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qiuyuewu1987

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qiuyuewu1987

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44 comments

  1. Henk90
    Henk90
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    • 15 kudos
    For less cyberpsychosis but - if - than powerful:

    copy paste overwrite the ini: (kudos to Sythiex)

    registerForEvent("onInit", function()

        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)

        TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline15.value", 0.00003)

        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)


    added a line (TweakDB:SetFlat("NewPerks.Tech_Master_Perk_3_inline15.value", 0.00003)) from another mod
  2. Kruatz
    Kruatz
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    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%? 
    1. Fuzen777
      Fuzen777
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      • 1 kudos
      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. 
    2. ApollyonsWolves
      ApollyonsWolves
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      • 3 kudos
      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.
    3. Fuzen777
      Fuzen777
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      Ah, true indeed. 

      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. 
    4. coolrocker111
      coolrocker111
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      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.
    5. Beermarket01
      Beermarket01
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      @coolrocker111

      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)
    6. coolrocker111
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      um sorry to report, but i cant figure out where, in this chinese lua file, is your code supposed to go, which line number to be specific?
    7. Beermarket01
      Beermarket01
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      Ah sorry, i should have been more precise. 

      You can replace all the file content with that

      Replace 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)
    8. Kotys
      Kotys
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      Beermarket01 thanks for instructions do you also know how to change fury chance?
    9. mysticalzxc
      mysticalzxc
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      • 2 kudos
      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
    10. coolrocker111
      coolrocker111
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      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?
    11. mysticalzxc
      mysticalzxc
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      • 2 kudos
      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
    12. Sythiex
      Sythiex
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      • 2 kudos
      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)

          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)
    13. Kruatz
      Kruatz
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      • 5 kudos
      @Sythiex Thank you. I have just tested editing those values, and everything works fine, including the % chance to activate.
    14. DimitriDark
      DimitriDark
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      • 17 kudos
      @Sythiex, do you mean to say that we should open the init.lua, delete all of the text and copy/paste your rewrite into the file instead?
    15. Kruatz
      Kruatz
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      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)
    16. DimitriDark
      DimitriDark
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      Thank you, @Kruatz. That makes perfect sense to me. Very much appreciated.
    17. Derpz21
      Derpz21
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      The inline11 line doesn't seem to work for me on furyChance.
    18. Derpz21
      Derpz21
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      How did you get furyChance to work? Inline11 doesn't change anything for me including the tooltip.
    19. Kruatz
      Kruatz
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      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
    20. Derpz21
      Derpz21
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      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.
    21. Sythiex
      Sythiex
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      @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.
    22. noirartiste
      noirartiste
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      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.
    23. Kruatz
      Kruatz
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      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
    24. WhoCaresomg74
      WhoCaresomg74
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      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. 
    25. Kruatz
      Kruatz
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      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}
    26. WhoCaresomg74
      WhoCaresomg74
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      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. 
    27. NotAgOat
      NotAgOat
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      You da man!
    28. Sythiex
      Sythiex
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      • 2 kudos
      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)

          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)
    29. Kruatz
      Kruatz
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      Yep, everything working fine @Sythiex, thank you so much!
    30. LunariaChan
      LunariaChan
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      @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.
  3. axelv7771
    axelv7771
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    We need a const 5% (or 15%) chans with no hp loss, pls) make it or describe how to edit the file!
    1. irlydontcareatall
      irlydontcareatall
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      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). 
  4. InvaderJoshua
    InvaderJoshua
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    • 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.

    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)
  5. DiabolosEX
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    Can you make a Mod to remove the sound when edgerunner activates?
    When the Fury effect is activated, that weird laugh is very annoying.
    1. AinzThatDeep
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    2. HaviFaden
      HaviFaden
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      i want one where the laugh lasts the full 30 seconds ;(
  6. daish0
    daish0
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    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. koob68
      koob68
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      +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".
    2. Seijax
      Seijax
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  7. doff87
    doff87
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    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?
    1. bloodaxis
      bloodaxis
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      If you go into negative health values you effectively become immortal.
  8. zinder28
    zinder28
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    It doesn't work, I install it but I don't get those statistics