xNVSE 6.2.5 has a bug, preventing implants from showing up in the selection menu.

Upgrade to xNVSE 6.2.6 or newer in order to fix it.


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.
    UPD 2022-07-21: As of v6.55, lStewieAl’s Tweaks and Engine Fixes allow to hotkey GRX.
  • 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 the 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, VishVadeva



Main Files

Cyberware 2281 1.3.3

Includes optional Old World Blues extension.

Size: 2 MB
Uploaded: 30 July, 2021 16:46
Downloaded: 46450 times

Optional Files

Cyberware 2281 TTW 3.3 Patch 1.0

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

Size: 135 KB
Uploaded: 1 May, 2023 10:14
Downloaded: 1128 times

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: 9600 times

Modder's Resources

Size: 3 KB
Uploaded: 30 July, 2021 17:22
Downloaded: 495 times

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  1. I feel silly as hell, but how do I install this? I’m only used to using nexus and vortex

    1. With MO2, you can drag & drop the archive into MO2’s window. Vortex certainly can do something similar, but you are on your own with it.

  2. So for implants that say they give a bonus, the motor memorizer for example, when it says guns +2 (3,4,5) what exactly does that mean? Does it only add 2 points to guns, and does the (3,4,5) mean?

  3. Just a head ups for the OWB version. The ‘There is no cure’ mod modifies NVDLC03SinkAutoDocSCRIPT along side this mod. Depending on which one is loaded first you’ll not have the option for implants or still be able to cure addictions.

  4. I keep having the issue other people have had where the implant menu after talking to a doctor is just a blank diagram of a vault boy with lines to indicate where implants can be put, but there’s no option to select or do anything except exit the menu. This is after fresh installing the game and setting up mods from scratch with Mod Organizer 2.

    I made sure to get rid of Better Character Creation as someone else in the comments said it overwrote a script Cyberware also uses. I’ve tried using the beta version of xNVSE listed above that’s supposed to fix it. I’ve tried downloading the specific .dll here in the comments that’s supposed to fix it. I’ve tried downgrading xNVSE to 6.2.4 and JIP LN to 56.42 (the last version compatible with 6.2.4). I’ve tried upgrading everything BACK UP to xNVSE 6.2.6 (which just released today) and the most recent versions of JIP LN and UIO.

    Nothing I have done has fixed it. I gave the book to a doctor and I have implants in my inventory to use, but the menu just doesn’t work.

    Not sure what else to try, I’ve read all the other comments that have tips and solutions and none of them worked.

        1. I know JIP LN 56.52 is problematic, better downgrade to 56.50 until the next patch. Other than that, I see no reasons for issues.

          1. Just tried using 56.50, sadly still not working. Any other suggestions?

            I’m currently using Mod Organizer 2 and I’m not sure if that might be causing issues, because instead of throwing everything in the New Vegas data folder it kinda just makes its own directory to pull everything from.

            If you have any other ideas I’m willing to try anything.

  5. I updated your mod, xNVSE and JIP LN, and then I merged your Quickthrow patch. I had EMP implant but I couldn’t use quickthrow hotkey to switch to the EMP, and the EMP is no longer in my weapons. So I get Hyper Frequency surgically implanted. The hotkey switch worked, it actually showed up there and in my weapons. So I test fire it and now it’s gone, couldn’t use hotkey to switch back to it.

    So it’s out of ammo but here’s the thing – prior to updating to the latest I had the previous version of your mod installed for daaaaaays and the EMP NEVER recharged after many many in-game days and it disappeared from my weapons list, despite having it as my right arm implant the whole time.

    So my question is where the hell did it go and why didn’t recharge?

    1. The Quickthrow patch removes EMP from its list. Once you fire EMP without the patch through Quickthrow, it’s gone. Reinstall the implant to restore the weapon.

      If you still see EMP in the Quickthrow list after merging the patch, you did something wrong.

      1. ok I did not see EMP in the quickthrow list after merging the patch. Before merging the patch, back when I was using the old version of Cyberware and the original version of Quickthrow, the EMP disappeared from my inventory after using it once thru quickthrow and it never recharged, never re appeared. But now playing the game with the new cyberware and the quickthrow patch, I installed Hyperfrequency implant and fired it thru quickthrow. Now it’s gone but that’s because it’s out of ammo, and needs to recharge for an hour and then it will be back, correct?

        1. No. Again – Quickthrow does not work with Cyberware weapons, they disappear for good. Reinstall the implants through surgery to restore them.
          The patch REMOVES impant weapons from Quickthrow, so this wouldn’t happen.

          1. ohhhhhhhhhhhhhhh now I get it lol. Awww… shit. I downloaded your patch and merged it into Quickthrow main file. Guess I didn’t do it right cause the Hyper frequency implant attack still was selectable with hotkey. Is there no way to make these two mods compatible? Quickthrow is awesome because it frees up weapon keybinds. To be able to throw a curve ball of EM pulse energy while still having your machine gun equipped would be a dream come true.

              1. Heheheh. That would be a cool feature though, wouldn’t it? BTW I’ve been equipping the EMP as a weapon like normal and it seems to have unlimited ammo. I thought it was only 1 shot per in-game hour?

                1. The description explains how it works:
                  “Now, they work similarly to Recharger Pistol/Rifle”

              2. Fair enough about the description but the compendium says every hour it recharges, and it’s one shot every hour. Right? I could be retarded (very good chance of that) but I swear that’s what I read. So that ain’t happening. I got unlimited charges lol I killed like 10 robots in a row just spamming EMP. However, I had to get really close. The range is quite short so I did still get hurt. I play with Fallout 4 survival mod so when you get shot you DIE.

                And that brings me to my final point: I got about 170 mods lmao so I figure it’s a slight error on my part. Whats the largest mod list you’ve seen before?

              3. Awwwww I fucked up again lol. Can you pleeeeeease add support for quickthrow? Pretty pleeease? I’ll worship the ground you walk on. I’ll perform a blood sacrifice. I’ll slap Will Smith. Take your pick.

  6. Please an understone-Dust edition patch please!

    I would like to replay the dust mod with the possibility of installing cyberware in understone.

      1. Well, ok, if you hear from someone that could patch it, please let him/her know that I’m really interested.

        Thank you for the quick response!

  7. Just a heads up for anyone hitting this: This mod will conflict with Better Character Creation. Both ESPs modify NVDLC03SinkAutoDocSCRIPT. I found this after being unable to access the cyberware implants menu at the Sink Auto-Doc. Hope this helps someone else keep from wondering what’s going wrong. Have fun!

    1. I think thats only a problem for Old World Blues, the rest of the mod still works right? I just started a new playthrough using both theese mods, so you got me a little bit worried that it won’t work, but installing implants with a normal doctor should still work right?

      1. Been playing with both mods, so far it’s working as expected. I haven’t reached OWB yet, so I guess it’s just a problem with the Auto-Doc there. Will problably need a patch or change the load order to get the desired option though.

  8. Nice work, I really liked the new implants. I’m back to modding the game but didn’t want to use PN because of the many issues..

    Regarding TTW. I remember the Wired Reflexes (reward from turning Harkness to Zimmer) was changed to an implant, but with this mod and patch it’s still a perk. Do you intend to update this?

    1. > Wired Synapses depends on PN Sprint – removed.
      Was it the Wired Synapses implant? Can’t remember. If so, ask the author of CyberJam, he may restore it.

  9. Is there a way to fix the implants, since they wont show up or do I just need to install 6.2.4 again?

  10. The stealth implant is too OP its easy to find because its in a location you go to in a quest that is in the main quest’s path and it completely replaces stealth-boys, seriously when I got it installed I started selling all my stealth-boys for caps only ever keeping one in my inventory for those npcs that ask for stealth-boys, this actually breaks stealth too because you can just turn invisible at will without even using any resources, does it use energy cells? If it does I didn’t even notice, it really needs to be nerfed.

  11. Looking through an old Youtube video, I quickly found the Project Nevada version of this mod, ie the precursor to Cyberware 2281. In short due to how similiar it is to the new version here, I basically was able to answer some of the questions in my last post. This time I want to ask only the following. Both are tied to SPECIAL stat upgrades and their specifics.

    1) Are the SPECIAL implant upgrades stackable if you have TTW? There are two doctors in each respective wasteland that sell implants for SPECIAL stats. Were my character to nab an intelligence +1 implant from both Pinkerton and Dr. USanagi would I be able to stack them for + 2. If I could, would they count as only one implant; essentially upgraded, or would they be two seperate implants? This is assuming I can even use the both of them at once to begin with.

    2) Will those SPECIAL implant upgrades be a permanent fixture to your player charcter? In New Vegas, vanilla implants as well as the Intense Training Perks will make the SPECIAL upgrade(say Intelligence +1) permanent and thus counted for when selecting perks. By contrast the Four EYes Trait grants an extra +1 PER if you are wearing glasses but the potential stat boost or loss isn’t considered permanent and is void for perk selection. I ask this because the nature of this mod lets you switch around implants, so if you switch out an implant that grants Int +1 then the bonus will be removed, at least until you install the implant back, but so long as I keep said implant will the INT boost be regarded as permanent to my character?

    Sorry for the long post last time please ignore that one and look at this one instead. Anyone can answer if they want. Thanks again.

    1. Hi, regarding your questions.

      1) No, they are not stackable, if you manage to find or buy two implants of the same kind, you’ll will be prevented from installing said implants; a message will be prompted: “You can’t install two implants of this kind in the same region”.

      2) They’re permanent as long as you have them installed. It will work the same way as vanilla and will count toward perks selection (the perks will not be removed if you choose to uninstall the implants later) or other S.P.E.C.I.A.L. conditions.

  12. Anyone in this thread can answer this; I just need some better insight into this mod from anyone who has played with this mod, as I haven’t been able to download this mod at the moment to check out for myself, and I just want a few things cleared.

    1) There are perks in this mod that grant two more slots for implants for a certain limb[torso, eyes, etc]. How many implants can your player character have by default? Just one? The mod description doesn’t specify sadly.

    2) How does the slotting of implants work exactly? The mod authors say that one can upgrade their chosen implant module with a combination of Science and Workbench, then go to the right expert to install them. The implant that increases Speech comes to mind, it looks like there are four total levels. Do all these count for one implant slot or would they cost more?

    3) On a similar note, the TTW version of this mod has most of the existing implants be placed in both the Mojave and Capital Wastelands. That means there are at least two of each implant in TTW; with some exceptions(a few implants seem to have more than one of the same implant in the same wasteland). If I find both of the implants in each wasteland, will I be able to stack them? I assume not for many of these things but I’m actually banging on being able to stack the implants that give you SPECIAL stat upgrades, the ones that can be purchased from Dr. Usanagi and Pinkerton respectively in their setting. If I nab the implants from both doctors can I stack them into two special upgrades, and if I can, will they be counted as one implant or not?

    4) Finally with the implants that grant a boost to SPECIAL are they registered as permanent? In vanilla the implants are like Intense Training in which they never go off and thus count for perk selection and the like, there are perks/traits that give you stat bonuses but they don’t count as permanent. Given the fact that you can seemingly install and switch around the implants you have, I want to know if those SPECIAL stat upgrades will still be “permanent”, I know removing said implants will thus remove the bonus, but I’m hoping that so long as you keep the implants that grant a boost to strength and etc, they will be permanent to your character.

    Again, the user doesn’t necessarily have to respond, but if they or anyone else would like to answer all these questions I’d appreciate the help. For now, I’m merely getting the checklist for a decent gaming laptop so it will be a while before I can even think about installing this mod and checking it all out for myself. I reckon an even more descriptive showcase of this cool mod than the one we already got would be nice in the near future, but I’m happy to be given the answers. Sorry for my long post and thanks.

  13. I want modify some cyberware in FNVedit, specifically I want to lower the duration of the Stealth-Nanobots to just 10 seconds as I feel this cyberware renders Stealth-Boys completely useless and wanted to rebalance that, but I got confused when I opened it and the duration for the effect is 86400 how much should I set it to get the desired effect?

  14. Hi. I think I’ve got the same bug others have had, where there’s no implants when I see the doc, just a bunch of blue lines. I’ve tried the patched dll for xNVSE2.5 as well as trying the older version, no dice. Any idea what it might be?

    Oh and just to check, can I install implants with a doctor that’s had book training, or do I need to go through the quest first?


  15. Amazing Mod! It makes me really happy that the amazing feature of PN is coming to a more modern style. Do you have any plans to update the mod for TTW 3.3 by any chance? Also thank you for all your work on these mods the enjoyment you have given us is above and beyond.

  16. Could you please put this back on Nexus I cant get it to work downloading it from here and its the only mod of its kind besides the outdated project nevada. Thank you.

  17. excuse me, Eddo. i have a problem with this mod.

    after installing this mod, i managed to grab an implant module and tried to implant it on the supporting doctors, but for whatever reasons the module doesn’t show up in the implant selection menu. also when i bought a Subdermal vanilla implant from Dr. Usanagi it doesn’t add up to my perk’s list and doesn’t increase my DT at all, but the money spent still lost.

    does the mod affecting the vanilla implants too?

    1. xNVSE 6.2.5 is broken, read these comments or join its Discord for an update.
      Usanagi sells implants to install without installing it right away, it’s a different procedure.

      1. Thanks. But for some reason that file changed my sorting mod setting in mist n aid items. But not a big deal compare to this fun mod.