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Pyrexo

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130 comments

  1. 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
  2. Lordfireguy3
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    New patch broke this, sadly.
    1. manowar095
      manowar095
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      seems to work to me. 
  3. LunarInquisitor
    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.
  4. 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.
  5. 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!
  6. 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
  7. WormOnABus
    WormOnABus
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    Did the new 2.13 patch break this mod for anyone else? all of my saves have lost around 70 cyberware capacity and all my other mods still work
    1. AnvilOfWar
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      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.
  8. neon018
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    Hey, just want to confirm

    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.
    1. Pyrexo
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      Hi, yes, it'll bring back the drops if you delete controlled_loot.tweak mid game.
  9. Venemar89
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    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. 
    1. Mikex88
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      Got the same problem. Can't load my edited save files. Game just crashes
    2. Pyrexo
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      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.)
    3. Mikex88
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      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.
  10. cyrusol
    cyrusol
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    Is 290 capacity without anything (perks etc.) at level 60 correct for this mod?
    1. Stormie
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      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...