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!


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 at a workbench.


Once you pick up or buy an implant, the introductory quest “I Dream Of Electric Sheep” starts and leads you to a doctor who can implant it. Some doctors are able to perform the surgery from the start. Finding the books titled Cybernetic Surgery, Standard Edition, you can train a few more doctors.




Head Implants
* AR Scanner: Real-time target analysis
* 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: water breathing


Arm Implants
* Kinetic Accelerator: reload 10% (20%) and melee attack 5% (10%) faster
* 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)
* EMP Generator: EM Burst (with MF breeder)
* Hyperfrequence Emitter: HF Burst (with MF breeder)


Leg Implants
* Kinetic Accelerator: movement 10% faster (20%, when installed on both legs)
* Nanobionic Weave: Limb regeneration
* Tread Damper: Sneak +4 (6, 8, 10)
* Weight Absorber: Carry weight +10 (20, 30, 40)


* Man Machine: Two additional torso implant slots
* Tin Head: Two additional head implant slots
* Iron Handshake: Two additional arm implant slots
* Cyberlimbic: Two additional leg implant slots


Google Spreadsheet with implant and doctor locations (spoiler warning!)


Standalone Edition Notes


Project Nevada and its Cyberware is an outstanding achievement in Fallout modding. Unfortunately, mods get old, too, and Project Nevada is being gradually replaced by newer mods. Cyberware, its major component, is closely tied to Project Nevada functionality, what created some difficulties in its maintenance. While other PN features got modern counterparts, Cyberware never got a proper alternative or upgrade. Time to change this.


Cyberware has been decoupled into a standalone mod. In order to achieve this, Project Nevada was completely disassembled: features, used in Cyberware, where reworked and assembled back into a separate mod.


When Project Nevada started, event handling in NVSE did not exist, and PN was forced to run scripts continuously. With RuntimeScriptProfiler, I saw up to 17 running scripts in a single frame. On its own, it’s not an issue, but quickly adds up in large modlists. Add to this inventory items with attached scripts: while in inventory, every item copy runs its script every frame even if there is no GameMode block. Speaking of scripts, PN is the heaviest mod by far in most mod lists.


To fix this, 95% of code was rewritten and refactored to event-based triggers. Even the surgery script got facelifting, now it’s much easier to understand what is going on there. Today, Cyberware runs zero scripts in idle state. There are still a few quest scripts, but they are short-lived, have very specific use, and never run longer than they have to.

PN Cyberware rewritten alone would mean losing other contributions to it, such as Project Nevada – Extra Options, Project Nevada Patches and TTW patch (never published for TTW 3.x, AFAIK). Thankfully, their authors allow modifications, so I included their relevant parts, too. See the permissions tab for credits.


Some things did not make the cut or work differently:

  • Wired Synapses depends on PN Sprint – removed.
  • Kinetic Accelerator’s reload boost works always, as Bullet Time is not included.
  • GRX hotkey has been removed. This is an easily detachable feature with multiple different solutions, which is best to be made as a separate micro-mod. Any of GRX hotkey mods on Nexus should be compatible.
  • Gribbleshnibit8’s challenges are not included: did not want to add extra-slot perks as rewards and avoided adding new features in the initial conversion.
  • The implanted weapons, EMP Generator and HF Emitter, at first were removed. Slow recharging and rare weak bursts seem to me unfeasible in the world with recharger guns. After I realised, that we can use MF breeder as ammo, they were brought back. I lowered their range to nerf them a bit and changed required skill to Energy Weapons (was Unarmed). Now, they work similarly to Recharger Pistol/Rifle, and, like them, require proper Energy Weapons skill to be useful.
  • Synthetic Lungs now only provide water breathing effect, as Sprint was removed.
  • Stealth Nano-Bots no longer show HUD indicator, when Stealth Boy is active. We have no reliable way to calculate its duration properly (outdated). HUD still shows for Nano-Bots.
  • The C-13 perk no longer frenzies Cazadores at level 2.


See the changelogs tab for detailed list.

All relevant YUP fixes were forwarded.


Old World Blues


Improved OWB implants from Project Nevada Patches were ported over.


Those, who stared into FNVEdit long enough, must remember NVDLC03GenericPerkQuestSCRIPT. This is a script, running 10 times per second from the very beginning of the game and managing different aspects of OWB perks. It is very messy and is closely tied to implants. There are a lot of attempts on Nexus to improve it, fully or partially, hence a lot of overrides in large mod lists. To ensure Cyberware’s functioning, I assigned a different script to NVDLC03GenericPerkQUEST, which now runs every 5 seconds and only replenishes GRX. When GRX is not implanted, this quest does not start at all. All its former features were refactored and moved to event scripts.


To be clear – NVDLC03GenericPerkQuestSCRIPT is unused with Cyberware, any changes to it by other mods are ignored. The OWB module is a separate ESP, and if this arrangement does not suit you, it can be disabled during installation.


Unoffical Patch Plus and JSawyer Ultimate Edition also introduce solutions for the OWB perks. Overlapping features are automatically disabled in Cyberware.





The mod can be installed mid-game: your implant perks, acquired prior to that, will be removed, and you’ll be given implants to install.


This must go without saying: the mod is incompatible with Project Nevada – Cyberware. It must be disabled during Project Nevada installation.

Most components were moved to a new namespace, so the mod should be compatible with PN Core, Rebalance and Equipment. Incompatibilities with them can be reported. Just make sure they are bound to different hotkeys.


All assets are produced by the Project Nevada team and contributors (Team: snakster, Kai Hohiro, delamer, T3T, Zealotlee, Yukichigai, Gopher, TheCastle, x-quake, Gribbleshnibit8, Mezmorki; Contributors: Pelinor; see the PN page for full credits).
Implant textures merged from Project Nevada – Extra Options by Gribbleshnibit8 and contributors (Roy Batty, AltDunmer, Drithius; see the PN-EO page for full credits).
OWB extension is based on the Project Nevada Patches component (Maintainers: Gribbleshnibit8 and snakster; Contributors: Antistar, Aether89, Jonnyeah, T3T, Weijiesen, Yukichigai, Zealotlee; see the Project Nevada Patches pages for full credits).
TTW patch is originally made by TTW team, see https://taleoftwowastelands.com/memberlist.php?mode=team

Standalone edition, refactoring: Eddoursul
Contributors: DarianStephens



Main Files

Cyberware 2281 1.3.3

Includes optional Old World Blues extension.

Size: 2 MB
Uploaded: 30 July, 2021 16:46
Downloaded: 8947 times

Cyberware 2281 TTW Patch 1.3

Tale of Two Wastelands extension. Distributes implants across the Capital Wasteland and enables some of the DC doctors to perform implant surgery.

Size: 134 KB
Uploaded: 30 July, 2021 16:46
Downloaded: 2326 times

Optional Files

Cyberware 2281 - B42 Quickthrow 3.1b Patch

Patch for B42 Quickthrow 3.1b. Checks weapons with IsQuestItem. The change is not specific to Cyberware, it can be safely forwarded into Quickthrow.esp to save a slot.

Size: 10 KB
Uploaded: 30 July, 2021 16:46
Downloaded: 2560 times

Modder's Resources

Size: 3 KB
Uploaded: 30 July, 2021 17:22
Downloaded: 126 times

Leave a Reply

Your email address will not be published. Required fields are marked *

Enter Captcha Here :


  1. I’ve used this mod before without problems, but now I’m unable to install any implants because they don’t appear in the popup menu. If I have any implants available, I simply see this blank tab. If I don’t have any, I see the usual message.
    I tried both heavily modded (with UI mods like Darn) and completely vanilla (other than xNVSE, JIP LIN, UIO, and MCM) but it changes nothing. Updated xNVSE as you suggested in the comments, nothing helps.

      1. It worked! but oddly I had already updated to 6.2.5 when it came out three days ago. But redownloading it again and using the DLL you shared here fixed it. I guess I accidentally forgot to replace some files.

  2. Hey, I was doing some testing with the latest xNVSE update. It seems as though something makes Cyberware no longer function as intended. I can uninstall implants just fine but installing other ones do not appear. The same applies if I save any changes and try to reapply them, they will just not appear. I double checked they were in my inventory which they were, but it still wouldn’t let me. Downgrading to 6.2.4 allowed me to reinstall implants again.

    1. Confirmed and reported, thank you. I can work around it and issue a hotfix, but I suggest to wait if xNVSE gets a hotfix soon. For now, use 6.2.4 with Cyberware, this issue may easily affect some other mods as well. I’ll update the mod if it’s not fixed this week.

  3. I have tried many times to make this mod work, but nothing is working out. I’ve uninstalled all mods, downloaded the required mods, and nothing works. I can send load order, any other kinds of logs, anything. I really would like to figure out whats wrong because I cannot find an answer anywhere

  4. I’ve tried uninstalling all mods, making Cyberware run after mod menu, but i still cannot get this mod to work. no changes to the game are made at all, no options in the mod config menu when paused.
    I’d really appreciate any help with this, I’m very excited to get this mod to work if I can

  5. Is it possible to make it so that vanilla implants don’t take up a slot?

    Or, they’re just directly implanted without interfering with this mod at all?

    If not, can you take ALL implants, including the ones from this mod, into a single character with the perks?

      1. I’m asking if you’ll add the option to make vanilla implants work like in vanilla, and the ones this mod adds, using this mod’s system.

        I don’t reckon I can figure out for myself if you’ll be adding these options in or not.

  6. aren’t razor nails a little bit overpowered? 140% crit chance above all other perks giving crit chance seems a bit OP, I guess it’s for those going with 1 luck?

      1. 3%, 5%, 10% crit chance and 10%, 15%, 25% increased crit damage per implant

        This calculations are based upon what generally gives increased crit chance and damage in the game:
        Examples in equipment:
        -1st Recon beret (+5%)
        -Naughty nightwear (+1 Luck, effective +1%)
        -True Police Stories (temporary +5% (+10% with Comprehension))
        -Vault-Tec Assisted Targeting System¹ (temporary +5% critical hit chance when using V.A.T.S.)
        -Lucky shades (+1 Luck, effective +1%)
        -Armor of the 87th Tribe (+3%)(Lonesome Road)
        -Elite riot gear (+5%)(Lonesome Road)
        -Ulysses’ duster (+5%)(Lonesome Road)
        -Joshua Graham’s armor (+3%) (Honest Hearts)
        -Salt-Upon-Wounds’ helmet (+2%) (Honest Hearts)
        -Marked beast face helmet (+2%) (Lonesome Road)
        This is all crit chance

        While for crit damage I can give those examples:
        -Better criticals (perk)
        With the Better Criticals perk, you gain a 50% damage bonus every time a critical hit is scored on an opponent.
        -Ninja (perk)
        +15% critical chance with Melee or Unarmed attacks. Sneak Attack Criticals do 25% more damage.

        I just thought a 140% increased crit chance/crit damage to be a bit overpowered when installed in both hands while taking into consideration the quantity of those two bonuses the game gives you normally, let me know what you think

        1. or if you don’t agree with it could you point me on how to do those changes to my version please? Thank you

          1. Just realized I forgot the level 0 of the implant:
            3%, 5%, 7%, 10% critical chance
            5%, 10%, 15%, 25% crit damage increase

  7. For whatever reason, loading the game with this mod hardlocks my fov to the default 75, and if i try to change it with the console, it stays for half a second before zooming back in to normal. Any idea why this is?

  8. I don’t want to be a pest but i can’t seem to get the B42 quickthrow patch to work.
    its installed, enabled, and loaded after b42.
    Any help you could offer would be greatly appreciated

  9. Is there any way to change the implant slots? I know it can break balance, but I really want to role play as a super cyborg.

  10. First of all, thanks for this. I loved PN Cyberware and couldn’t live without it! Secondly, I’m having problems with the AR Scanner. The prompt for scanning doesnt shows up at all and there doesn’t seems to be an option in the MCM to check or change it. What is the default bind? Is there an equipment requirement for it to work?

    1. It is tested and working in vanilla and Darnified UI.
      Just checked with Vanilla UI Plus, it indeed works only close to an actor. I will look into it for the next update.

      1. Hey, thanks for the quick reply. I ran some more tests and finally got it to work. As you said, the prompt only shows up close if using Vanilla UI Plus, but it works nonetheless from far away. It was bound to F, but it would be cool to be able to rebind it.

        1. It’s not bound a key, but to a control, the aim control specifically. When you are aiming, you can scan enemies with the activate control (can be E or something else). This is a convenient solution to most people, and it’s not going to be changed. Binding scanning to a key is possible, but without any visual cue, and I don’t want to deal with that.

  11. So what does the OWB plugin do exactly? From my understanding the Implants now require a slot on my character. But most of them don’t seem very powerful so it’s kind of waste for me to use an implant slot on something that only affects Cazadores.

    Is there anyway to change this? When I used MO2 there wasn’t an option for the plugin.

  12. Loved this when it was inside PN. But PN was honestly one big bloat of a mod, Cool mod, can’t deny that.

    But thank you for making this standalone. And even more kudos to keep it alive on your own site. I was working so much during summer so I had missed all the nexusmods decisions/commotion.

  13. How does the duration value for an effect in this mod work? Namely, if I wanted the Stealth Field from the Nanobot implant to last for say 10 minutes of duration, what would be the correct duration value to use, 600 (for seconds of real time) or is something different required?

    1. Stealth Field duration is measured in seconds, its base value is located in the CWxBaseStealthFieldStability global variable, default value 100. It’s currently constant, thus can’t be changed permanently from the console. I suggest to make a script, changing it on every game start:
      1) Create file data\nvse\plugins\scripts\gr_cyberware_stealth_duration.txt
      2) Put in there: set CWxBaseStealthFieldStability to 600

  14. Using the TTW patch and I noticed that when opening the dialog, the Cyberware menu opens and the only option available is to close it, I moved the esp lower in my load order and same result. I am unsure if its because I am doing something wrong though.

      1. I figured it out, I amnjust dumb. It doesn’t accept controller input, so I had to use my mouse

        1. I found out You can Use the Command Console as a mouse overlay
          Press ~
          After requesting surgery
          Then you can use the mouse like normal