Negative/zero damage-per-hit. It seems quite rare and can be fixed by storing it in stash and/or a quick save-and-load? If this is a reoccurring issue for you, turn off DPS Penalty AND contact me over Discord if you're willing to test things for me (I haven't encountered it again, so I can't find the cause)
Not fully compatible to pre-2.0 save that does not have the plus tier thing. The scaling method will mess with the vanilla code in upgrading pre-2.0 savedata to 2.0 structure in a way that weapons can be affected. Users MUST upgrade a pre-2.0 save with the latest game version before installing this mod to avoid this problem.
Please comment to let me know if you think jamming effect needs to be disabled during certain quest (just drop its name and section without spoilers), and I will handle it later. Meanwhile, just manually turn it off through Mod Settings if you run into trouble.
fixed improper maintenance material tier bug in version 1.1.2 let me know if you can't maintain newly dropped non-iconic weapons I'm gonna talk to UdonSoup to see if we can fix it or sth. edit: riiiight. I forgot I also added a little code to the 1.1.2 while testing. It prevents the game from allowing free maintenance as well xD
played with this new default setting for a bit and feels fine. I went through some big missions without needing to repair stuff or get hurt by the weapon (I think they're big anyway. e.g., the first PL mission, meeting the Voodoo to killing all Animals and Voodoos, etc.)
about 2x more durable and 2x more expensive in upgrading and repairing stuff.
feel it's alright to play with the condition bar turned off now
Just curious about the functionality of this mod - do different weapons have different amounts of durability? Like, say, a Nekomata or DR-5 Nova (lore-wise these are just some of the guns that are stated to be more fragile) degrading faster than an Ajax or Liberty?
Shooting, blade, blunt, throwable (e.g., knife), and CW arms have their own slider for durability, and weapon tier and attribute level affect durability slightly with the default settings.
Without considering these, the decrease of weapons durability is an equation of damage output. So, technically all weapon should do the same damage for the same amount of degradation in durability for gameplay-fairness. It also makes sense for me to have higher damage weapon deteriorates quicker.
Thanks for answering my question! Would sliders for each weapon be within the scope of the mod for a future update or would that be too much work to practically implement? I'm looking to configure "cheaper" brands like Budget Arms to degrade faster, and "expensive" brands like Militech or Arasaka to last longest.
For weapon manufacturer, there're only Corporation and Street in the game item record, meaning this requires someone to manually classify weapon by weapon and inject a custom record for each item record. If someone volunteer to add this tag on all weapons with the true manufacturer, then I can add a code to this mod quickly.
btw I just fixed a few bugs here and there, and perhaps I'll update the mod tomorrow after I play with it a bit :)
Those are not reference. Stuff like Price.Arasaka are stat modifiers. They hold some different numbers as multipliers to change the item bug/sell price.
The problem was many weapons don't have these manufacturer stat modifiers afaik. They're perhaps "Street" weapon but sometimes can have another modifier called Price.MediumManufactureQuality. (There are Low and Top as well.)
Say I manage to write a lua CET code to add a custom record for RedScript code to read, someone still need to verify my code has apply to all weapons one-by-one as some basic weapons don't have these Price.**** stat modifiers. I don't wanna do this, so unless someone volunteer for it, I don't see myself doing this code.
In case someone wants to volunteer, find me over discord as usual.
I have no idea how to inject custom records, I'm sorry! I don't mind tedious work at all, so maybe when I learn how to add records through CET (or maybe just with .yaml tweaks? I don't know enough to know if that's possible) like you're saying, I'd love to come back to this and help out.
Adding it through TweakXL may by the easiest when done manually. If you're interested in doing it, find me over discord. I'm running there by the same username.
How do you actually service your weapon? Can you do it yourself? Do you need to go to a weapons vendor? At your stash? Crafting station?
I know the mod is installed and loading cause it shows up in my mod settings, but I can't find any prompt to work on my weapons anywhere. Is there a manual for the mod that I'm missing?
Perfect, thank you so much for clarification. Upgrade screen was the only one I skimmed over because I thought I need to improve the condition first before I can upgrade anyway.
I updated the game and mods to the latest version earlier this week, and everything was working on my rig. Best double check if there're outdated mods.
should be -- it's complicated though as I just sent my president off a few weeks back (*in-game). I haven't had time to continue the PL DLC since then to get this Erebus...
Why would it repair itself? It is mechanical parts that breaks with usage. How would you expect rouge AI, a digital entity, fix physical parts of the gun?
Skippy is an experimental weapon and I believe it needs to be special. Since pre-2.0 Skippy scaled with player's level, I decided to let it self-repair.
For Erebus, idk. I haven't completed the DLC unfortunately. (and no spoiler pls)
It's probably just me but some of the descriptions of what some of the settings do are unclear. With my current settings my katanas seem to be breaking down too quickly. I figure I can fix that with the "Blade Improvement from Reflex" setting but from the wording I'm not sure whether increasing or decreasing the value will help. I *think* that what I want to do is increase it to reduce the durability loss but I'm sure, help?
Damage to condition = <calculated damage to condition> * ( 1 - <that setting> * <reflex level> )
did you use any mod that affects weapon damage? what's the weapon tier? I think I was using tier 4+ ~ 5 and it was fine. Though I play a rather balanced build, so I net-run, blade-slash, shoot, and throw nades all a little bit.
Do you mean <damage to enemy>? That's the only way it really makes sense...
If so then with 20 reflex and the default setting of Blade cost multiplier and Blade improvement from Reflex, if I'm going to hit for 100 damage with a tier cost multiplier of 1 that means the equation for how much weapon condition my katana would lose would be (0.025 * (100 * (1 - 0.8 * 20) = -37.5 is that correct?
nah. basically the change in weapon condition. there's a simple calculation from damage output to condition reduction.
Settings for weapon durability improvement from skills was used in my code as a percentage, so it's divided by 100.
Reduction in condition per hit = 100 * 0.025 * <Cost multiplier - Tier x> * ( 1 - 0.8% * 20 )
For Tier 3 weapon, each successful hit will reduce condition by 2.1. This number is be raised to 2.646 for Tier 5++ weapon with the default setting. You may consider it as a gameplay difficulty curve. For me, I consider Tier 3 weapon as normal stuff and Tier 5++ as heavily modded, so higher Tier weapon is stronger but wear out faster.
Sure, once I get something that I'll be able to use through an entire playthrough without adjusting any of the settings I will. I play with a full game overhaul type of modlist though. So I'm not too sure how helpful it'll be for anyone else.
There is a way to just maintain the loot settings? I liked the ideia of getting common and uncommon from some random bandits, but dont like the incompatibility with the Upgrade Weapons Unlocked
Loot settings are adjustable through Mod Settings menu.
UdonSoup's UWU and my weapon maintenance code both edited the same set of functions. We used to work on compatibility code, but it became incompatible as he hasn't been active for a year.
Hi, I have an issue with the mod. Skippy always has "Immediate servicing is strongly advised" even though Skippy has repaired itself to 100%. The gun is basically useless now because it always hurts the player when firing.
not sure. can you send me your save? I'll have a look if I can load it. If you're using Discord, you can find me over there too. I'm using the same user name there.
Skippy should slowly upgrade to Tier 5++ too if there're T5++ ranged weapons. Let me update my game this week and have a look in the weekend.
are u planning on making conditioning for other Cyberware rather than just arms? depending on what the cyberware the condition depletes, at lower tier the repair cost less but get dmg faster and higher tier they cost more to repair but last longer and the loss of condition basically makes the cyberware less usefull downgrades the stats.
I thought about it when I draft this code, then I realize this will require custom effect per CW type. For example, player falls down randomly when CW leg is busted or have reduced stamina when lung CW is bad. I even thought about the coding structure for normal wear and combat damage (depending on which body part is hit.)
Then, I realize all this work is time consuming with little return -- it's very cool imo but most players will properly keep things at good conditions anyway. The current state has already fixed the loot/material economy in the Cyberpunk 2077 world with an imo-interesting mechanism (besides some minor bugs I haven't yet fixed/ updated), so it's already good enough for my original goal.
I'm unlikely to execute this unless I receive a commission big enough to put working out and other projects aside.
i mean do u gotta do custom effects? cant u just refuse effects? and for lower condition a chance to get a malfunction state or something, take this into consideration if u do get the comission
Reuse effect still requires you to create a record for it. In Weapon Conditioning, I reused vanilla effects in a sub-optimal way so I can get away with making these records, but it's likely better when I've a list of items that require different effects. The main annoying time-consuming part is that I need to decide all these things, code them, and test individually (just the basic function). Just too much work for imo-too-little return :/
crafting materials in loot are vanilla. I can only imagine it's hard for someone who has installed other mods so they mostly only get tier 3 materials and have a hard time to maintain lower tier items.
Hey just wanted to say i made a realistic Collection of mods to make the game and every feature actually usable and now i fixed a lot of issues, added new cyberware that are balance add new variaty to gameplay and ur mod really helped+ santa muerte make it even better
BTW: my collection is actually stuff that will make the game better... not like other collections that just add braindead stuff and a lot of NSFW mods everyone can have their own opinion so i am entitle to mine since i spend hours in search of mods to make the game more realistic and i didnt find any collection that was actually realistic it was all visual mods which is fine but i dont care about that i care about the game mainly (I hated seeing those collections that said realism but wasnt actually realism is just false advertising)
is still not ready i think ill add stuff for the gooners, version too, BTW can you modify (WannabeEdgerunners) to only lose humanity on Equipping cyberware? idk much about coding
Likely yes. I wasn't too interested in playing with that modded cyberpsychosis effect though. To me, it sounds like forcefully adding a layer of mechanisms just to fight MaxTac
Yeah i had the same thought more of a forced mechanic not an actual downside, I would try to make a cyberpsychosis mod thats realistic to the stupid lore based but chat GPT is killing me
manage to get chat GPT to make the AI smarter, but besides AI tweaks chat GPT sucks at trying to make complicated systems but using it for tweaking AI is better, currently trying to make it so NPC's can actually climb down ladders, or jump down cuz is so annoying u can just camp there without any punishment.
485 comments
- Share Your Mod Settings Here -
Potential issue:
Please comment to let me know if you think jamming effect needs to be disabled during certain quest (just drop its name and section without spoilers), and I will handle it later. Meanwhile, just manually turn it off through Mod Settings if you run into trouble.
Pinning these as well:
How to make Cyberware arms introduced by other mods compatible to Weapon Conditioning(no longer needed after 1.16)Compatibility with RipperDeck - integrated to either allow self-maintenance on Cyberware arms OR its original function (check Mod Settings).
if it's causing issue, just remove \Cyberpunk 2077\r6\scripts\Weapon Conditioning\VendorPrice.reds and the mod would still work
damn I forgot about the iconic weapon mods... will deal with it tmr or the day after...
let me know if you can't maintain newly dropped non-iconic weapons
I'm gonna talk to UdonSoup to see if we can fix it or sth.
edit: riiiight. I forgot I also added a little code to the 1.1.2 while testing. It prevents the game from allowing free maintenance as well xD
played with this new default setting for a bit and feels fine. I went through some big missions without needing to repair stuff or get hurt by the weapon (I think they're big anyway. e.g., the first PL mission, meeting the Voodoo to killing all Animals and Voodoos, etc.)
about 2x more durable and 2x more expensive in upgrading and repairing stuff.
feel it's alright to play with the condition bar turned off now
Without considering these, the decrease of weapons durability is an equation of damage output. So, technically all weapon should do the same damage for the same amount of degradation in durability for gameplay-fairness. It also makes sense for me to have higher damage weapon deteriorates quicker.
btw I just fixed a few bugs here and there, and perhaps I'll update the mod tomorrow after I play with it a bit :)
There's specific manufacturers & then seperate Low, Mid & High manufacture quality if you want to keep it simpler.
The problem was many weapons don't have these manufacturer stat modifiers afaik. They're perhaps "Street" weapon but sometimes can have another modifier called Price.MediumManufactureQuality. (There are Low and Top as well.)
Say I manage to write a lua CET code to add a custom record for RedScript code to read, someone still need to verify my code has apply to all weapons one-by-one as some basic weapons don't have these Price.**** stat modifiers. I don't wanna do this, so unless someone volunteer for it, I don't see myself doing this code.
In case someone wants to volunteer, find me over discord as usual.
I know the mod is installed and loading cause it shows up in my mod settings, but I can't find any prompt to work on my weapons anywhere. Is there a manual for the mod that I'm missing?
(depending on your settings and other installed relevant mods, there can be some restriction to where and when can you upgrade/ maintain a weapon)
I updated the game and mods to the latest version earlier this week, and everything was working on my rig. Best double check if there're outdated mods.
For Erebus, idk. I haven't completed the DLC unfortunately. (and no spoiler pls)
did you use any mod that affects weapon damage? what's the weapon tier? I think I was using tier 4+ ~ 5 and it was fine. Though I play a rather balanced build, so I net-run, blade-slash, shoot, and throw nades all a little bit.
If so then with 20 reflex and the default setting of Blade cost multiplier and Blade improvement from Reflex, if I'm going to hit for 100 damage with a tier cost multiplier of 1 that means the equation for how much weapon condition my katana would lose would be (0.025 * (100 * (1 - 0.8 * 20) = -37.5 is that correct?
Settings for weapon durability improvement from skills was used in my code as a percentage, so it's divided by 100.
Reduction in condition per hit = 100 * 0.025 * <Cost multiplier - Tier x> * ( 1 - 0.8% * 20 )
For Tier 3 weapon, each successful hit will reduce condition by 2.1. This number is be raised to 2.646 for Tier 5++ weapon with the default setting. You may consider it as a gameplay difficulty curve. For me, I consider Tier 3 weapon as normal stuff and Tier 5++ as heavily modded, so higher Tier weapon is stronger but wear out faster.
UdonSoup's UWU and my weapon maintenance code both edited the same set of functions. We used to work on compatibility code, but it became incompatible as he hasn't been active for a year.
The gun is basically useless now because it always hurts the player when firing.
Skippy should slowly upgrade to Tier 5++ too if there're T5++ ranged weapons. Let me update my game this week and have a look in the weekend.
Then, I realize all this work is time consuming with little return -- it's very cool imo but most players will properly keep things at good conditions anyway. The current state has already fixed the loot/material economy in the Cyberpunk 2077 world with an imo-interesting mechanism (besides some minor bugs I haven't yet fixed/ updated), so it's already good enough for my original goal.
I'm unlikely to execute this unless I receive a commission big enough to put working out and other projects aside.