Please try to keep the bug reports in the BUGS tab thanks! I have done some quick testing and the mod seems to be working fine for version 2.1
Weapons should be available from Wilson.
If you suffered from the vendor crash issue and are using my other gun mods you should update them in addition to this one in order to fix the crashing issue
will u be planning to make more custom models to turn weapons into something similar to the erebus? like a glock style, blocky, like the erebus variant of the hercules/kappa/etc, etc... with the signature red eye?
It feels kinda off, and after some time of using it I got what is wrong - it is basically Ashura with less than half damage, one third of headshot multi, and almost triple lock-on time.
Sure, Ashura is single shot, but... T2 Ashura headshot damage - 450 damage, T2 Kopje - 90. So one shot from Ashura is in the same area of damage as full clip from Kopje.
If you feel like the balance is off I can recommend a mod called AWSC. it allows you to change values such as fire rate, mag size and damage(and some other stuff) so you can adjust the weapon to exactly your own liking. it should be fully compatible with all my weapon mods.
Whether it's a smart revolver or a smart rifle, everything is executed simply wonderfully. It's as if it was originally planned that way. I would like from the author of these wonderful modifications to see a mod that adds a kind of legendary weapon - the same RoboCop Auto-9 Pistol. But renamed, in order to avoid copyright disputes, Auto-10.
Love this weapon (and your other smart weapons) to bits, but would it be possible to reduce the blueprint spam at vendors and in inventory, and the frequency of drops? I feel they should be rare and special weapons, and it's a bit jarring to me that everyone and their mother drops them and sells all tiers of the blueprints :)
(I only ask because I notice there are .yamls that might possibly have the relevant things to tweak, but I can't figure it out myself, so any info would be greatly appreciated, as I'm happy to do it myself if it can be done with those.)
Also, I'm thinking of installing the Upgrade Weapons Unlocked mod (which lets you upgrade non-iconic weapons) - do you think that will work with these weapons? If it does, could I reduce the blueprints to say one tier of green and one tier of legendary?
looks like the weapon upgrade mod is handled via redscript and since I've tried to keep my guns mod compatible they should work but if I were you I'd just test in an existing save or via giving yourself materials through CET. and for the recipes for koplje you can open the koplje.yaml file and look at the part starting from line 452 all the entries which contain the word recipe add a recipe so you can remove them as you wish. if you want to change how often enemies have the weapon equipped go into Koplje_NPC.yaml press ctrl+f in your text editor and search for weight: change the number after the word to change how often the enemies use the weapon. bigger number = more common. process is the same for other guns but line numbers and file names change based on the gun.
BTW, why do you think it should be rare? It is explicitly described as a cheap weapon for lousy shooters that would still get the job done. I would actually expect to see it much more on enemies.
I'm currently working on a commission for someone. After I'm done with all the commissioned work I will probably first see about making tech weapons so that there are no weapon types left without tech options. after that i will prob do more commission work or iconics or custom cyberware.
Iconic cyberware for tech weapons also has a lot of possibilities, like microgenerator that interacts with bolt system (like allowing fully charged shots count as bolts), or shock absorber that prevents increased sway of fully charged tech weapons.
For some reason mine appears as a pistol. Also, i had to remove all of the quantity settings from the yaml so that the vendor wouldn't crash. archivexl kepts getting errors until i did.
I believe that I've managed to fix the vendor crashing issue now but you should update my other gun mods in addition to this one in order to make sure it's fixed
thanks for the logs you've been a great help. i still need to gather some more information since the bug does not seem to be version or platform dependent and is only affecting some people so I'm suspecting a common mod incompatibility.
Honestly it could be tweakxl. When i updated to 1.44 from 1.4 (highest i can get on 2.01) the model changed. Maybe try downgrading and see if thats it?
if it changed only when you updated and not other than that then it is almost definetly some incompatibility related to older archivexl/tweakxl versions.
I had removed all other vendor related lines from all my mods (outside of atelier). Yours didn't crash when i did it, but the image of the gun changed. So I'm not sure. I don't have any issues with other custom items. who knows. I'll wait until more mods are caught up on 2.02 and I'll update. Just gotta find me a link :o
49 comments
I have done some quick testing and the mod seems to be working fine for version 2.1
Weapons should be available from Wilson.
If you suffered from the vendor crash issue and are using my other gun mods you should update them in addition to this one in order to fix the crashing issue
CET ITEM CODES:
Weapons:
Items.Preset_Koplje_common
Items.Preset_Koplje_uncommon
Items.Preset_Koplje_rare
Items.Preset_Koplje_epic
Items.Preset_Koplje_legendary
Items.Preset_Koplje_legendaryplus
Items.Preset_Koplje_legendaryplusplus
Recipes:
Items.CommonKopljeRecipe
Items.UncommonKopljeRecipe
Items.RareKopljeRecipe
Items.EpicKopljeRecipe
Items.LegendaryKopljeRecipe
Items.LegendaryPlusKopljeRecipe
Items.LegendaryPlusPlusKopljeRecipe
I have done some quick testing and the mod seems to be working fine for version 2.1
https://www.nexusmods.com/cyberpunk2077/mods/10622
id really really appreciate it if you'd make more blackwall styled smart guns...
Sure, Ashura is single shot, but... T2 Ashura headshot damage - 450 damage, T2 Kopje - 90. So one shot from Ashura is in the same area of damage as full clip from Kopje.
I would like from the author of these wonderful modifications to see a mod that adds a kind of legendary weapon - the same RoboCop Auto-9 Pistol. But renamed, in order to avoid copyright disputes, Auto-10.
(I only ask because I notice there are .yamls that might possibly have the relevant things to tweak, but I can't figure it out myself, so any info would be greatly appreciated, as I'm happy to do it myself if it can be done with those.)
Also, I'm thinking of installing the Upgrade Weapons Unlocked mod (which lets you upgrade non-iconic weapons) - do you think that will work with these weapons? If it does, could I reduce the blueprints to say one tier of green and one tier of legendary?
weight:
change the number after the word to change how often the enemies use the weapon. bigger number = more common.process is the same for other guns but line numbers and file names change based on the gun.
Iconic cyberware for tech weapons also has a lot of possibilities, like microgenerator that interacts with bolt system (like allowing fully charged shots count as bolts), or shock absorber that prevents increased sway of fully charged tech weapons.
looks fine in menu and on icon, but equipped it looks like a smart pistol. Reload animation is for a rifle too so idk.
archivexl - Pastebin.com
reload animation (different from previous version)
https://imgur.com/KNBVPf2