How do you purge the HMG's from the crafting screen after you uninstall the mod? I tried using the save editor but have no idea what they'd be named lol!
Replace the "ITEM_ID_HERE" with your desired ID. And do not remove the quotes. All this mod does is add permanent vanilla blueprints/crafting recipes. But here you go so you can remove them. Before you ask, this is for copying n' pasting in the Cyber Engine Tweaks console in game. Pick only one ID at a time.
ID's↓ Items.w_special_flak Items.Preset_HMG_Default Items.Preset_HMG_Invisible Items.Preset_HMG_Military Items.Preset_HMG_Neon Items.Preset_HMG_Pimp Items.Preset_HMG_Sasquatch Items.Preset_HMG_Chopper Items.Preset_HMG_turret_car_attach Small piece of a example↓ Recipe = "Items.w_special_flak"; function removeRecipe() local CS =
Or an all-in-one version of ID's. Replace the quotes "ITEM_ID_HERE" below this with the tyre thing↓ "Items.w_special_flak", "Items.Preset_HMG_Default", "Items.Preset_HMG_Invisible", "Items.Preset_HMG_Military", "Items.Preset_HMG_Neon", "Items.Preset_HMG_Pimp", "Items.Preset_HMG_Sasquatch", "Items.Preset_HMG_Chopper", "Items.Preset_HMG_turret_car_attach"
Small piece of a example↓ Recipe = "Items.w_special_flak", "Items.Preset_HMG_Default"; function removeRecipe() local CS = The main command↓ Recipe = "ITEM_ID_HERE"; function removeRecipe() local CS = Game.GetScriptableSystemsContainer():Get('CraftingSystem'); local CB = CS:GetPlayerCraftBook(); local DATA = {'gamedataConsumableItem_Record', 'gamedataItem_Record', 'gamedataItemRecipe_Record', 'gamedataWeaponItem_Record', 'gamedataClothing_Record'}; if string.find(Recipe, '<TDBID:') then print(' \n\tUNKNOWN ID DETECTED.\n ') unknownID_Valid = false; for i, gamedata in next, DATA do if unknownID_Valid then break end print('\t. . . Scanning : '..string.sub(gamedata, 0, -8)) local subGamedata = TweakDB:GetRecords(gamedata); for k, record in ipairs(subGamedata) do local recordID = record:GetID(); local recordTDBID = TDBID.ToStringDEBUG(recordID); local recordName = Game.GetLocalizedTextByKey(TDB.GetLocKey(recordID..".displayName")); if string.find(recordTDBID, Recipe) then print('\t'..Recipe..' FOUND IN '..string.sub(gamedata, 9, -8)..' ( Item Name: '..recordName..' )') unknownID_Valid = true; local tempItemID = ItemID.FromTDBID(recordID); local tempTDBID = ItemID.GetTDBID(tempItemID); local tempQua = record:Quality():Type().value; if ItemID.IsValid(tempItemID) then if CB:KnowsRecipe(tempTDBID) then CB:HideRecipe(tempTDBID, true) print('\t. . . REMOVING (hiding)\t->\t'..tempQua..' - '..recordName) print(' \n\tJUST TO BE CLEAR, these "unknown" recipes are not actually removed, just hidden in the crafting menu.\n\tIf the command is repeated the recipe will still be found, even though it is already hidden in the menu.\n ') else print(' \n\tTHE SET ID WAS FOUND AS VALID, BUT IT IS NOT PRESENT IN THE KNOWN RECIPES ( nothing to remove ).\n ') end end break end end end if not unknownID_Valid then print(' \n\tSET UNKNOWN ID "'..Recipe..'" NOT FOUND.\n\tYOU NEED TO SET THE ID PROPERLY ( Ex. "<TDBID:2625AD7E:1F>" ) AND YOU MUST BE ABLE TO FIND IT IN CET TweakDB EDITOR.\n ') end unknownID_Valid = nil; else if TweakDB:GetRecord(Recipe) then if CB:KnowsRecipe(Recipe) then local recName = Game.GetLocalizedTextByKey(TDB.GetLocKey(Recipe..'.displayName')); CB:HideRecipe(Recipe, true) print(' \n\t. . . REMOVING\t->\t"'..Recipe..'" - '..recName..'\n ') else print(' \n\t'..Recipe..'\t->\tNOT FOUND IN THE KNOWN RECIPES.\n ') end else print(' \n\t"'..Recipe..'"\t->\tID NOT VALID.\n\tYOU NEED TO SET A VALID ITEM ID.\n ') end end end removeRecipe()
How to obtain a tier 5++ crafting blueprint please ? This is for use with PREEM weaponsmith, so tier5++ should allow maximum options... I hope so... PREEM WS
It's based on your level. minimum level is 33 for a chance to be tier5++, higher your level, the better the chance. And of course, you need the DLC for this to happen otherwise, all you can get his tier5+.
I do have 8 different entries in my craft book and they all do the same except the invisible one. Is this normal? Is there a difference in the crafted HMGs and I just don't see it?
They're from different factions, and sometimes they do generate different colours, and 2 of them are completely different to the rest. One of them is a reference from cyberpunk anime and the other one is a mech weapon it is dropped as invisible so it's usually really hard to find.
How do you get the pink HMG? It won't let me craft it, if i hover over the green one it sometimes turns pink but when i craft it it's still just the green version.
The preview window is just a potential, it is random on crafting it. Not much I can do about it, it's a vanilla thing. Save before crafting and reload when you don't get what you want, keep doing it until you get the one you want.
Odd interaction I had with Preem Weaponsmith. I've got Better HMG's downloaded as well and, after scraping an HMG for the recipe, I could craft HMGs without modifying them just fine. If I attempt to modify the HMG recipe using the Preem Weaponsmith options, it makes non permanent HMGs (i.e., 200 rounds and no reload, can't stash).
It's probably getting out of sync with "Better HMGs - Heavy Machine Guns" If it's giving it a new ID's it'll make it not compatible with it. This mod doesn't touch any of the ID's You could probably request "Preem Weaponsmith" to add a compatibility with "Better HMGs - Heavy Machine Guns" Since they will know all their ID's. All you can do is ask nicely and see what happens. Since I have no control over how that mod does its ID's.
34 comments
All this mod does is add permanent vanilla blueprints/crafting recipes.
But here you go so you can remove them.
Before you ask, this is for copying n' pasting in the Cyber Engine Tweaks console in game.
Pick only one ID at a time.
ID's↓
Items.w_special_flak
Items.Preset_HMG_Default
Items.Preset_HMG_Invisible
Items.Preset_HMG_Military
Items.Preset_HMG_Neon
Items.Preset_HMG_Pimp
Items.Preset_HMG_Sasquatch
Items.Preset_HMG_Chopper
Items.Preset_HMG_turret_car_attach
Small piece of a example↓
Recipe = "Items.w_special_flak"; function removeRecipe() local CS =
Or an all-in-one version of ID's. Replace the quotes "ITEM_ID_HERE" below this with the tyre thing↓
"Items.w_special_flak", "Items.Preset_HMG_Default", "Items.Preset_HMG_Invisible", "Items.Preset_HMG_Military", "Items.Preset_HMG_Neon", "Items.Preset_HMG_Pimp", "Items.Preset_HMG_Sasquatch", "Items.Preset_HMG_Chopper", "Items.Preset_HMG_turret_car_attach"
Small piece of a example↓
Recipe = "Items.w_special_flak", "Items.Preset_HMG_Default"; function removeRecipe() local CS =
The main command↓
Recipe = "ITEM_ID_HERE"; function removeRecipe() local CS = Game.GetScriptableSystemsContainer():Get('CraftingSystem'); local CB = CS:GetPlayerCraftBook(); local DATA = {'gamedataConsumableItem_Record', 'gamedataItem_Record', 'gamedataItemRecipe_Record', 'gamedataWeaponItem_Record', 'gamedataClothing_Record'}; if string.find(Recipe, '<TDBID:') then print(' \n\tUNKNOWN ID DETECTED.\n ') unknownID_Valid = false; for i, gamedata in next, DATA do if unknownID_Valid then break end print('\t. . . Scanning : '..string.sub(gamedata, 0, -8)) local subGamedata = TweakDB:GetRecords(gamedata); for k, record in ipairs(subGamedata) do local recordID = record:GetID(); local recordTDBID = TDBID.ToStringDEBUG(recordID); local recordName = Game.GetLocalizedTextByKey(TDB.GetLocKey(recordID..".displayName")); if string.find(recordTDBID, Recipe) then print('\t'..Recipe..' FOUND IN '..string.sub(gamedata, 9, -8)..' ( Item Name: '..recordName..' )') unknownID_Valid = true; local tempItemID = ItemID.FromTDBID(recordID); local tempTDBID = ItemID.GetTDBID(tempItemID); local tempQua = record:Quality():Type().value; if ItemID.IsValid(tempItemID) then if CB:KnowsRecipe(tempTDBID) then CB:HideRecipe(tempTDBID, true) print('\t. . . REMOVING (hiding)\t->\t'..tempQua..' - '..recordName) print(' \n\tJUST TO BE CLEAR, these "unknown" recipes are not actually removed, just hidden in the crafting menu.\n\tIf the command is repeated the recipe will still be found, even though it is already hidden in the menu.\n ') else print(' \n\tTHE SET ID WAS FOUND AS VALID, BUT IT IS NOT PRESENT IN THE KNOWN RECIPES ( nothing to remove ).\n ') end end break end end end if not unknownID_Valid then print(' \n\tSET UNKNOWN ID "'..Recipe..'" NOT FOUND.\n\tYOU NEED TO SET THE ID PROPERLY ( Ex. "<TDBID:2625AD7E:1F>" ) AND YOU MUST BE ABLE TO FIND IT IN CET TweakDB EDITOR.\n ') end unknownID_Valid = nil; else if TweakDB:GetRecord(Recipe) then if CB:KnowsRecipe(Recipe) then local recName = Game.GetLocalizedTextByKey(TDB.GetLocKey(Recipe..'.displayName')); CB:HideRecipe(Recipe, true) print(' \n\t. . . REMOVING\t->\t"'..Recipe..'" - '..recName..'\n ') else print(' \n\t'..Recipe..'\t->\tNOT FOUND IN THE KNOWN RECIPES.\n ') end else print(' \n\t"'..Recipe..'"\t->\tID NOT VALID.\n\tYOU NEED TO SET A VALID ITEM ID.\n ') end end end removeRecipe()
And of course, you need the DLC for this to happen otherwise, all you can get his tier5+.
I was previously storing HMGs in the stash of bikes and cars.
But so much better to be able to carry on character at all times!
thanks for making this!
For those who want a more immersive way.
Is this normal?
Is there a difference in the crafted HMGs and I just don't see it?
Not much I can do about it, it's a vanilla thing.
Save before crafting and reload when you don't get what you want, keep doing it until you get the one you want.
This mod doesn't touch any of the ID's You could probably request "Preem Weaponsmith" to add a compatibility with "Better HMGs - Heavy Machine Guns" Since they will know all their ID's.
All you can do is ask nicely and see what happens.
Since I have no control over how that mod does its ID's.