About this mod

Enhance your neural system with 40+ new implants, unlock devastating techniques, and manage a new neural capacity resource that adds depth to your cyberware choices

Requirements
Permissions and credits
Translations
  • Russian
  • Portuguese
  • Mandarin
  • Korean
  • French
Changelogs
Donations
Overview
Get in on the black market's hottest new trend! Chipware, plug-and-play neural software that pushes cyberware way beyond manufacturer specs. 

This mod adds a new chipware system - extra items, that can be slotted in, to grant player extra abilities or passive bonuses. It also introduces system that serves as limiter to how many times player can use operation systems during Combat (Sandevistan / Berserk / Overclock of Cyberdecks).

- 40+ New Chipware Items - Reflex chips, Memory Chips, and Software chips 
- Neural Capacity System - Manage a new resource that limits cyberware usage in combat
- Neural Processors - Choose between different processors with unique specializations
- Techniques - Unlock powerful combat maneuvers with Reflex chips
- Progressive Mastery - Memory chips grow stronger with use, with hidden abilities to discover
- Cracking System - Crack software chips to bypass license limitations

Neural Capacity
Resource that represents your neural system health. It's main source is Neural Processor, and it can be reduced by several other nervous system cyberware.
Activating cyberware, such as Sandevistan or Berserk as well as Reflex Chipware, will drain your Neural Capacity, making you unable to use your cyberware again until your neural capacity recovers. 
It is balanced around being able to recover it fully, within few minutes, and speed of recovery is doubled outside of combat.
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Neural Processors
Your Neural Processor is the heart of your neural system. When loading first time with this mod, it will be automatically added, in new cyberware slot next to your face cyberware.
It's the primary source of Neural Capacity, and upgrading it, will expand your neural capacity. The green number on it's tooltip indicates the amount of Neural Capacity it provides.
It can be slotted with numerous chips, that provide a range of benefits to enhance your combat prowess, like activatable abilities or passive bonuses.

Available Processors:
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Zetatech: Default processor. Focused more on Memory Chips, but generally should work in any build.

Code for testing: 
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Game.AddToInventory("ChipwareExpansion.ZetatechNeuralwareRare",1)

Arasaka: Perfect for a netrunner. Offers the most RAM, and extra ram on kill. It also gives you one more chip slot.

Code for testing:
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Game.AddToInventory("ChipwareExpansion.ArasakaNeuralwareRare",1)

Dynalar: Designed for heavy use of Reflex Chipware. 


Code for testing:
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Game.AddToInventory("ChipwareExpansion.DynalarNeuralwareRare",1)

Miltech: Allows you to go over the Neural Capacity limit, at price. If you want to spam your Sandevistan again, that's the processor of choice.

Code for testing:
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Game.AddToInventory("ChipwareExpansion.MiltechNeuralwareRare",1)


Chipware Overview
They have been distributed among existing Vendor NPCs(netrunner, junk, and weapon vendors), and well as few new Chipware Vendors have been added (they are coded as junk vendors on the minimap). All the chipware are also available at Dogtown stadium. Chips are mainly divided into 3 categories.

Reflex Chipware
They grant activatable abilities in the form of Techniques, which are powerful maneuvers or buffs that typically cost Neural Capacity to activate.
Available Chips:
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Senku:

Code for testing:
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Game.AddToInventory("ChipwareExpansion.QuickDraw",1)


Kung Fu:

Code for testing:
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Game.AddToInventory("ChipwareExpansion.KungFu",1)


Aim Bot:


Code for testing:
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Game.AddToInventory("ChipwareExpansion.AimAssistChip",1)


Bullet Time:


Code for testing:
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Game.AddToInventory("ChipwareExpansion.BulletTime",1)


Flash And Thunderclap:


Code for testing:
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Game.AddToInventory("ChipwareExpansion.BulletTime",1)

Flash Step:

Code for testing:
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Game.AddToInventory("ChipwareExpansion.FlashStep",1)

Gun Kata:

Code for testing:
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Game.AddToInventory("ChipwareExpansion.GunFu",1)

Iron Veil:

Code for testing:
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Game.AddToInventory("ChipwareExpansion.LeadAndSteel",1)

Quick Draw:

Code for testing:
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Game.AddToInventory("ChipwareExpansion.QuickDrawBullets",1)

Wrecking Ball:

Code for testing:
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Game.AddToInventory("ChipwareExpansion.WreckingBall",1)

Repudiation:

Code for testing:
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Game.AddToInventory("ChipwareExpansion.Repudiation",1)

Sword Dance:

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Game.AddToInventory("ChipwareExpansion.Dancer",1)


Memory Chipware
Memory chips cost Cyberware Capacity to equip. They grant Perks (without actually unlocking them in the perk tree) and unique passive abilities that grow stronger with the chip's Attunement level. While slotted, gaining experience in the related Skill increases Attunement, with higher tier Neural Processors, accelerating progress. 
Some Memory Chips have hidden abilities that can only be uncovered after fulfilling special requirements, related to the theme of that chip.
Available Chips:
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Assassin:

Code for testing:
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Game.AddToInventory("ChipwareExpansion.ColdBlood",1)

Hidden Effects:
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Double Spoiler:
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Tripple Spoiler:
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Boxing:

Code for testing:
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Game.AddToInventory("ChipwareExpansion.BoxingChip",1)

Corpo:

Code for testing:
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Game.AddToInventory("ChipwareExpansion.PoseurCorpo",1)

Hidden Effects:
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Double Spoiler: 
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Tripple Spoiler: 
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Cowboy:

Code for testing:
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Game.AddToInventory("ChipwareExpansion.PoseurCool",1)

Hidden Effects:
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Double Spoiler: 
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Tripple Spoiler: 
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Cyberpsycho:

Code for testing:
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Game.AddToInventory("ChipwareExpansion.CyberPsychoMemories",1)

Hidden Effects:
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Double Spoiler: 
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Tripple Spoiler: 
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Cyberpunk:

Code for testing:
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Game.AddToInventory("ChipwareExpansion.PoseurTech",1)

Hidden Effects:
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Double Spoiler: 
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Tripple Spoiler: 
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Drunken Fist:

Code for testing:
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Game.AddToInventory("ChipwareExpansion.DrunkenFistChip",1)

Edgerunner:

Code for testing:
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Game.AddToInventory("ChipwareExpansion.RebeccaChip",1)

Hidden Effects:
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Double Spoiler: 
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Tripple Spoiler: 
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Kenjutsu:

Code for testing:
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Game.AddToInventory("ChipwareExpansion.KenjutsuTraining",1)

Miltech Infantry:

Code for testing:
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Game.AddToInventory("ChipwareExpansion.MiltechInfantryChip",1)

Miltech Sniper:

Code for testing:
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Game.AddToInventory("ChipwareExpansion.SniperTraining",1)

Police:

Code for testing:
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Game.AddToInventory("ChipwareExpansion.PoliceTraining",1)

Scav:

Code for testing:
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Game.AddToInventory("ChipwareExpansion.ScavMemoryChip",1)

Hidden Effects:
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Double Spoiler: 
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Tripple Spoiler: 
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Tyger:

Code for testing:
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Game.AddToInventory("ChipwareExpansion.TigerClawChip",1)

Hidden Effects:
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Double Spoiler: 
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Tripple Spoiler: 
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Ring Master:

Code for testing:
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Game.AddToInventory("ChipwareExpansion.RingMasterChip",1)

Ninja:

Code for testing:
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Game.AddToInventory("ChipwareExpansion.NinjaChip",1)

Hidden Effects:
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Double Spoiler: 
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Tripple Spoiler: 
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Software Chipware
Software chips require RAM to run, and their effects will disable, when running at negative RAM.
They provide a variety of different bonuses or abilities, and require a valid License to operate, which typically expires after a number of uses and requires payment to renew. Cracking a chip bypasses the License requirement.
Available Chips:
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Adreno Surge:

Code for testing:
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Game.AddToInventory("ChipwareExpansion.AdrenalineControllerChip",1)

Arasaka Shadow:

Code for testing:
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Game.AddToInventory("ChipwareExpansion.ArasakaShadowChip",1)

Asteroid:

Code for testing:
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Game.AddToInventory("ChipwareExpansion.BallisticProcessorChip",1)

Berserk:

Code for testing:
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Game.AddToInventory("ChipwareExpansion.BallisticProcessorChip",1)


Judy's Chip / Maiko-Kate:


Codes for testing:
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Game.AddToInventory("ChipwareExpansion.JudyDollChip",1) \ Game.AddToInventory("ChipwareExpansion.DollChip",1)

Encryptor:

Codes for testing:
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Game.AddToInventory("ChipwareExpansion.EncryptorChip",1)

Hound:

Codes for testing:
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Game.AddToInventory("ChipwareExpansion.HornetChip",1)

Hornet:

Codes for testing:
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Game.AddToInventory("ChipwareExpansion.HoundChip",1)

Targeting Jammer:

Codes for testing:
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Game.AddToInventory("ChipwareExpansion.JammerChip",1)

Kerenzikov Update:

Codes for testing:
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Game.AddToInventory("ChipwareExpansion.KerenzikovChip",1)

Learning Booster:

Code for testing:
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Game.AddToInventory("ChipwareExpansion.LearningSupport",1)

Limit Breaker:

Code for testing:
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Game.AddToInventory("ChipwareExpansion.LimitBreakerCrackedChip",1)

Overcharge:

Code for testing:
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Game.AddToInventory("ChipwareExpansion.OverchargeChip",1)


Sandevistan:

Code for testing:
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Game.AddToInventory("ChipwareExpansion.SanvedvistanLimitBreakerChip",1)


Neuro Link:


Code for testing:
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Game.AddToInventory("ChipwareExpansion.SkillChip",1)

Spell Sword:

Code for testing:
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Game.AddToInventory("ChipwareExpansion.SpellswordChip",1)

Trauma Pulse:

Code for testing:
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Game.AddToInventory("ChipwareExpansion.TraumaTeamChip",1)

Voodoo:

Code for testing:
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Game.AddToInventory("ChipwareExpansion.VoodooChip",1)

WildFire Protocol:

Code for testing:
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Game.AddToInventory("ChipwareExpansion.WildfireChip",1)

Memory Compression:

Code for testing:
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Game.AddToInventory("ChipwareExpansion.MemoryCompressionChip",1)

Redudancy Loop:

Code for testing:

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Game.AddToInventory("ChipwareExpansion.RedudancyLoopChip",1)

Upload Upgrade:

Code for testing:

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Game.AddToInventory("ChipwareExpansion.UploadUpgradeChip",1)


Relic
After V gets Relic, it gets added as a chip into your neural processor, and cannot be removed:
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The Cyberware Capacity added, actually doesn't change the vanilla balance much. In base game, player gets Cyberware Capacity per level, and with this mod, Relic gives most of this Capacity instead. (It still grants player +20 Cyberware Capacity over what player would have naturally on each level)

Perk Changes
The Chipware Connoisseur perk was reworked, to now give an additional chipware slot for processors, and allow cracking Software Chips. It's old bonus has been moved to Driver Update perk instead.

Other Cyberware
Few other minor cyberware has been added. They are available only in few specific ripperdocs (for example Buck Clinic), and can be also acquired using one of the new chipware.

Installing
  • Extract the contents of the archive into the main Cyberpunk 2077 folder
  • Go to setting menu and then configure the mod
  • Load a save

UNINSTALLING
To remove extra slots left after removing the mod:
  • Install reset script from miscellaneous files
  • Load affected save file
  • Save again
Incompatible Mods:
Cyberware RNG Bonuses Removed
More Melees More Fun
- More Cyberware Capacity per Level

My other Mods:
Black Chrome - Adds new cyberware
SynthDose - Adds lots of new combat Drugs

For modders:
To add neural cost to  sandevistan / berserk:

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Simply add this to your item definition, where 'CyberwareNeuralCost' should be cost per second. 
  tags:
    - !append-once ChipwareExpansion.CyberwareWithNeuralCost
    - !append-once ChipwareExpansion.PerSecCost
  statModifiers:
    - !append
      $type: ConstantStatModifier
      modifierType: Additive
      statType: BaseStats.CyberwareNeuralCost
      value: 0.4
The base stat is introduced by my mod, and is defined as such:
BaseStats.CyberwareNeuralCost:
  $type: Stat
  enumName: CyberwareNeuralCost
  flags: [ ]
  decimalPlaces: 2
  max: 50
  min: 0
It should be safe to re-add it in your mod, and it should work with my mod present / not create any issues when my mod is not present.

For any other items, if you want to add passive NC cost for it, you can add something like this:
  OnEquip:
    - !prepend
      $type: GameplayLogicPackage
      stats:
        - $type: ConstantStatModifier
          modifierType: Additive
          statType: BaseStats.NeuralCapacity
          value: -1
  tags:
    - !append-once ChipwareExpansion.CyberwareWithNeuralCost
    - !append-once ChipwareExpansion.PassiveCost
  statModifiers:
    - !append
      $type: ConstantStatModifier
      modifierType: Additive
      statType: BaseStats.CyberwareNeuralCost
      value: 1

Where definition of BaseStats.NeuralCapacity is:
BaseStats.NeuralCapacity:
  $type: Stat
  enumName: NeuralCapacity
  flags: [ EquipOnPlayer ]
  decimalPlaces: 2
  max: 50
  min: 0

For more examples, feel free to check z_neuralCapacityCostForItems.yaml. I'm happy to help too. 


Credits:
- Misoru (ogMisoru) - for going though all the texts added by mod / editorial review / text changes
MRKrys and Welcome to Night City collection - for testing my mod before release