Hey, quick question about Julie Farkas. I've played with this mod on over 30 characters and never had an issue, but all of a sudden she stopped selling the implants. Are they locked behind positive reputation with the Followers or is this simply a bug on my end? Thanks!
1 reply, 2 total
She stops selling implants after you installed all implants from her inventory. May happen if you bought all implants Pinkerton offers.
1 reply
That doesn't make sense either. I have a single weight absorber and a single razor nail in my inventory, not installed. Not only does she not sell those, she never once had any of them in her inventory on this playthrough or the last one. It's not a huge issue, but still worth posting it so you're aware. I've never had an issue before now though, so that's why I'm thrown for a loop as to what could be causing it. Will come back if I ever figure it out.
I cant seem to find the stealth nano bots in vault 106 science labs. Please help.
1 reply
Never mind. Found it at the end of the science lab with a bunch of skeletons. It's really small though.
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!
1 reply
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
1 reply
Look around in the rocket room.
how do i install the mod?
2 replies
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?
1 reply, 3 total
1 reply, 2 total
So it is possible to install 4 of them fo some insande dmg? :)))
1 reply
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.
1 reply, 2 total
Override the CWxBaseStealthFieldStability global variable.
1 reply
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).
1 reply, 6 total
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.
1 reply, 5 total
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.
1 reply, 4 total
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.)
1 reply, 3 total
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.
1 reply, 2 total
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.
1 reply
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.