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Pyrexo

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137 comments

  1. cliffosxx
    cliffosxx
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    This mod should be one of the top downloaded, sadly most players dont know about the horrible shard loot mechanic or probably dont know theres this fix.
  2. Hello.

    I tried starting a new playthrough, and ended up with 39 cyberware capacity at level 1, which seems accurate given the redestribution of the capacity points that normally come with capacity shards: out of those 74 points, 15 are given at the start of the game (increasing your cyberware capacity from the 24 normal value to 39) and the 59 remaining points are given each time you level up, one at a time.

    Is anyone able to confirm this ?
    1. manowar095
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      Yes, I played with this mod before, 360 CW capacity without chrome compressor and with all other sources that increase your max CW capacity.
  3. SoNofSOnofSPOck
    SoNofSOnofSPOck
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    Love the mod- the rng system with the capacity shards was amazingly annoying.  Sadly, I did run into a bit of a problem.
    It seems that a few of the eye options (Oracle, Clairvoyant etc.) do not equip properly. When selecting the oracle eye, it won't equip, sometimes adding cyberware capacity, but not actually equipping.
    Then, it disappears from the shop list, and I have to go to another cyberware vendor to see it again- but then same problem.
    I tested removing various mods, and it seems that it is this mod that is causing the issue- perhaps it's some conflict with Cyberware-EX?
    Sorry to be a bother, I guess I'll just uninstall, and look up the codes to spawn in all the cyberware shards.
    1. SoNofSOnofSPOck
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      Update: Ok, I found a strange solution, if you use this mod and Cyberware-EX in Mod Organizer 2: move this mod right up to the top of the load order, and put Cyberware-EX right at the bottom (i.e. giving this mod lowest priority and cyberware-ex the highest priority)
      I have absolutely no clue how it worked, but it does so who cares lol. 
      Sorry for the bother. I'll leave my previous message up just in case someone else runs into the same problem.
  4. juliusqueezer333
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    As of 2.2, loading a save modified with your tutorial causes the game to crash instantly.
    1. SkipGoat
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      PL installed?
  5. Lufa01
    Lufa01
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    so it appears to be working tho i am at 407 with level 60, not 408, is it supposed to be like that? is it because i installed the mod mid playthrough, and already got some shards? i am just a bit confused there
    1. manowar095
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      If you installed it mid-play and already picked some CW shards, stats from the picked ones will remain. You need to manually edit your save, according to the description of this mod
  6. Lordfireguy3
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    New patch broke this, sadly.
    1. manowar095
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      seems to work to me. 
  7. LunarInquisitor
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    By "overtime", Do you mean you get the missing cyberware capacity through leveling your character or leveling your Technical ability attribute?
    1. Pyrexo
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      Hi, you would get the missing cyberware capacity through levelling your character.
  8. grzes848909
    grzes848909
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    Hey, planning on using another mod along this one which increases level cap (going from 60 to 80 https://www.nexusmods.com/cyberpunk2077/mods/15659?tab=description). Since this mod will remove the shards and spreads the capacity over levels then I wonder how would two mods interfere, would they conflict? And if not how would your mod react from level 61-80?
    1. Abadger
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      I have the same question xD Plz, ask, modder :)
    2. Pyrexo
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      Hi, sorry for the late reply.
      My mod changes the base stat for the amount of Cyberware Capacity you get each level. It isn't coded to stop at 60, so it should work perfectly fine with that mod.
    3. Abadger
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      No problem, boss, thx for the ask :) Can i do another question, plz? For properly math of cyberware points on lvl 80: Whats are the numbers of your mod? Like vanilla (3* lvl) or more? And how many points plus per lvl for the avoiding of Cyberware shards? Thx :)
    4. Pyrexo
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      Sure, it's 29+(4*lvl)
      So at Level 1, you have 33 Cyberware Capacity, and at Level 60, you have 269 Cyberware Capacity.
      At Level 80 then, you should have 349 Cyberware Capacity.
  9. hard8
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    Does this mean you  be able to get every cyber implant you want working together  with Cyberware-EX mod's extra slots? I'll be able to use  lynx paws with double-jump?
    1. Pyrexo
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      Nope. At most, this mod is only a +80 Cyberware Capacity boost. If you want more, I'd suggest using More Cyberware Capacity per level, or Skillful (character progression - skill proficiency - character leveling - perk development - cyberware capacity).
      If you want to use either of those mods in conjunction with this mod to set the drop rate of Cyberware Capacity Shards to 0, I've now uploaded an alternate main file which sets the drop rate of Cyberware Capacity Shards to 0, while not adding any increase to your base Cyberware Capacity or Cyberware Capacity per level.
    2. hard8
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      I'm using Set Dev Points Per Level  PolarOpposite comment paste bin edit of Set Dev Points Per Level mod and it gives  enough perk points and I started using Custom Level Cap - Cyberware Vendor Fix which was uploaded in the last week or so here
    3. ibluecat00
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      Forgive me my ignorance but, what would happen if you did install your "Cyberware Capacity Shards RNG Removed (PL version)" mod alongside the "More Cyberware Capacity per level" and "Skillful (character progression - skill proficiency - character leveling - perk development - cyberware capacity)" mods? Would they all add up to one another? Or would it break something?
      Also, would your "Replaced With Epic Cyberware Capacity Shards" mod add even more to the above?
      Sorry for my curiosity. I've been using your "Cyberware Capacity Shards RNG Removed- No Extra CW" mod for the longest time and it's been wonderful, but it got me wondering.
    4. Pyrexo
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      Hi, this mod probably wouldn't add up with "More Cyberware Capacity per level" or "Skillful (character progression - skill proficiency - character leveling - perk development - cyberware capacity)", as we're all editing the same values. Some may be adding to the default value, whereas some may be changing the default value altogether.
      It would work with my "Replaced With Epic Cyberware Capacity Shards" mod, though. Might be overkill but you can always use the save editor to remove the shards you've picked up if you think it's too much.
      Hope this helps!
  10. BochiNibuku
    BochiNibuku
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    Legend, been diving real deep into Cyberpunk again and just found out about this. I missed 5 tier 1 shards, all the tier 3 shards etc so grabbed this straight away. Thanks