced combat armor (for the concussive protection plates, the thermal-dissipative membranes and the thermal cells), which are surgically implanted into the patient's skeleton. Small implant operation (physical implant and special implant) only takes a few minutes and leaves no scar and other visible signs. In contrast to more advanced changes like electronic, mechanical or robotic implants which built into the body (i.e. Cyborg). Medical implants, like prosthetic organs, were also used before the War.[1]The combat implants (dermal impact and phoenix thermal) coming from reinforced combat armor plates are more complex operations. They taking 2–3 days for operation, but leaves only minimal scarring and no other visible signs (causing swelling, tenderness, burning and itching feeling during a few weeks, stopping once the innards of the patient get used to the fibers).

They can be improved once, this time taking 5–6 days but reduces the Charisma of the patient, because for the dermal impact assault enhancement (consisting of extra assault-issue impact plates crammed under the skin that double the Strength of the original grafts), all these metal plates under the skin deformed the natural shape of the skeleton and the body, giving an angular form (the patient also must try to stay out of the sun until most of the scabs slough off). For the phoenix assault enhancement (with additional thermal dissipators layered over the membranes doubling the thermal resistance), the thermal dissipators under the skin going to make slightly hunchbacked (it also causing temporary skin blister and the patient must not to pick at the pus-crusts near the drainage incisions until they stop suppurating).

Plans for the combat implant can be found in Vault 8 of Vault City in Fallout 2, and Doctor Usanagi of the Followers of the Apocalypse can perform the operation for both the physical implant and the special implant in the New Vegas Medical Clinic in Fallout: New Vegas. Other special implants are available in Big MT in the Fallout: New Vegasadd-onOld World Blues.

A particular implant which differs in application from the other implants is the Implant GRX, an implant which can be injected directly like a stimpak without using an Auto-Doc. It causes a brief slowdown of the surroundings for two to three seconds and appears to be destroyed afterwards by the body. The user must have a resistant body to use it without side effects and the total limit per day is five at first, but can be increased to ten.

Types

Combat Implant

The combat implant enhances the resistance against certain type of damage. The four known are:

  • Dermal impact armor (low impact) = +5% to Damage Resistance against normal and explosion damage
  • Dermal impact assault enhancement (high impact) = Dermal impact armor upgrade - +10% to Damage Resistance against normal and explosion damage, Charisma -1
  • Phoenix armor implants (low thermal) = +5% to Damage Resistance against plasma, laser and fire
  • Phoenix assault enhancement (high thermal) = Phoenix armor implants upgrade - 10% to Damage Resistance against fire, laser and plasma, Charisma -1
Fallout new vegas implant mod

Physical Implant

New

The physical implant increases one of the SPECIAL stats by one. The seven known are:

  • Hypertrophy accelerator = +1 Strength
  • Optics enhancer = +1 Perception
  • Nociception regulator = +1 Endurance
  • Empathy synthesizer = +1 Charisma
  • Logic co-processor = +1 Intelligence
  • Reflex booster = +1 Agility
  • Probability calculator = +1 Luck

Special implant

The special implant adds special effects. Know types of special implants are:

  • Brainless = Head cannot be crippled, +1 (5%) Damage Threshold, and +25% chem addiction resistance
  • Big Brained = Head cannot be crippled, +10% Damage Threshold, and +10% chem addiction resistance
  • Heartless = Cannot be poisoned, +25% bonus to healing items, and Robots have -50% critical chance against you
  • Cardiac Arrest = 50% poison resistance, +50% bonus to healing items, and Robots have -25% critical chance against you
  • Spineless = Torso cannot be crippled, +1 Strength, +1 Damage Threshold
  • Reinforced Spine = +2 Strength, +2 Damage Threshold
  • Implant C-13 = +10% damage to cazadores
  • Implant GRX = an injectable implant causing a brief slowdown of the surroundings during 2–3 seconds and destroyed immediately after its effect is dissipated
  • Implant M-5 = crouched movement speed is increased by 20%
  • Implant Y-3 = removes any radiation taken from drinking an irradiated water source
  • Implant Y-7 = gain bonus health and action points through the consumption of food
  • Nemean sub-dermal armor = +4 Damage Threshold
  • Phoenix monocyte breeder = Hit point regeneration
Fallout new vegas regeneration implant

Gallery

  • Dermal Impact Armor and Dermal Impact Assault Enhancement

  • Phoenix Armor Implants and Phoenix Assault Enhancement

  • Implant C-13, Implant GRX, Implant M-5, Implant Y-3, Implant Y-7

  • Brainless and Big Brained

  • Heartless and Cardiac Arrest

  • Spineless and Reinforced Spine

Fallout New Vegas Implants Guide

References

Fallout New Vegas Regeneration Implant

  1. The Courier: 'Tell me about the Brotherhood of Steel.'
    Robert House: 'They're a terrorist group, basically. Militant, quasi-religious fanatics obsessed with hoarding Pre-War technology. Not all technology, mind you. You don't see them raiding hospitals to cart away Auto-Docs or armfuls of prosthetic organs. No, they greatly prefer the sort of technology that people in hospitals. Or graves, rather, since hospitals went the way of the Dodo.'
    (Robert House's dialogue)

Fallout New Vegas Implant Mod

Retrieved from 'https://fallout-archive.fandom.com/wiki/Implant?oldid=1828578'

Project

NEVADA

Team: snakster, Kai Hohiro, delamer, T3T, Zealotlee, Yukichigai, x-quake, TheCastle, Mezmorki
Current Version: 1.0
>>>http://www.youtube.com/watch?v=juMWKWR_BCo&hd=1 <<<
>>>http://www.newvegasnexus.com/downloads/file.php?id=40040 <<<
*********************** IMPORTANT ****************************
The following mods/utilities are required for Project Nevada:
* http://nvse.silverlock.org/
* http://www.newvegasnexus.com/downloads/file.php?id=36901 is HIGHLY recommended for properly installing and setting up Project Nevada.
*************************************************************
Introduction
Project Nevada is a mod aiming to make Fallout: New Vegas a more interesting - eventually more challenging - but surely more fun experience for you.
Created by the team responsible for the Fallout 3 Wanderers Edition (FWE), we're leaving the barren DC wasteland behind and move on west to new, exciting regions.
Project Nevada is not an overhaul, instead it's organized as a set of themed modules.
Each module can address different aspects of the game and target different audiences, but they are also designed to work in conjunction.
Our vision is to allow players picking the modules they want and using them together with any mod they like, instead of forcing them to make the all-or-nothing choice.
See the next sections for detailed descriptions and features of all current modules.
Further general objectives and design concepts are:
* Easy installation and setup; no load order or complicated dependencies.
* Great customization through different modules and an ingame menu
* Rather keep things straight forward and enjoyable than overly complicated and tedious.
* Avoid changes that could conflict with other mods unless they are absolutely necessary.
* Blend features in as good as possible - players shouldn't feel reminded that they're using a mod.
Module Overview
<Core>
Module Version: 1.0
The Core module is the foundation of Project Nevada, and as such required by all other modules.
It adds the gameplay features found in popular first-person-shooter games that were missing in New Vegas.
Some of those features are improved versions of already well-known Fallout 3 mods, like the Grenade Hotkey, Bullet Time or Sprint.
All of them are rewritten from the ground up, with exciting new features like the support for several VATS perks in Bullet Time and support for throwing weapons with the grenade hotkey.
Others are brand new, like the Dynamic Crosshair that changes it size according to the current weapon spread.
Each of those features can be individually enabled or disabled in-game. They are fully script-based to play along well with other mods.
To allow customization, the Core module implements a Control Panel, which can be accessed directly from the pause menu.
Other mods may extend the Control Panel without conflict and make use of the provided methods for streamlined hotkey assignment.
Since the Core module avoids conflicting changes, players are free run it alongside any other mods, including their favorite overhaul.
Details:
Selectable Features
* Dynamic Crosshair
* Bullet Time
* Sprint
* Grenade Hotkey
* Variable Zoom for scoped weapons
* Slower Backpedaling
* First-person Visor Overlays for helmets
Infrastructure
* Extensible Control Panel
* Streamlined Hotkey Management
<Cyberware>
Module Version: 1.0
Even though humanity nuked itself back into the Stone Age, you don't have to fight with sticks and stones.
Some of man's most advanced technological creations have been preserved - and the Cyberware module gives you the chance to obtain them!
Practically this means new features are associated with cybernetic implants and high-tech equipment.
Examples include enhanced vision modes for power armor helmets and bionic legs allowing you to charge towards your enemies with super-human speed.
While for equipment existing items are used, the cybernetic implants come with a custom interface to attach and manage them.
Unique implants that grant powerful abilities are placed all over the wasteland in rewarding locations.
Other, less powerful implants can be obtained from selected vendors, though with the proper Science skill those can be upgraded up to 3 times.
The whole system is balanced by several mechanisms, like limiting the number of implants that can be attached at the same time, or requiring energy supply for special equipment.
Details:
Head Implants
* AR Scanner: Real-time target anolysis
* Bionic Eyes: Enhanced vision modes
* Empathy Synthesizer: Charisma +1
* Logic Co-Processor: Intelligence +1
* Optics Enhancer: Perception +1
* Probability Calculator: Luck +1
* Voice Modulator: Speech +2(3,4,5), Barter +2(3,4,5)
Torso Implants
* Adrenaline Booster: AP regeneration bonus for kills
* Hypertrophy Accelerator: Strength +1
* Monocyte Breeder: Health regeneration
* Nociception Regulator: Endurance +1
* Reflex Booster: Agility +1
* Stealth Nano-Bots: Controllable stealth field
* Sub-Dermal Armor: DT +4
* Synthetic Lungs: 25% lower Sprint AP drain, water breathing
Arm Implants
* Kinetic Accelerator: Attack and reload 25% (50%) faster during bullet time
* Nanobionic Weave: Limb regeneration
* Hand Stabilizer: Lockpick +2(3,4,5), Repair +2(3,4,5)
* Motor Memorizer: Guns +2(3,4,5), Energy Weapons +2(3,4,5)
* Neural Datatool: Science +4(6,8,10)
* Razor Nails: Unarmed critical chance and damage increased by 25% (40,55,70)
Leg Implants
* Kinetic Accelerator: Surroundings slowed down by 25% (50%) during sprint
* Nanobionic Weave: Limb regeneration
* Tread Damper: Sneak +4(6,8,10)
* Weight Absorber: Carry weight +10(20,30,40)
Tech
* Enhanced vision modes for power armor helmets and other advanced headgear
* Stealth Boy field is controllable and status is displayed in the HUD
<Equipment>
Module Version: Not yet released!
The Equipment module brings new weapons and armor to the Mojave Wasteland.
Source of these items are the many excellent creations produced by the modding community, as well as those created by our own team.
We aim to include only weapons and armor of high quality that fit well within the New Vegas environment and the Fallout universe in general.
To ensure a seamless integration, the new items are carefully balanced and placed at appropriate locations, including vendors and loot lists.
Details:
To be announced.
<Rebalance>
Module Version: Not yet released!
This module aims to bring back the challenge and balance known from Fallout3 Wanderers Edition and includes many tweaks to the FNV gameplay and difficulty.
Combat will be quicker and deadlier and survival much harder.
These changes are aimed to be very subtle and non-intrusive, making the game more challenging without inconveniencing the player.
Details:
To be announced.
Installation
We really recommend using the Fallout Mod Manager to install Project Nevada!
It will automatically copy the right files and take care of any conflicts with already installed mods.
So before you can get started, you have to choose whether you want to do the FOMM installation (recommended) or a manual installation.
Remember: The Core module is required in any case! If you don't like a specific feature, you can disable it in-game.
Automated Installation with FOMM
1. Start FOMM and click on Package Manager.
2. In the top-right button menu, click on Add FOMod and select the downloaded archive file.
3. Project Nevada will now appear in the list. Select it and click Activate.
4. In the installer window, select the modules you want, then click Install. If you are prompted to overwrite anything, click Yes to All.
5. Done!
OR
Manual Installation
1. Locate the Data/ folder in your Fallout New Vegas installation directory. Typically it's found at Program Files/Steam/SteamApps/common/fallout new vegas/Data/.
2. Extract the contents of the downloaded archive file to your Data/ folder.
In case you are using any mod that modifies the interface:
3. Locate the Data/optional/ folder. In there, copy the contents of following directory your Data/ folder, depending on which interface mod you are using:
* Darn UI, if you're using DarNified UI.
* MTUI, if you're using MTUI.
* Remember, if you're using the default interface you can just skip this step.
4. In the New Vegas Launcher, click on Data Files and select the plugins you want.
5. Done!
Troubleshooting
*Problem: My game crashes right after starting it!
Yes, that's pretty annoying! There are basically two things that can cause this:
1. A missing master file (some plugins depend on other plugins, and if they can't find them the game crashes)
If related to Project Nevada, this happens if you didn't install the Core plugin (which is required by all other modules).
Fix it, by installing the Core module as well.
2. A missing interface file.
This one is a little trickier. If an interface file is used somewhere that does not exist anymore, the game crashes.
To fix it, delete the menus/ folder in your Data/ directory, then reinstall any interface-related mods (for example MTUI, DarnUI, but also Project Nevada since it uses those interface files as well).
*Problem: After I load a savegame, a message box tells me that Project Nevada wasn't properly installed.
Again, two things that can cause this:
1. Project Nevada wasn't properly installed... If you did a manual install and forgot to follow step 3 in the guide above, this is
what happens. To fix it, install Project Nevada properly as described in Section 3.
2. If this problem suddenly occurs when you were already running Project Nevada successfully, this means some other mod overwrote an interface file.
With FOMM, this should be fixed by simply deactivating Project and then activating it again.
If you don't use FOMM then this is where things will get complicated.
First you have to find out which other mod causes the conflicts, then with that specific information you can ask for help in the comments.
*Problem: After I installed Project Nevada, my game is lagging/stuttering more than usual.
Even though we tried to optimize our scripts as good as possible, they can still cause considerable strain especially if your computer barely meets the minimum system requirements for Fallout: New Vegas.
You should try out the http://www.newvegasnexus.com/downloads/file.php?id=34832, in most cases it will will significantly increase performance.
If that doesn't help, try deactivating some of the features, for example the crosshair recoil or visor overlays.
*Problem: Since I installed Project Nevada, my game is very unstable and crashes all the time!
Personally, I've been playing with Project Nevada for over 20 hours without a single crash. Same goes for our other testers.
So currently the mod is not known to cause any instabilities. The problem is most likely somewhere else.
*Problem: After I installed Project Nevada MANUALLY, another interface-related mod is no longer working.
Unfortunately, when doing a MANUAL installation this can't be avoided. Either the last installed UI mod automatically overwrites files of all previous ones, or installation will become very complex for the user.
We chose the former. If you can't fix the problem yourself by editing the XML files, the solution is simple - just use the FOMM installer, it should automatically resolve any conflicts.
If your problem wasn't covered here, describe your issues in the thread. Surely someone will be able to provide assistance.
Credits
lespaul678 - Sprint exhaustion sounds (male)
Gopher - Heat vision effects
Max Tael - MTUI compatibility files
DarN - DarNified UI compatibility files
Ugluxy - Textures for the visor damage effects
Thanks to our external testers, who helped a great deal with improving the overall quality of this mod:
gyshall, mikekearn, Ren Lotus, robber804, ToJKa (in alphabetical order)
And - last but not least - thanks to the NVSE team, because without their Script Extender creating this mod wouldn't have been possible.
New

Fallout New Vegas Implants Location