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. Must have mod for my playthroughs! Is there a way to edit the cost of the surgeries? I’m playing with a very harsh economy and I would like to drop the price a bit. Ty!

  2. Does this still have the functionality which had the challenges that gave you the associated perk for free if you found all the implants related to a body part?(i.e. if you found all arm implants you got cyberlimbic for free)

      1. Oh ok good to know, but just for my peace of mind I have to ask, this mod doesn’t contain any unvoiced dialogue right? I really hate unvoiced dialogue lol.

  3. I for some reason lately I’ve been getting a bug with the stealth nanobots to where when activating the cloaking i dont actually go invisible, and npc’s can seemingly still see me.

    I’ve tried looking at the mod in xedit but nothing stood out as a conflict or problem.

    1. The nanobots do not give you 100% invisibility, they give 75 points. You need an actual Stealth Boy to get 100 points.

      1. no i mean i dont go invisible at all, im 100% visible still.

        I have to toggle the nanobots on and off a few times before it will actually work.

        this wasn’t an issue in previous playthroughs, but for some reason in this one the effect doesn’t seam to want to work half the time.

  4. Thanks for your work Eddoursul, the mod is perfect!
    May I translate your Cyberware2281 into chinese and upload the translated ESP to NEXUS?

  5. Implants are not showing up in game. The manual download seemed straightforward enough given there were no directions included.

  6. Thanks for the awesome mod Eddoursul! Just one question though, is there anyway to enable controller support? Right now once I get to the implant menu I need to turn off/disconnect my controller and select the implant/body part via mouse.

        1. LStewieAL’s Tweaks mod has a tweak that allows use of kb/m and a controller. With it active, I’m currently using Steam Overlay to then map a bunch of key binds to my controller… lots of tinkering but it works great. It allows me to move around using the controller L-Analog, while mapping pretty much anything else I want to controller buttons. Try it.

          Anyway.. Thank you for the work on Cyberware 2281 Eddoursul!

      1. Do you know when that can happen? Or are you waiting for someone to make the patch? Its annoying to disconnect and reconnect with controller…I just do not know how to patch it myself.

        1. I don’t play with controller, so it never was on my priority list. I can merge in someone’s patch, sure, but controller users don’t seem eager or able to submit one. I probably can do it myself eventually, but right now I am busy with another huge project, after which I plan to go back to my FNV backlog. It’s quite long, and controller support for Cyberware isn’t at the top.

  7. I’m using this mod with TTW and am in the capital wasteland, and so far everything seems to be working. I’ve found or purchased several implants and used a doctor to implant them. My question is, how do I upgrade the upgradable implants? I have science over 60, but no relevant upgrade recipe shows up on the workbench. Do I need another copy of the same implant to make the recipe show up?

    1. You must have it in your inventory. Visit a doctor again, remove the implant, and then you will be able to upgrade it.

  8. I’m having some issues with Usanagi’s “I’d like you to perform cybernetic surgery” option. Every time I’ve tried it I get an error message claiming that relevant menu extensions weren’t detected and I’ve had little luck figuring out exactly how I should remedy this. I have updated NVSE to 6.2.9 and extracted the Cyberware.esm and CyberwareOWB.esm files to FNV Data. The plugin in Vortex is enabled and I have disabled all Project Nevada content (although I don’t think I ever downloaded its cyberware extension anyway).
    I’m not too experienced with modding so any help would be much appreciated!

    1. Just FYI, I can still buy implants from Gun Runners and they appear in my inventory with descriptions. They’re just missing icons (not sure if that’s normal).

        1. I didn’t realize my JIP was outdated. I’m assuming that’s probably the problem? Here it is:

          Known DLL plugins:
          NVSE – New Vegas Script Extender: 6.2.9
          JIP LN NVSE: 56.47 – OUTDATED
          JohnnyGuitar NVSE: 4.93
          ShowOff NVSE: not found
          SUP NVSE: not found
          NVTF – New Vegas Tick Fix: not found
          UIO – UI Organizer: 2.30
          lStewieAl’s Tweaks: 8.50
          Mod Limit Fix: not found
          Console Paste Support: not found
          kNVSE: 20.00
          Enhanced Camera: not found
          Killable Children: not found
          DiaMoveNVSE: not found
          Improved Lighting Shaders: not found
          OneTweak: not found
          Book Menu Restored: not found
          Controller Support: not found
          Hot Reload: not found
          Height Randomizer: not found
          The Frontier: not found
          yUI – User Ynterface: not found
          New Vegas Reloaded: not found
          NVAC – New Vegas Anti Crash: loaded
          Heap Replacer: not found

          SUCCESS: FalloutNV.exe is 4 Gb aware!

          Fallout.ini WARNING: bUseThreadedAI=1 is a recommended setting.

          Fallout.ini INFO: If you are experiencing occasional freezes, try lowering iNumHWThreads in FalloutCustom.ini to 2.

          INFO: If you are planning to use more than 120 mods, install Mod Limit Fix https://www.nexusmods.com/newvegas/mods/68714

          OPTIONAL: Your OGG Vorbis libraries are outdated. The newer versions may fix some issues. Try different versions, results may vary https://www.nexusmods.com/newvegas/mods/61265

          ERROR: Install MCM BugFix 2 https://www.nexusmods.com/newvegas/mods/42507

          Load order:

          YUP – Base Game + All DLC.esm
          Advanced Recon Tech.esm
          NVCE Ultimate.esm
          Functional Post Game Ending.esm
          Run the Lucky 38.esm
          Companion Core.esm
          RobCo Certified.esm
          Functional Post Game Ending – YUP Patch.esm
          Lucky38 Climate FixedESMVersion.ESM
          YUP – NPC Fixes (Base Game + All DLC).esp
          FNV Diagnostics.esp
          Advanced Recon Gear.esp
          Advanced Recon Tech.esp
          Cyberware OWB.esp
          The Lucky 38 Empire.esp
          Better Character Creation.esp
          Plausible Starting Outfit.esp
          RobCo Certified Friendly Hit Fixer.esp
          Evil Detective.esp
          Witcher Style Rifle Holster.esp
          CASM with MCM.esp
          The Mod Configuration Menu.esp
          Cowboy Perk Complete – New Vegas Bounties.esp
          JIP Companions Command & Control.esp

          1. My only guess it’s installed incorrectly, since it complains about missing XML and has no icons. And yes, keep JIP LN up to date.

            1. Isn’t installation just unzipping the download file, placing that file into Data, and taking the 2 .esm files out? If you’re willing to give me an email, I can send screenshots of my data if you don’t mind taking a look. In the mean time, I’ll update JIP and see if that does anything.
              Also, thanks for the diagnostic log; It seems like a really useful tool.

  9. hey Eddoursul. just wanted to check with you if this was a bug or was working as you set it too. The AR scanner seems to have very very short distance that it can trigger a scan prompt. if im really close to a NPC i can scan them but if i go, lets say 10f, then i can no prompt to scan.