1.19 Minor change to make compatible with the Better HMGs - Heavy Machine Guns mod.
1.18 Fixed an issue with the Taigan interacting with TweakXL v1.10+
1.17 Added the MA 70HB x-MOD2.
1.16 Updated the main Pyromania Expanded file to be compatible with 2.1. The Dezerter & HMG have been added to the main file. Corrected the folder name from PyromaniacExpanded to PyromaniaExpanded, as the perk is actually called Pyromania, not Pyromaniac. Removed the Gas and EMP code from both main files, as this has now been added with 2.1!
1.15 Updated the main Pyromania Expanded file to include Seraph and all normal Metels, not just Bald Eagle. The MA70 HB has also been moved into the main file, as it's description mentions explosive rounds.
1.14 Updated the main Pyromania Expanded file after a bug was reported with Psalm 11:6. New version is working perfectly.
1.13 Updated the MA70 HB Addition optional file after a bug was reported. New version is working perfectly.
1.12 Fixed an exploit where firing Doom Doom directly at your feet outside of combat could give you Pyromania stacks. Fixed a bug where firing Smart weapons directly at your feet wouldn't harm you. Added an alternate main file which only makes changes to Divided We Stand, EMP Grenades, and Gas Grenades for people that find the main version to be overkill. Added an optional file which makes the HMG fire explosive rounds. This can be used on its own, or in addition with either version of "Pyromania Expanded". Added an optional file which makes the Malorian Arms 3516's quick melee attack stack Pyromania stacks. This can be used on its own, or in addition with either version of "Pyromaniac Expanded". Added an optional file which makes the MA70 HB fire explosive rounds. This can be used on its own, or in addition with either version of "Pyromania Expanded". Added Psalm 11:6 to the main file.
1.11 Fixed the file path.
1.1 Fixed Oguo's explosive projectiles not smart targeting. Added Prototype: Shingen Mark V, Kappa X-MOD2, and Bald Eagle.
Hey! I have been using this mod for a while, but another user found that this mod causes this other weapon mod to lose its inventory icon and skin. I had the two mods for a while, and this didnt happen, so I guess it has to do with the latest update from July. Again, it's not the end of the world, but just to let you know.
Hi, thanks for reporting this error to me. I've now updated the file and this new version is compatible with Better HMGs - Heavy Machine Guns. Specifically, it will work with the HMG Default, Military, Neon, Pimp, and Sasquatch variants. It will not work with Invisible, Chopper, or turret_car_attach versions.
It kinda looks cool but it still a bug lol. Dunno why it does that. It does it on my game even if it's the only mod installed (plus the required mods of course)
Oops sorry! It doesn't appear on all mechs so I thought I solved that issue. I figured out the code that was causing that and removed it. Main file updated. Thanks for letting me know.
If you're talking about the weapon mod Firecracker, there's a mod for that Firecracker Expanded (2.1 Compatible). If you mean a mod on this website, I'm not really sure, you'd have to test it out yourself, sorry.
love this mod <3 but why on earth is the comrade's hammer not included? it's literally a CANNON shooting explosive rounds?! be cool if you could add my fav gun to the list :)
Thanks! The Comrade's Hammer actually already works with Pyromania, but in a very funny way. The gun is so powerful that a bullet from it kills an enemy before the explosion actually happens. By the time the explosion happens, the enemy is already dead, so you get no Pyromania stack. Something similar happens with the Hercules 3AX. That gun has an effect where it causes an explosion on an enemy when that enemy is killed, so you don't actually get a stack of Pyromania from this, as the explosion again happens only after the enemy is dead. Hercules 3AX's explosion will only give you a stack of Pyromania if another enemy is near the enemy you just killed, and gets hit by the explosion. For the Comrade's Hammer, you can shoot near an enemy, but not directly at them, and they'll take damage from the explosion and you'll get a stack.
It hasn't been needed since 2.1, really. That update clarified that Pyromaniac is not meant to proc on weapons. Still, I keep this mod up for those that like it.
I've just tried the mod with the latest version of RED4ext and TweakXL and it loaded fine. Not sure what's causing the issue your facing, but I would suggest disabling all mods in Vortex but these three and trying it out then.
the taigan turns black and loses the inventory icon with this mod. :( also its not clear if the contagion + overheat combo will trigger stuff, which would be really nice to include.
I know you didn't bother including the firecracker mod because there's already a mod for it, however both the Firecracker Pyromaniac Fix and Firecracker Expanded (2.1 Compatible) don't seem to work on the current patch version and I don't think either of those are going to be updated any time soon. Either way great work.
Can you add a code to your file (tech_new_perks.tweak) to edit the level 3 buff of pyromaniac? (ManiacPerkBonusSpeed / GrenadeExplosionBonusDamage / ExplosionDamagePercentBonus / ManiacStatCounter(dunno what this do) )
Level 1 and 2 buff can already be modified (valueHealingItemsChargesRegenMult: 0.08f / GrenadesChargesRegenMult: 0.08f) within this file, but only level 3 buffs don't have this.
I'm asking for this entirely because I want to make ManiacPerkBonusSpeed to 0 (personally I don't like the speed bonus feature, also already got rid of reflex speed bonus through other mod)
I tried putting the code from firecracker fix mod (new_perks_status_effects.tweaks) into your file (tech_new_perks.tweaks) but my character still get speed bonus with ManiacStack. Sorry to ask for help again
Hi, I've looked into this and I think I know what needs to be done.
You need to go to the new_perks_status_effects.tweaks file located in tweaks\base\gameplay\static_data\database\status_effect. Copy it and put the copy elsewhere. Don't touch the original again. In the copy, find the PostManiacStatusEffect section. Only copy the entire PostManiacStatusEffect section and put it and the end of the new_perks_status_effects.tweaks file from the Pyromanic Fix tweakxl version. Edit the ManiacPerkBonusSpeed of both the PostManiacStatusEffect and Tech_Left_Milestone_3_Buff to 0f. You'll also want to add the ExplosionDamagePercentBonus of the Pyromaniac Fix's Tech_Left_Milestone_3_Buff section to PostManiacStatusEffect so that your PLS is getting the correct buff.
You can test that this is working by instead setting the two ManiacPerkBonusSpeed values to a minus number, like -0.5f, to see if you'll start to go slower. This is how I tested it was working for me.
I tried adding the PostManiacStatusEffect section to my tech_new_perks.tweak, but that didn't work. I don't really know if I can upload this, as it is someone else's mod we need to edit, so let me know if you have any problems with the instructions above.
First of all, thank you for your hard work and answer! There's something I forgot in the first comment; my mitigation chance doesn't increased at all! I thought the cause was due to the unupdated firecracker mod. so I asked you, got the new method, expected the mitigation chance bonus to work properly, but hell no.
I tried changing speed bonus to minus number as you said. then 'movement speed' disappeared from status menu with mitigation chance! conversely, when I set the speed bonus to 0.001f, both movement speed and mitigation chance increased only slightly (4.72 -> 4.73 / 35% -> 36%), and when I set it to 5.00f, V gets very fast with just one maniac buff, and got 100% miti chance. It's obvious these two are related, and it applies to actual games as well as the values on the menu.
summary: BaseStats.ManiacPerkBonusSpeed also affects miti.chance. stupid game. also, Burn This City perk probably works fine.
honestly I'm frustrated. cannot understand why this game is so obsessed with extreme speed bonus... sorry for bother you man.
found solution, both [new_perks_status_effects.tweaks] and [tech_new_perks.tweaks] files are required.
Edit [new_perks_status_effects] as follows; Modify the value of BaseStats.ManiacPerkBonusSpeed from 0.05 to 0.00
Edit from [tech_new_perks] as follows; in ther [Tech_Left_Perk_3_4: NewPerk], replace the "refStat"(reference stat) of [statType = "BaseStats.MitigationChance"] from [ManiacPerkBonusSpeed] to [ManiacStatCounter], and modify the value from 200f to 50.0f
this two affect to Pyromania and Heat Shield.
Back to new_perks_status_effects, in the [PostManiacStatusEffect : BuffStatusEffect], replace [statType = "BaseStats.ManiacPerkBonusSpeed"] to [statType = "BaseStats.MitigationChance"] and modify the value from 0.25f to 50.0f this affact to Burn This City.
I don't know the modding CP2077 well, so I'm afraid if it's worth uploading this in a separate mod or just post it as a small tip in the post section like now.
and don't know why CDPR designed the skill like this, the enumComment says "You also get damage mitigation chance equal to double the amount of Maniac speed bonus.". why refer to double amount maniac speed bonus? can't just with maniac stack? actually I tried [BaseStats.MaxStacks] first but didn't work, so used [BaseStats.ManiacStatCounter]. I reached my goal after all...
83 comments
Solved duplicate HMGs on Mechs bug.
1.19
Minor change to make compatible with the Better HMGs - Heavy Machine Guns mod.
1.18
Fixed an issue with the Taigan interacting with TweakXL v1.10+
1.17
Added the MA 70HB x-MOD2.
1.16
Updated the main Pyromania Expanded file to be compatible with 2.1.
The Dezerter & HMG have been added to the main file.
Corrected the folder name from PyromaniacExpanded to PyromaniaExpanded, as the perk is actually called Pyromania, not Pyromaniac.
Removed the Gas and EMP code from both main files, as this has now been added with 2.1!
1.15
Updated the main Pyromania Expanded file to include Seraph and all normal Metels, not just Bald Eagle. The MA70 HB has also been moved into the main file, as it's description mentions explosive rounds.
1.14
Updated the main Pyromania Expanded file after a bug was reported with Psalm 11:6. New version is working perfectly.
1.13
Updated the MA70 HB Addition optional file after a bug was reported. New version is working perfectly.
1.12
Fixed an exploit where firing Doom Doom directly at your feet outside of combat could give you Pyromania stacks.
Fixed a bug where firing Smart weapons directly at your feet wouldn't harm you.
Added an alternate main file which only makes changes to Divided We Stand, EMP Grenades, and Gas Grenades for people that find the main version to be overkill.
Added an optional file which makes the HMG fire explosive rounds. This can be used on its own, or in addition with either version of "Pyromania Expanded".
Added an optional file which makes the Malorian Arms 3516's quick melee attack stack Pyromania stacks. This can be used on its own, or in addition with either version of "Pyromaniac Expanded".
Added an optional file which makes the MA70 HB fire explosive rounds. This can be used on its own, or in addition with either version of "Pyromania Expanded".
Added Psalm 11:6 to the main file.
1.11
Fixed the file path.
1.1
Fixed Oguo's explosive projectiles not smart targeting.
Added Prototype: Shingen Mark V, Kappa X-MOD2, and Bald Eagle.
example
Thanks for letting me know!
I've now updated the file and this new version is compatible with Better HMGs - Heavy Machine Guns.
Specifically, it will work with the HMG Default, Military, Neon, Pimp, and Sasquatch variants. It will not work with Invisible, Chopper, or turret_car_attach versions.
Thanks both of you. ^^
4 HMG
It kinda looks cool but it still a bug lol.
Dunno why it does that. It does it on my game even if it's the only mod installed (plus the required mods of course)
I figured out the code that was causing that and removed it. Main file updated.
Thanks for letting me know.
If you mean a mod on this website, I'm not really sure, you'd have to test it out yourself, sorry.
Something similar happens with the Hercules 3AX. That gun has an effect where it causes an explosion on an enemy when that enemy is killed, so you don't actually get a stack of Pyromania from this, as the explosion again happens only after the enemy is dead. Hercules 3AX's explosion will only give you a stack of Pyromania if another enemy is near the enemy you just killed, and gets hit by the explosion.
For the Comrade's Hammer, you can shoot near an enemy, but not directly at them, and they'll take damage from the explosion and you'll get a stack.
also its not clear if the contagion + overheat combo will trigger stuff, which would be really nice to include.
(ManiacPerkBonusSpeed / GrenadeExplosionBonusDamage / ExplosionDamagePercentBonus / ManiacStatCounter(dunno what this do) )
Level 1 and 2 buff can already be modified (valueHealingItemsChargesRegenMult: 0.08f / GrenadesChargesRegenMult: 0.08f) within this file, but only level 3 buffs don't have this.
I'm asking for this entirely because I want to make ManiacPerkBonusSpeed to 0
(personally I don't like the speed bonus feature, also already got rid of reflex speed bonus through other mod)
I tried putting the code from firecracker fix mod (new_perks_status_effects.tweaks) into your file (tech_new_perks.tweaks) but my character still get speed bonus with ManiacStack. Sorry to ask for help again
You need to go to the new_perks_status_effects.tweaks file located in tweaks\base\gameplay\static_data\database\status_effect.
Copy it and put the copy elsewhere. Don't touch the original again.
In the copy, find the PostManiacStatusEffect section.
Only copy the entire PostManiacStatusEffect section and put it and the end of the new_perks_status_effects.tweaks file from the Pyromanic Fix tweakxl version.
Edit the ManiacPerkBonusSpeed of both the PostManiacStatusEffect and Tech_Left_Milestone_3_Buff to 0f.
You'll also want to add the ExplosionDamagePercentBonus of the Pyromaniac Fix's Tech_Left_Milestone_3_Buff section to PostManiacStatusEffect so that your PLS is getting the correct buff.
You can test that this is working by instead setting the two ManiacPerkBonusSpeed values to a minus number, like -0.5f, to see if you'll start to go slower. This is how I tested it was working for me.
I tried adding the PostManiacStatusEffect section to my tech_new_perks.tweak, but that didn't work.
I don't really know if I can upload this, as it is someone else's mod we need to edit, so let me know if you have any problems with the instructions above.
There's something I forgot in the first comment; my mitigation chance doesn't increased at all!
I thought the cause was due to the unupdated firecracker mod. so I asked you, got the new method, expected the mitigation chance bonus to work properly, but hell no.
I tried changing speed bonus to minus number as you said. then 'movement speed' disappeared from status menu with mitigation chance!
conversely, when I set the speed bonus to 0.001f, both movement speed and mitigation chance increased only slightly (4.72 -> 4.73 / 35% -> 36%),
and when I set it to 5.00f, V gets very fast with just one maniac buff, and got 100% miti chance.
It's obvious these two are related, and it applies to actual games as well as the values on the menu.
summary: BaseStats.ManiacPerkBonusSpeed also affects miti.chance. stupid game.
also, Burn This City perk probably works fine.
honestly I'm frustrated. cannot understand why this game is so obsessed with extreme speed bonus... sorry for bother you man.
Edit [new_perks_status_effects] as follows;
Modify the value of BaseStats.ManiacPerkBonusSpeed from 0.05 to 0.00
Edit from [tech_new_perks] as follows;
in ther [Tech_Left_Perk_3_4: NewPerk], replace the "refStat"(reference stat) of [statType = "BaseStats.MitigationChance"] from [ManiacPerkBonusSpeed] to [ManiacStatCounter], and modify the value from 200f to 50.0f
this two affect to Pyromania and Heat Shield.
Back to new_perks_status_effects,
in the [PostManiacStatusEffect : BuffStatusEffect], replace [statType = "BaseStats.ManiacPerkBonusSpeed"] to [statType = "BaseStats.MitigationChance"] and modify the value from 0.25f to 50.0f
this affact to Burn This City.
I don't know the modding CP2077 well, so I'm afraid if it's worth uploading this in a separate mod
or just post it as a small tip in the post section like now.
and don't know why CDPR designed the skill like this, the enumComment says "You also get damage mitigation chance equal to double the amount of Maniac speed bonus.". why refer to double amount maniac speed bonus? can't just with maniac stack? actually I tried [BaseStats.MaxStacks] first but didn't work, so used [BaseStats.ManiacStatCounter]. I reached my goal after all...