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
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
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?
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.
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 :)
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.
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?
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.
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!
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
I updated all the requirements and then started a streetkid to check the mod, using CET I leveled myself to 60 after standing up from the bar. Cyberware capacity at 60 without any other skill/perk bonuses was 275 which is exactly what leveling 1-60 would be with the included capacity shards accounted for, since you get an additional +15 capacity from Engineer bonuses, a possible +20 for having all Stats at 9+ thanks to the Renaissance Punk perk, and an additional +50 from Edgerunner. For a possible max total of 360, so at least in terms of the mods "leveling logic" and adding capacity on a per level basis it does seem to work.
If i delete your controlled_loot.tweak mid save, will it bring back the drops? I installed this on a new game, but now I decided that i want to play with Cyberware-EX, so I thought I might need more capacity :P
Don't really want to start a new game just for those.
Just tried to use this mod, unfortunately I crash immediately upon trying to load the game after editing the save. Instructions were simple, don't think I'm doing anything incorrect.
Not sure what causes this error, sorry, but best to ask over on Save Editor (Project CyberCAT-SimpleGUI). (I see you have already, but just letting anyone else know.)
I got a fix. Someone on discord recommended try setting them to 0 instead of editing them out? It worked for me. Don't delete them just edit the values to 0.
I was wondering the same thing, since you definitely don't end up with the max. possible capacity (mod v1.034). Currently at level 58, with 352 capacity. Including the Edgerunner perk. Maybe something changed with patch 2.12a? I don't have any other mods affecting cyberware cap, and I started the current playthrough with game version 2.12a...
130 comments
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.
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.
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.
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.
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!
If i delete your controlled_loot.tweak mid save, will it bring back the drops?
I installed this on a new game, but now I decided that i want to play with Cyberware-EX, so I thought I might need more capacity :P
Don't really want to start a new game just for those.
Someone on discord recommended try setting them to 0 instead of editing them out?
It worked for me. Don't delete them just edit the values to 0.
Currently at level 58, with 352 capacity. Including the Edgerunner perk.
Maybe something changed with patch 2.12a? I don't have any other mods affecting cyberware cap, and I started the current playthrough with game version 2.12a...