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



Main Files

Cyberware 2281 1.3.3

Includes optional Old World Blues extension.

Size: 2 MB
Uploaded: 30 July, 2021 16:46
Downloaded: 39062 times

Optional Files

Cyberware 2281 TTW Patch 1.3.3

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: 8 March, 2022 11:56
Downloaded: 14598 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: 8610 times

Modder's Resources

Size: 3 KB
Uploaded: 30 July, 2021 17:22
Downloaded: 440 times

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  1. Installed this mod. installed most recent xnvse for ttw
    implants still aren’t showing in the menu.
    bought multiple to make sure.
    is it because im using controller? controllers supported right?

    It just refuses to work.

    implants and menu show up, and are in the world. but just. yeah. no idea what im doing wrong.

        1. I’m not providing a service here, and you are not a customer. Open the GECK, make a patch, and I will gladly include it.

  2. Hi Eddoursul, did you have a chance to check it my below bug about bionic eyes posted on the 30th October?


    1. Works ok for me. Check your keybinds in MCM, maybe you have the cyberware one set to a different key than the enhanced vision one so you are not actually trying to turn the bionic eyes on.

  3. Unsure how to properly install. I’ve dropped the extracted files into the NV folder, but i keep being told the Cyberware.esm isn’t detected.

    When I try to start the game I get an error that the Cyberware.esm file is missing and other things rely on it. I can see it in the proper folder however. Sorry if the answer is obvious, I’ve installed mods before but I’m relatively new to it.

  4. I’m having a weird bug.

    I’m playing Tale of Two Wastelands at the moment and before I saw this mod was available, I installed another of your mods called Enhanced Vision. I added EM Vision to a power armour helmet and it was working fine. I then installed this mod, added the TTW patch and B42 Quickthrow patch, went to Pinkerton with the bionic eye implant, and had it installed.

    Now, as soon as I activate EM vision, it doesn’t work. It will work for a second and highlight all NPCs as normal, but then it stops working and doesn’t highlight anything.

    I’m not quite sure what has caused it. I’ve tried removing the implant and reinstalling. Doesn’t work. I’ve tried taking off the old helmet which I added EM vision to with Enhanced Vision, removing and reinstalling the implant, still doesn’t work. What’s weirder still is that heat vision works perfectly fine with the bionic implant.

    1. I’ve done some more testing with an earlier save that I hadn’t yet added EM Vision to the power armour helmet with Enhanced Vision, got the bionic eyes implant, went to Pinkerton, but EM Vision wasn’t working there either. I even tried it with Enhanced Vision uninstalled. Still nothing.

      For some reason, EM Vision works fine when adding it to a helmet using Enhanced Vision, but doesn’t work when using the bionic eyes implant.

      Really weird.

  5. I may be somewhat dumb: Can’t seem to figure out how to actually use EMP Generatoand AND Hyperfrequence Emitter after installing them.

    Like is there supposed to be a EM Burst and HF Burst hotkey?

      1. Is there a way to make it where you can throw it like a Grenade through quickthrow? I realize the patch makes it where you can’t throw it via quickthrow (as it was bugged without the patch). I’m just wondering if it’s possible for you to add that feature back without running out of grenades

  6. Possibly stupid question, but “setstage xx004799 1” doesn’t seem to be working for me. It’s not because of the mod index, (or if it is then MO2 is giving me the wrong ID) I also tried using the ID spreadsheet for something a couple days ago and none of them worked. I also tried every possible 2 digit hex code from 00 to FF, and nothing happened with every possible mod index. I’d guess the quest and item IDs aren’t listed correctly but again, I could just be a moron and missed something.

    1. The ID is correct. For instance, Cyberware’s index in my setup is 29, so I would run “setstage 29004799 1”.
      Alternatively, you can use Editor ID, iirc this requires JohnnyGuitar:
      setstage CWxImplantsPanel 1

  7. Hi. Could you direct me where to edit so that I could buy implants from Dr. Usanagi while already having 10 in SPECIAL? I’m using Uncapped Stats mod that allows character to have more than 10.

      1. Wait what? I checked in FNVEdit and there is no other mod that overwritten any record in yours either. Usanagi simply refused to sell the implant and say her vanilla line about being already smart/charismatic and such. What to do? :'(

        1. I checked them in FNVEdit, Cyberware simply never patched this case, vanilla topics are untouched.
          Find Usanagi (EC7A3), open her references, find all phrases starting with {Skill 10}, and mark them as deleted. If this works, I’ll do the same in Cyberware eventually.

          1. Thanks but it doesn’t work unfortunately. I tried your method and now there is no dialog topic come up at all. For now I had to use additem command then remove the amount of caps she needed. Never let no one say I’m a cheater ^^’

  8. Could you possibly move the implant in Doc Mitchell’s house somewhere else? I’m using a mod that alters the layout of Goodsprings, including Doc Mitchell’s house, and it slightly conflicts. House’s penthouse or Benny’s suite could work.

  9. Hello and thanks for keeping this part of PN alive for so long – it’s probably one of my favourite parts of the mod.

    I’ve encountered a problem/bug with the OWB implants that you get from The Sink’s AutoDoc – after finishing OWB i purchased the 2 most expensive implants you can get there (Implant Y-7 and Implant Y-3 – the one that gives extra hp/ap from food and the one that removes rads from drinks) and continued on by doing Dead Money and coming back to Mojave.
    At some point i went back to the AutoDoc to get the other 2 implants and i noticed that i no longer had the perks from the first 2 ones i had previously purchased – which checked out as i was getting +5 rad’s from drinking from sinks again.

    Any clue as to how i lost my original 2 perks and how i may be able to get them back? They’re no longer available for purchase from the AutoDoc – the one i purchased after coming back from DeadMoney (Implant C-13 which adds damage to cazadores and humans now – not sure if the rework is yours or from another mod?) seems to be still in my perk list.

      1. Doesn’t work – attempted to remove one implant and put it back in, remove all implants and put all implants back in, the perks don’t come back. Installing new implants seems to indeed be the cause of removing the perks in the first place as installing one removed the “Implant-C13” perk as well, but it did not come back when i reinstalled implants.

        Can i try anything else?

  10. Just came back to FNV after a very long while and imported my mod list from NMM into Vortex and started going through the mod list to update and refresh the mods. Realized I am using Cyberware 2281 v 1.2.1 which evidently is behind, but the Nexus page is down (probably cuz of that debacle a few months back).

    Having a go at the game as is, I see that there are additional implants like the Y-7 and M-5 which don’t appear in the spreadsheet. Have those been removed between version 1.2.1 and the latest one?

    Thank you.

  11. Tried using console commands, besides the 81 code implants anything in the xx0019 series isn’t recognized. Please advise.

    1. Replace xx with Cyberware’s mod index. If it is, say, 4A, then an implant’s form ID would be 4A001950.

  12. Really cool mod and while I haven’t gotten the more advanced augments (besides the AR scanner which I’ll get back to in a second) I think a lot more people should install this due the new possibilities it brings.

    Onto the AR scanner for whatever reason I barely get a trigger for it, the most consistently I was able to activate it was after I entered the Mojave from D.C (since I’m playing with TTW) and I was able to scan Doc Mitchell, Victor, and an NPC from another mod. Occasionally the prompt will appear when I first pull out my weapon in front of an NPC, but after that nothing not even if I holster and pull my weapon out again. Didn’t work at all in D.C aside from two times when I was already in combat and the prompt only appeared for a second. I’m guessing it’s a load order thing or a mod conflict, though I figured I’d ask in case you might know the cause.

  13. it says there seems to be a problem with your Cyberware 2281 installation because the menu extensions were not detected.
    how can I fix thix

  14. I have to say, getting your own website instead of using Nexus Mods seems to have worked great! I love the layout. Thanks for all your continued hard work! Can’t imagine playing without Cyberware.

  15. I notice that one of the implants brings back the toggle stealth field from Project Nevada itself. Does this mod also restore the toggle stealth field for stealth boys and the Chinese stealth suit? That was one of my favorite features from Project Nevada, but this looks like the only mod that brings that feature back, without the scripts from Project Nevada itself.

      1. Thanks for letting me know. By any chance, do you know of any mods that restore this feature? It was one of my favorite features from Project Nevada, but no other mod I know of restores it.

          1. A shame. That was one of my favorite parts of the mod. Thank you for letting me know, and thank you for your time.

  16. I was just wondering if anything will break if I change the stealth field stability global to something lower. I just wanna nerf the duration a bit. it seems like it should be fine but I haven’t fully processed the scripts involved.

    on a slightly related note do you happen to know if the magnitude of the stealth field (or chameleon) effect actually does anything? I’m not sure but the geck page on detection makes it sound like it’s an all or nothing deal. if the stealth field is greater than 0 then the visual portion of the equation just gets multiplied by fSneakStealthboyMult which is 0 by default

    1. a) Lowering the field stability is fine, set any duration you want.
      b) Never tried other values, can’t tell.

      1. okay good to know. looks like the hud element even syncs up with the change.

        Also after a bit of testing I couldn’t see any difference between the stealth boy +75 stealth field and a teststealthboy +1 stealth field. kinda interesting, I might try to mess with that so the stealth field magnitude actually has an effect

  17. I am experiencing a stutter in the transition from Bethesda loading screen to the Main menu. It goes away when i disable your mod.

      1. I’m sorry, after testing your mod alone it doesn’t happen. Maybe is interacting weirdly with another on my list. Ty for answering.

        1. My main menu stutters like crazy, you should accept it as a given. A lot of scripted mods initialize in the main menu (as I described here). The more work they do before loading a game, the less work they do in the game.