About this mod
Cyberware Spells is my amateur attempt at adding cybernetics into Skyrim. Nothing that fancy for visuals, sorry. Along with powerful effects, these also come with drawbacks that must be treated. More on that later. EVERYTHING is a spell/power/effect in this mod.
- Permissions and credits
For all the shortcomings this mod has, I will say the Sandevistan feels pretty flawless to me, both of them, and the wrist rocket. At least, for how basic this mod is, and the fact I only used vanilla assets.
Negative effects:
So I made a simple tier system of negative effect that I hope works. The first, for minor drawbacks, natural health regen is slowed down. For the second, health is actively damaged. And finally for severe side effects, poison resistance is reduced. Why? Well, the other two negative effects will become stronger that way.
In Cyberpunk, you treat negative side effects with immune system blockers. So basically, the blockers are the equivalent of poison resistance, but if you use extremely powerful cyberware, even good quality blockers won't remove all side effects. Hope this makes sense.
Just to reiterate the severity of side effects: Loss of health regen -> draining health -> losing medication effectiveness for treating the first two. And a disclaimer, do NOT be surprised if the side effects kill your character, because they're supposed to be risky. Raise your health, carry potions, use the medicine power.
Mantis Blades:
As of version 1.10, there are mantis blades. Sort of. Since Mantis blades are mostly jabbing weapons, I made modified daedric swords that use unarmed animations. This means you "punch" with them. However, for some reason this causes there to be no model. So, no visible blades. You can use some gauntlets that have blades though (like the anniversary edition brawler guantlets) to get that visual.
The Mantis Blades DO appear to benefit from one handed perks, make blade sounds when hitting enemies, and have more range. Here's the stats:
Speed: 1.7 (a dagger is usually 1.3, and a sword is 1.0 for context)
Reach: 0.8 (a fist is 0.68, dagger is 0.7, and a sword is 1.0)
Base damage: 7, to account for the VERY high swing speed
Critical Damage: I improved it to 70, so when you hit something with a critical, it should hit HARD.
Some issues other than lacking blades (they're invisible), these can only function when held in the right hand. Do not attempt to use the left. So basically, I recommend having an empty left hand, and this should allow for that high DPS. Speaking of which, this may clash with the other spells in this mod that increase weapon speed, because Skyrim has a glitch where if you have too high of a weapon speed modifier, it just doesn't work at all.
Lastly, there is a bound spell that should also give you this weapon, although be sure to cast it in your left hand. In Cyberpunk 2077 people cannot remove mantis blades from you when you're captured, so a spell seems fitting. Just remember, these are a work in progress. Functional, but not perfect.
Cyberware:
Kiroshi optics - This gives detect life/enemy briefly, for 15 seconds at will.
Sandevistan Lesser - Time is slowed to 1/3 speed (same as vanilla slow time shout), you become aetherial (good for avoiding damage), attack faster with weapons and bows, and you move faster. Basically, everything the sandevistan should do.
Sandevistan Greater - Time is slowed to 5% speed, much greater attack/bow speed, movement speed, aetherial too, at the cost of slightly less duration, and you take more side effects.
Sabrecat Legs - These should make you a little faster, attack faster, and sneak more quietly.
Wrist Rocket - Yeeeeeah! It's a fireball with about double the explosion radius, and paralyzes enemies briefly.
Force Field - Grants immunity to spells (uses ward power, so everything up to 9,999 damage should be nullified) for a while
Spine Armor - Reflects damage back at attackers
Stun Hack - Freezes all enemies in a 200 foot radius of the projectile, for 30 seconds. This is NOT paralysis, it's something different. They won't be able to move, and you can't damage them for that time.
Lock Hack - This doesn't seem to work, although it is supposed to lock every door in a 200 foot range. Basically the only "quick hack"
Cloaking - You become more difficult to detect, better sneaking and invisibility for a while. It SEEMS unbreakable, too. Although I haven't tested these too rigorously. I am new to modding.
Relic Heal - Inspired off the relic in Cyberpunk 2077, using this saves you (heals you a lot) but "kills" the player by paralyzing them for around 4 seconds. The healing should last almost that long though, so you should be fine.
Immunoblockers - This is a greater power you should be able to buy, for a HEFTY sum. It grants much higher poison resistance for 3 days. So, this is basically like a medication power, to help you withstand the side effects. It's expensive, cause medicine is expensive. The blockers themselves have no downside other than the price, and that they won't nullify higher end cyberware like the Greater Sandevistan. Not completely, anyway.
Subdermal Armor - Gives 300 armor and 25% resistance to magic, worn as a ring.
For a visual Sandevistan effect on your spine, I recommend the bikini armor mod since it adds armor for the spine specifically. I also recommend Dwemer Goggles and Scouter, Dwarven Hyperion, Project AHO, Wheels of Lull, and other Sci Fi mods that might fit this. If someone more competent than me wants to modify this mod and improve it, they are welcome to do so.
Other Weapons:
Edgerunner's Crossbow - Has a much faster reload speed, fires 30 bolts rapidly, ignores 50% of armor. Also added Edgerunner Bolts, which are just bolts that fly straighter and much faster (good for using while Sandevistan is active)
Obtaining:
These should naturally appear throughout the world I think, but if not, you can use "help cyberware" and "player. addspell (ID of spell you want)", or use a container mod etc. to give yourself the spell tomes added by this mod.
Lore friendliness:
Is it lore friendly? Sure, Sotha Sil made a clockwork city composing entirely of artificial life, he even has prosthetic cybernetic arms. So the idea of your player having a robotic eye? Seems believable to me.