local bonusCyberwareCapacity = 1500.0 -- bonus cyberware capacity (default 50.0) local healthReduction = 0.0 -- max health reduction per point over capacity (default 0.5) local furyChance = 0.00003 -- percent (as decimal) chance per point over capacity to enter fury (default 0.001) local furyDuration = 60.0 -- fury duration in seconds (default 12.0) local furyDamageMultiplier = 1.5 -- fury base damage multiplier (default 1.1) local furyCritChance = 100.0 -- fury percent bonus crit chance (default 30.0) local furyCritDamage = 150.0 -- fury percent bonus crit damage (default 50.0)
TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline3.value", bonusCyberwareCapacity) TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline5.value", healthReduction) TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline6.value", healthReduction) -- same as inline5? TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline11.value", furyChance)
Hello! Is there a way to edit the 0.1% chance to activate per point to something higher? If I am not wrong, 0.1% x 50 would be just a 5% chance to activate it. This mod is cool but if I am correct, and that 500 extra affect also your health, you would be losing like 250 and being above 500 extra cyberware capacity is almost impossible anyways.
So, making it simple: is it possible to just change the 0.1% chance for 50 extra point to something like 0.5%?
The mod is customizable as you want. Just have to change the values in init.lua. Everything is commented too – in Chinese though. The 0.1% doesn’t seem to do anything though, so you’d have to play with the HP reduction instead.
The NewPerks.Tech_Master_Perk_3_inline0.floatValues line only affects the tooltip.
Most of the stuff in this lua is either incorrect or commented out. I don't speak chinese, but these edits are all over the place. The 4 lines that have a gameplay effect do not correspond with what's been put in.
Inline 2, 4 and 5 do not seem to control duration, crit chance and critdamage as the numbers in the comments would suggest.
I tried inline11 for probability per point, and this one at least seems to work. Didn’t think to raise the duration to test, but it seemed to last longer than the vanilla version. Inline 4 also works and seems to be a multiplier for inline 3.
hey apollyonswolves, could you guide me with which values to change if i want +100 capacity at 0.1% health cost? Fury chance, damage and crit stats I don't particularly care about.
TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline11.value", 1.0) Tried changing that line for probability per point but it's not working. anyone got any ideas how on to make this work
hi Beermarket01, ive downloaded a bunch of cyberware capacity mods. so now, i think I'm only interested in the fury chance in this perk. i wanna crank it up. could you find the lines responsible for it please?
Why not just disable/remove all the extra cyberware capacity and u can enjoy the perk to the fullest? Pretty sure exceeding 500 is good enough but if not u can just edit it to ur liking
Rewrote the mod and added some stuff. This version is easy to edit, just change the values at the top. I didn't really test this, but everything seems to be working, including the fury chance.
registerForEvent("onInit", function() local bonusCyberwareCapacity = 50.0 -- bonus cyberware capacity (default 50.0) local healthReduction = 0.5 -- max health reduction per point over capacity (default 0.5) local furyChance = 0.001 -- percent (as decimal) chance per point over capacity to enter fury (default 0.001) local furyDuration = 12.0 -- fury duration in seconds (default 12.0) local furyDamageMultiplier = 1.1 -- fury base damage multiplier (default 1.1) local furyCritChance = 30.0 -- fury percent bonus crit chance (default 30.0) local furyCritDamage = 50.0 -- fury percent bonus crit damage (default 50.0)
TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline3.value", bonusCyberwareCapacity) TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline5.value", healthReduction) TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline6.value", healthReduction) -- same as inline5? TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline11.value", furyChance)
Yes, you have to do that, and edit the values you want... For example the bonus for bonusCyberwareCapacity = 50.0, you edit the 50 for 60, and you will have 60 extra capacity. You edit the local furyChance = 0.001 to 0.005 and you will have 0.5% chance per point instead of 0.1%, and so on with every line you want. For example, this is what I did, so you can take a reference. The second line gets screwed when copy pasting here in nexus, its "bonusCyberwareCapacity" without spacing as the original from Sythiex
registerForEvent("onInit", function() local bonusCyberware Capacity = 60.0 -- bonus cyberware capacity (default 50.0) local healthReduction = 0.3 -- max health reduction per point over capacity (default 0.5) local furyChance = 0.003 -- percent (as decimal) chance per point over capacity to enter fury (default 0.001) local furyDuration = 12.0 -- fury duration in seconds (default 12.0) local furyDamageMultiplier = 1.3 -- fury base damage multiplier (default 1.1) local furyCritChance = 40.0 -- fury percent bonus crit chance (default 30.0) local furyCritDamage = 60.0 -- fury percent bonus crit damage (default 50.0) TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline3.value", bonusCyberwareCapacity) TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline5.value", healthReduction) TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline6.value", healthReduction) -- same as inline5? TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline11.value", furyChance) TweakDB:SetFlat("BaseStatusEffect.Tech_Master_Perk_3_Buff_inline2.value", furyDuration) TweakDB:SetFlat("BaseStatusEffect.Tech_Master_Perk_3_Buff_inline4.value", furyCritChance) TweakDB:SetFlat("BaseStatusEffect.Tech_Master_Perk_3_Buff_inline5.value", furyCritDamage) TweakDB:SetFlat("BaseStatusEffect.Tech_Master_Perk_3_Buff_inline6.value", furyDamageMultiplier) TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline0.floatValues", {bonusCyberwareCapacity, healthReduction, furyChance * 100, furyDamageMultiplier * 100 - 100, furyCritChance, furyCritDamage, furyDuration}) -- tooltip changes TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3.amountOfCapacityGivenForRipperdocUI", bonusCyberwareCapacity) -- no effect? end)
The fact that it doesnt even change the tooltip ingame is odd. For example, setting it to 0.003 makes my game show 3% chance in the tooltip. If that's not the case for you... I dont really understand, maybe another mod with higher priority is setting it to 0.001? Check if you have another mod that changes Edgerunner's perk, cause its working for me just changing that number
There wasn't another mod that was affecting it but the tooltip didn't change for some reason. However, it did feel like the rate was much higher than just 0.1% per point exceeded after some testing so I suppose it's only the tooltip that's not working.
@Derpz21 It sounds like you are editing the value in "TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline11.value", furyChance)". This line only changes the internal game value, not the tooltip. Assuming you are using my version, if you instead change the value in "local furyChance = 0.001" it will change both the tooltip and the game value.
Hi, works great but after patch 2.1, in the perk tooltip it says float-7 instead of showing the actual percentage. Do you know what the problem could be?
Edit : Float edit is for the +sec duration after neutralization which I think is a 2.1 addition.
Yep. 2.1 introduced that new line. It works just fine, so I guess thats ok, even that "float_7" works. It is 3 extra secs for each kill
Edit: hmmm... I have been testing again the fury chance setting it to basically almost 100%, and nop, I dont think its working, it feels more like 5.2% which is what I actually have without editing. So I think it is not working as intented since 2.1
If you're still looking I just uploaded a couple variations of different % chances for fury. It's called More Cyberpsychosis on the nexus. instead of tech master perk whatever inline11 it's inline15 for fury chance.
Yeah what I did is changing inline 11 to inline 15 from the Sythiex code above and it is now working. Would be nice to now how to edit the +secs duration per kill line so we stop seeing the {float_7}
Lol. Just uh open the tweaksdb and search through the relevant info. Not tryna be rude but it's pretty straight forward. Edit: also yes im lazy. tyvm I might try it if feel like later but until then you can do yourself very easily.
Updated for 2.1, this fixes fury chance, the tooltip, and should let you change the fury time extension on kill.
registerForEvent("onInit", function() local bonusCyberwareCapacity = 50.0 -- bonus cyberware capacity (default 50) local healthReduction = 0.5 -- max health reduction per point over capacity (default 0.5) local furyChance = 0.001 -- percent chance per point over capacity to enter fury (default 0.001) local furyDuration = 12.0 -- fury duration in seconds (default 12.0) local furyDamageMultiplier = 1.1 -- fury base damage multiplier (default 1.1) local furyCritChance = 30.0 -- fury percent bonus crit chance (default 30.0) local furyCritDamage = 50.0 -- fury percent bonus crit damage (default 50.0) local furyTimeExtension = 3.0 -- amount to extend fury duration per kill in seconds (default 3.0)
TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline3.value", bonusCyberwareCapacity) TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline5.value", healthReduction) TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline6.value", healthReduction) -- same as inline5? TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline8.change", furyTimeExtension) TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline15.value", furyChance)
@Sythiex, no idea if you're still here, but if you are, it ain't working for me. Using your latest script, and editing the values only changes the perk description, not the actual stats and functionality.
I would also like to know if this is possible and how to do it. Even with all the cyberware I want + an extra operating system from a mod I still have more capacity available and don't even dip into the overcapacity at all. I know this means i could simply not use edgerunner but I want to make use of the fury buff without having to manually reduce my capacity. I was hoping as well that there was a way to set the value to a constant chance to activate fury regardless of cyberware equipped. In my opinion this perk would be more useful if it just gave you the flat maximum and didn't depend on you actually using the overcapacity (which is to say just give 50 max capacity, -25% health, 5% chance to activate fury).
Exceed your Cyberware Capacity by up to 5000 points.
1% chance for every point over.
-0.005 health for every point over
So I edited the mod to do the above stat changes instead for the perk. I did not add any new lines of code and everything is showing correctly in my game. But now at the bottom of the perk were it would normally say only "Duration: 12sec." it now says....
"Duration: 12sec. +(float_7)sec. duration for each neutralization while Fury is active."
Any idea what could have been changed to cause this? Once again I did not add any code just edited the values for the total capacity over, minus health, and percentage change of it happening. I also changed the comments in the code to English instead but I don't see how that could edit the description in game as its commented out.
Apparently no one has done a mod yet to remove the Engineer 60 reward (emp blasts triggering during Fury). Someone know how to do that? It's just 1 effect but pretty annoying for me (I don't care the laughter, screen effect etc.).
+1, I thought this was a bug but finally got so sick of it when in combat as to go looking for a fix. I mean how many of us here have played so much that we're at that level and would be wanting this annoying thing to happen during combat? cppDUR rides again.
An old post I found as well: https://steamcommunity.com/app/1091500/discussions/0/3878221733381886175/?l=english https://www.reddit.com/r/cyberpunkgame/comments/16uny83/lightning_strikes/?rdt=56622
And there is a mod to remove cyberpsycho effects I think it's called Sane something but doesn't touch this "perk" "reward".
So, is the description wrong, or has the math not been thought out? At .5% of your max hp per point overage at 200 points, you're at 0 hp. 500 points would put you at -150% of your total hp. How does this mod work in practice?
44 comments
copy paste overwrite the ini: (kudos to Sythiex)
added a line (TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline15.value", 0.00003)) from another mod
So, making it simple: is it possible to just change the 0.1% chance for 50 extra point to something like 0.5%?
Most of the stuff in this lua is either incorrect or commented out.
I don't speak chinese, but these edits are all over the place. The 4 lines that have a gameplay effect do not correspond with what's been put in.
Inline 2, 4 and 5 do not seem to control duration, crit chance and critdamage as the numbers in the comments would suggest.
I tried inline11 for probability per point, and this one at least seems to work. Didn’t think to raise the duration to test, but it seemed to last longer than the vanilla version. Inline 4 also works and seems to be a multiplier for inline 3.
Did some testing and you should edit the lua as so:
local cyberwareCapacity = 100;
local healthReduction = 0.1;
TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline3.value", cyberwareCapacity) -- cyberwareCapacity (CONFIRMED)
TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline5.value", healthReduction) -- (Hleath reduction %)
Can you test and confirm ? (note it won't reflect in the perk tooltip)
Ah sorry, i should have been more precise.You can replace all the file content with thatReplace the file content with this :
registerForEvent("onInit", function()
local cyberwareCapacity = 100;
local healthReduction = 0.1;
TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline3.value", cyberwareCapacity) -- cyberwareCapacity (CONFIRMED)
TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline5.value", healthReduction) -- (Hleath reduction %)
end)
TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline11.value", 1.0)
Tried changing that line for probability per point but it's not working. anyone got any ideas how on to make this workregisterForEvent("onInit", function()
local bonusCyberwareCapacity = 50.0 -- bonus cyberware capacity (default 50.0)
local healthReduction = 0.5 -- max health reduction per point over capacity (default 0.5)
local furyChance = 0.001 -- percent (as decimal) chance per point over capacity to enter fury (default 0.001)
local furyDuration = 12.0 -- fury duration in seconds (default 12.0)
local furyDamageMultiplier = 1.1 -- fury base damage multiplier (default 1.1)
local furyCritChance = 30.0 -- fury percent bonus crit chance (default 30.0)
local furyCritDamage = 50.0 -- fury percent bonus crit damage (default 50.0)
TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline3.value", bonusCyberwareCapacity)
TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline5.value", healthReduction)
TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline6.value", healthReduction) -- same as inline5?
TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline11.value", furyChance)
TweakDB:SetFlat("BaseStatusEffect.Tech_Master_Perk_3_Buff_inline2.value", furyDuration)
TweakDB:SetFlat("BaseStatusEffect.Tech_Master_Perk_3_Buff_inline4.value", furyCritChance)
TweakDB:SetFlat("BaseStatusEffect.Tech_Master_Perk_3_Buff_inline5.value", furyCritDamage)
TweakDB:SetFlat("BaseStatusEffect.Tech_Master_Perk_3_Buff_inline6.value", furyDamageMultiplier)
TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline0.floatValues", {bonusCyberwareCapacity, healthReduction, furyChance * 100, furyDamageMultiplier * 100 - 100, furyCritChance, furyCritDamage, furyDuration}) -- tooltip changes
TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3.amountOfCapacityGivenForRipperdocUI", bonusCyberwareCapacity) -- no effect?
end)
registerForEvent("onInit", function()
local bonusCyberware Capacity = 60.0 -- bonus cyberware capacity (default 50.0)
local healthReduction = 0.3 -- max health reduction per point over capacity (default 0.5)
local furyChance = 0.003 -- percent (as decimal) chance per point over capacity to enter fury (default 0.001)
local furyDuration = 12.0 -- fury duration in seconds (default 12.0)
local furyDamageMultiplier = 1.3 -- fury base damage multiplier (default 1.1)
local furyCritChance = 40.0 -- fury percent bonus crit chance (default 30.0)
local furyCritDamage = 60.0 -- fury percent bonus crit damage (default 50.0)
TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline3.value", bonusCyberwareCapacity)
TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline5.value", healthReduction)
TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline6.value", healthReduction) -- same as inline5?
TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline11.value", furyChance)
TweakDB:SetFlat("BaseStatusEffect.Tech_Master_Perk_3_Buff_inline2.value", furyDuration)
TweakDB:SetFlat("BaseStatusEffect.Tech_Master_Perk_3_Buff_inline4.value", furyCritChance)
TweakDB:SetFlat("BaseStatusEffect.Tech_Master_Perk_3_Buff_inline5.value", furyCritDamage)
TweakDB:SetFlat("BaseStatusEffect.Tech_Master_Perk_3_Buff_inline6.value", furyDamageMultiplier)
TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline0.floatValues", {bonusCyberwareCapacity, healthReduction, furyChance * 100, furyDamageMultiplier * 100 - 100, furyCritChance, furyCritDamage, furyDuration}) -- tooltip changes
TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3.amountOfCapacityGivenForRipperdocUI", bonusCyberwareCapacity) -- no effect?
end)
Edit : Float edit is for the +sec duration after neutralization which I think is a 2.1 addition.
Edit: hmmm... I have been testing again the fury chance setting it to basically almost 100%, and nop, I dont think its working, it feels more like 5.2% which is what I actually have without editing. So I think it is not working as intented since 2.1
Edit: also yes im lazy. tyvm I might try it if feel like later but until then you can do yourself very easily.
registerForEvent("onInit", function()
local bonusCyberwareCapacity = 50.0 -- bonus cyberware capacity (default 50)
local healthReduction = 0.5 -- max health reduction per point over capacity (default 0.5)
local furyChance = 0.001 -- percent chance per point over capacity to enter fury (default 0.001)
local furyDuration = 12.0 -- fury duration in seconds (default 12.0)
local furyDamageMultiplier = 1.1 -- fury base damage multiplier (default 1.1)
local furyCritChance = 30.0 -- fury percent bonus crit chance (default 30.0)
local furyCritDamage = 50.0 -- fury percent bonus crit damage (default 50.0)
local furyTimeExtension = 3.0 -- amount to extend fury duration per kill in seconds (default 3.0)
TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline3.value", bonusCyberwareCapacity)
TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline5.value", healthReduction)
TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline6.value", healthReduction) -- same as inline5?
TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline8.change", furyTimeExtension)
TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline15.value", furyChance)
TweakDB:SetFlat("BaseStatusEffect.Tech_Master_Perk_3_Buff_inline2.value", furyDuration)
TweakDB:SetFlat("BaseStatusEffect.Tech_Master_Perk_3_Buff_inline4.value", furyCritChance)
TweakDB:SetFlat("BaseStatusEffect.Tech_Master_Perk_3_Buff_inline5.value", furyCritDamage)
TweakDB:SetFlat("BaseStatusEffect.Tech_Master_Perk_3_Buff_inline6.value", furyDamageMultiplier)
TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline0.floatValues", {bonusCyberwareCapacity, healthReduction, furyChance * 100, furyDamageMultiplier * 100 - 100, furyCritChance, furyCritDamage, furyDuration, furyTimeExtension}) -- tooltip changes
TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3.amountOfCapacityGivenForRipperdocUI", bonusCyberwareCapacity)
end)
So I edited the mod to do the above stat changes instead for the perk. I did not add any new lines of code and everything is showing correctly in my game. But now at the bottom of the perk were it would normally say only "Duration: 12sec." it now says....
"Duration: 12sec.
+(float_7)sec. duration for each
neutralization while Fury is active."
Any idea what could have been changed to cause this? Once again I did not add any code just edited the values for the total capacity over, minus health, and percentage change of it happening. I also changed the comments in the code to English instead but I don't see how that could edit the description in game as its commented out.
Copy of code just incase it's needed:
registerForEvent("onInit", function()
TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline3.value", 5000.0) -- CyberwareCapacity
-- TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline4.value", 1.0) -- EveryTimeMoreThenOnePoint?
-- TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline5.value", 0.005) -- EdgerunnerHealthReductionRate0.005%
-- TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline6.value", 0.005) -- EdgerunnerHealthReductionRate0.005%
-- TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline7.value", 1.0) -- opSymbol *(1-x)
-- TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline11.value", 0.001) -- EdgerunnerLaughRate0.001
TweakDB:SetFlat("BaseStatusEffect.Tech_Master_Perk_3_Buff_inline2.value", 12.0) -- Edgerunner'sLaughDuration12.0
TweakDB:SetFlat("BaseStatusEffect.Tech_Master_Perk_3_Buff_inline4.value", 100.0) -- Edgerunner'sLaughingCiticalHitRate100%
TweakDB:SetFlat("BaseStatusEffect.Tech_Master_Perk_3_Buff_inline5.value", 100.0) -- Edgerunner'sLaughingCiticaLdAMAGE100%
TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline0.floatValues", {
5000.0, -- MaximumCyberwareLimit5000
0.005, -- EveryTimeMoreThenOnePoint,Reduce0.005%MaximumHealth
1.0, -- EveryTimeMoreThenOnePoint,IncreasedProbability1.0%
10.0, -- 10%Harm
100.0, -- 100%CriticalHitRate
100.0, -- 100%CriticalDamage
12.0 -- Duration12s
}) -- CyberwareCapacity
end)
When the Fury effect is activated, that weird laugh is very annoying.
just what you need ;))
Someone know how to do that? It's just 1 effect but pretty annoying for me (I don't care the laughter, screen effect etc.).
An old post I found as well:
https://steamcommunity.com/app/1091500/discussions/0/3878221733381886175/?l=english
https://www.reddit.com/r/cyberpunkgame/comments/16uny83/lightning_strikes/?rdt=56622
And there is a mod to remove cyberpsycho effects I think it's called Sane something but doesn't touch this "perk" "reward".