Really wish Implant GRX (a vanilla perk) was made into an actual implant with this mod. It's pretty dumb you can just select a perk and VOILA, you suddenly have an implant. Could you add this in the future? Btw, love this mod and all your work streamlining PN stuff!
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The included Cyberware OWB.esp does exactly this (ported from the Project Nevada Patches).
can you specify where are the bionic eyes been looking for them for hours
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Look around in the rocket room.
how do i install the mod?
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FNV has several guides for newcomers, explaining how to install mods. See Viva New Vegas or Blue Moon for instructions.
looks like installing the contents straight into the new vegas data folder does the trick
Hi! I'm currently using your mod, TTW version. Problem is I cannot find some of the implants at dc. I've searched whole place mentioned on the spreadsheet, but I cannot find them(bionic eyes and adrenaline booster). Could you edit spreadsheet's dc locations more specifically like nv ones?
Thanks for great mod.
When ADS with the red dot sight on the mp5 ("police submachine gun") while the Nanobots stealth field is active, an oval in the middle of the red dot sight holo panel is covered with the stealth field texture, and the dot disappears, making it impossible to aim.

Not necessarily a bug, but probably an unintended visual conflict. Not sure if it's an issue with Cyberware or with Another Millenia.

Here's my load order (VNV+MEG): https://pastebin.com/jHGt6Nuk
Do razor nails implants stack?
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So it is possible to install 4 of them fo some insande dmg? :)))
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One implant per arm max.
fun mod! Thank you!
How would I go about changing the duration of the Stealth Field? I'd like to shorten it substantially.
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Override the CWxBaseStealthFieldStability global variable.
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Works! Thank you!
Hey, sorry in advance if this has been asked before but is there a way to change the hotkeys, specifically for the AR scanner? I'm in FNVEdit looking at all the CWxScanner script sources but can't find any references to the activator key other than maybe "EnableControl 5". I feel like that might be it since '5' is the "IsControlPressed" designation for 'Activate' but I'm not really too knowledgeable on this stuff and don't want to assume anything.

Just want to change the key to something else so I don't have to mess with B42 Contextual Leaning's keys (it uses Q and E to lean left and right respectively so having the scanner also on E is kinda inconvenient).
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Yes, it's bound to the control code 5 (Activate), which is referenced in multiple places (EnableControl 5 re-enables normal activation). You'd have to find all operations with control 5 in CWxScanner scripts and change them.
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Thank you for the clarification. Seems the only scripts that mention the control is CWxScannerQuestScript and CWxScannerStop, so I went ahead copied the scripts into an override esp and made the changes there but it doesn't seem to change the key even though the new file is overriding the old scripts. Did I miss anything or should I just have edited the original scripts?

I read that you shouldn't mess with the original scripts of a mod and use an override esp instead to avoid potential problems, so thats why I did it that way.
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In CWxScannerQuestScript, you have five calls:

SetOnControlDownEventHandler CWxScannerOnScan 0 5
EnableControl 5
set iControl to GetControl 5
SetOnControlDownEventHandler CWxScannerOnScan 1 5
DisableControl 5
Make sure to change all of them. Did you compile your script in the GECK? If you did this in xEdit, it won't work, it only updates the source field.
(I'll probably add the option to change it in the next patch, I just don't know when it's going to happen.)
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Yup that must be it then, I didn't have the GECK so that explains quite a bit. After opening it up, how do you compile the script? I found CWxScannerQuest but am unsure what to do with it from here.
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First, install GECK Extender https://www.nexusmods.com/newvegas/mods/64888
Find "Script" in the category tree on the left (CWxScannerQuest is in "Quest").
Find the scripts using the quick search field.
Edit and save the scripts.
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Alright awesome, worked like a charm. Thanks a ton for walking a novice like me through the process. Makes me wonder what xEdit is even for if the GECK is where all the magic happens.
Thanks for forcing me to make a whole new account for a website I'll never use to get this one derivative mod, coming from NMM. The FNV modding community is so dramatic.
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game crashes when i buy an implant from moira brown
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Not a Cyberware issue. When you acquire your first implant, you receive a note with it, this triggers a crash in one of DLL plugins.
(Posted on the TTW Discord.) The crash may be caused by NVHR. Go to Fallout New Vegas\Data\NVHR and replace nvhr_avx2.dll with this one. If the issue persists, make a copy with name nvhr_avx512.dll and copy it, too.
(Posted on the xNVSE Discord.) The crash may be caused by multiple SetOnNoteAddedEventHandler listeners. Update JIP LN to 57.30+.
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Got the same issue as blazingwolffang and replacing the .dll files didn't help. The game was still crashing whenever the first acquired implant was bought from a store.

However, if said first implant was gotten as a world object (like the one from Doc Mitchell's house), the note was added with no issues and there was no crash.
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Iirc there was also an issue with the "Hide Equipped Items in Barter" Stewie's Tweak, try to disable that.

Cyberware cannot cause a crash, because it's an OBScript mod, it simply does not work on a level sufficient for that. It's always an issue either in the engine, or in a DLL mod.
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Just checked, that one setting was already disabled. In the meantime, finding an implant in the world will be my workaround. But I appreciate the suggestion.