this is not a smart question I know, but: would this cause problems if I install it during a playthrough? I'm currently 35 hours in but I just came across this mod and I'm enchanted by it. I'm probably going to make a "clean" save then install it and play for a few hours to see if anything seems messed up. I know it's usually not good to install mods mid-game, but I don't wanna wait for next time to turn myself into a cyborg
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In case anyone else had the same question: It installed perfectly cleanly, even took off the implants I'd already bought from the medical clinic and put them in my inventory. Close to 190 hours on this save file now and not a care in the world
Pardon me but I've looked through the description, the data sheet, the comments, the PN description, and the PN datasheet and haven't seen any mention of what changes if any were made to Implant Y-3. I'd check the PN comments on Nexus but they number in the thousands and even with the search feature I shudder at the potential volume. The reason I'm looking for this information is because I'm wondering if installing Piber's mod would be redundant and the reason I'm making a comment here instead of looking in xEdit myself is because I'm in the middle of putting together my modlist (building of VNV naturally) and haven't gotten this mod installed just yet. Thank you in advance if you take the time to reply.
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Cyberware reimplements Y3 functionality to use the NVSE event manager without changing how it works (undoes radiation damage).
Piber's mod removes the vanilla effect before it applies.

Both methods will fire together because my new implementation is instant, and Piber's mod won't be able to fire before Cyberware like it does with vanilla.

As a result, Y3 will start removing radiation damage when taking it instead of merely negating it. So basically, consumables would start acting like Radaway.
I did not test it in practice, just looked over what the scripts do.
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That sounds broken in a fun way. Thanks for the reply.
This is one of my most favorite mods ever, thank you!!!
I waited a week in-game, tried quicksave/quickload before and after, restarted the game several times, but implant GRX still just won't refresh for some reason. Any ideas how to fix it?
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Open xEdit and see what mod overrides NVDLC03GenericPerkQUEST.
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I don't know how anyone can understand xEdit because I got absolutely nowhere after 4 hours...
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Still doesn't refresh after uninstalling every other mod (besides dependencies) and making a new character. lol, lmao even.

Naturally, I change absolutely nothing and it magically starts working after posting this. 🗿
The Cyberwear menu shows the wrong Implants when installing and uninstalling them for me.
Any ideas why?
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No idea, you are the first person with this issue.
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After some testing they still install the correct implant but in the menus when adding or removing them its always wrong.
no clue why it would be doing this as nothing I have installed conflicts with anything from this mod
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Are you using a controller?
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No, controller is not even blugged in.
Tested on a new save and its fine on a Fresh save with the same mod setup.
My game crash when i mark "I dream of electric sheep" on the pipboy, pls help
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Disable other mods until you find a culprit.
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install all patches, use manager and did manually but nothing works
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And none of this does what I suggested.
Night Vision has suddenly started just being...black. The other two vision options work, just not that one. Any known culprits that can cause this?
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Night vision uses the vanilla Cat Eye visual effect. Open xEdit and check what mod edits CatEyeISFX (7EA1A).
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You need Science 40/60/80 to be able to upgrade implants to levels 2/3/4.
Beyond that, there are no other limitations. Something else is broken.
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Sorry, it was my fault. I thought the "Level" column on the spreadsheet meant that it could be upgraded up to that level. Did not realize there was an "Upgradable" column.

Regardless, thank you very much for your quick response!
Would you be willing to pick the mantle of this mod:
https://www.nexusmods.com/newvegas/mods/74655?tab=posts

Right now, I think it stopped working, due to both your mod and JAM updating. Its breaking scripts left and right, judging by the comments. Also, it dosen't work with the better implementation of sprinting in Enhanced movement
Hello! Would you consider making a patch for better character creation and Cyberware 2281 for the Old World Blues sink?