[FOD] Cybernetics System

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Authors: Phenosi, Eternal Inquisitor

Last revision: 16 Jun at 13:19 UTC

File size: 32.53 MB

On Steam Workshop

Description:

FORGES OF DORN: Cybernetics System

Cyberware Augmentation Framework
STATUS: STABLE
but on an initial release state, can have some small bugs, that we’d gladly hear about if you find them.

A cybernetics implant system for eleven body systems. Augment your operator with ocular upgrades, skeletal reinforcement, movement overclocks, emergency medical implants and more. Everything is configurable, persistent, and stackable.

Implants are installed and removed through a Ripperdoc terminal(or appointed person!) with an optional QTE challenge, or via Zeus modules for mission makers. Cyberware data is saved to the player profile and persists between sessions.

Core Features
  • 11 Cyberware Categories – Frontal Cortex, Ocular, Circulatory, Immune, Nervous, Integumentary, Operating System, Skeleton, Hands, Arms and Legs, each with multiple configurable implant slots
  • Movement Augmentations – Superhuman jump, ground dash and air dash with configurable force and cooldowns
  • Ocular Systems – Three tiers of optical enhancement: low-light (MkI), thermal (MkII), and combined low-light + thermal (MkIII)
  • Overclock System – Too many high-stress implants stacked triggers a glitch event with visual and audio effects. Configurable to render the operator unconscious or outright lethal
  • BioMedica Haemostatic Sub-System – Emergency medical implant that automatically administers ACE treatment when vitals reach critical thresholds (ACE3/KAT compatible)
  • Servo-Fed Ammunition Harness – Skeleton implant that feeds matching ammo from backpack magazines directly into the loaded machine gun while firing; no manual reload needed until backpack reserves are spent
  • Ripperdoc Integration – Interact with terminal stations to install or remove cyberware (or have a ripperDoc do it!), with an optional QTE minigame with configurable time limits and mistake tolerance
    – you can use the 3DEN attribute checkbox, Zeus module or do `bob setVariable [‘isRipperdoc’, true, true];` to make some a ‘RipperDoc’
  • Zeus Module Support – Implant or strip cyberware from any player directly from the Zeus interface (requires ZEN!)
  • Profile Persistence – Cyberware loadout is saved to the player profile and reloaded on reconnect

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Cyberware Effects

Each implant slot is fully customisable via CBA Addon Settings. Supported effect types include:

  • speed – Movement animation speed modifier
  • recoil / reloadSpeed – Weapon handling improvements
  • meleeDamageIncrease – Melee lethality multiplier
  • tacHUD – Displays range, current bearing, and grid reference. Can auto-show when aiming and hide when not (CBA setting, on by default);
  • Ability_Jump / Ability_Dash / Ability_AirDash – Unlock superhuman movement abilities
  • nightVision / thermalVision / nightANDThermalVision – Equip tiered ocular HMDs
  • setStaminaScheme – Override stamina drain model (Default, Normal, FastDrain)
  • stressPenalty – Contributes to the overclock threshold
  • damageResist – Reduces incoming damage.
  • poisonResist / diseaseResist / radResist – Environmental resistance modifiers (they dont do anything on their own but you can intergrate them into scenario’s)
  • bioMedicaStim – Enable the BioMedica emergency medical implant
  • autoAmmoFeed – Enables the Servo-Fed Ammunition Harness; automatically tops off the loaded machine gun from backpack magazines while firing

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BioMedica Haemostatic Sub-System

A sub-dermal emergency implant that monitors vitals and automatically kicks in when the operator hits a critical condition. Triggered by incoming damage and ACE Medical state changes.

  • Bandaging, stitching, fracture splinting and blood IV administration
  • Medication support: TXA, EACA, Atropine, Epinephrine, Morphine, Adenosine (requires KAT Medical)
  • CPR and defibrillation when pulse is absent
  • Wake-from-unconscious when vitals stabilise post-treatment
  • Chromatic aberration and green-tint visual feedback on activation
  • Configurable cooldown, damage threshold, and per-treatment toggles

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Item Reference

Item Reference WIKI PAGE[markdownpastebin.com] <–
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LOTS OF SETTINGS!
All implant names, tooltips, icons, effect values, cooldowns, ability forces and Ripperdoc QTE parameters are configurable via CBA_A3 Addon Settings. Swap out any default implant or tune every value to fit your mission.
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COMPATIBILITY

✔ Works with ACE3 and KAT Medical
✔ Designed for both singleplayer and multiplayer
✔ Lightweight performance impact
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CREDITS

Bohemia Interactive – For Arma 3.
Elliot – For some texture overlay(s)
‘The VII Legion: Imperial Fists’ Developers – For their help and support.
Community Testers – For feedback and bug reports.

Special thanks to my Patreon and Ko-Fi Supporters for supporting me! :))
[www.patreon.com]
[ko-fi.com]

Follow Phenosi on YouTube

Join the Forges of Dorn Community!

Come hang out at The Forges of Dorn Discord[discord.gg]

LICENSE

CC BY-NC-SA 4.0 – Share & adapt with credit, no commercial use.
↗ Full License[creativecommons.org]

All sound files used are owned by Me (Phenosi) [Artlist.io License]
Redistribution or reuse of the sound files outside this release are not permitted.

Support & Feedback:

If you encounter any issues or have suggestions for improvement, please reach out via the comments section or join our Forges of Dorn Series[discord.gg] Modding Discord.

⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ Please READ the Workshop page and check out your own setup in-game ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ before asking Questions or Reporting Bugs <–Discord[discord.gg]

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