Hey all. Sorry for the silence - got distracted with life. I am working on patches for 2.11 content. New lockey issues should be resolved, but I see what I've put on here so far hasn't fully fixed some issues. But I'm back at it this weekend and will keep you all updated.
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Hi everyone! Thanks to everyone who has commented. It looks like the fixes are working well apart for a few people who are still facing some installation issues - I'll continue to help you down below. For anyone experiencing any issues, please let me know and I'll try to help resolve.
For now, there are two additional things I am planning to work on:
There were several bug reports on the original mod claiming it does not work when the in-game censorship option is enabled. I have not yet tried this out myself, but I will see what I can do to fix this.
Tail physics! This one will definitely be a more complex addition, but sounds like a fun project. The game has a built-in "dangle physics" system for... erm... "sausages". Theoretically, should be able to add a rig to the tails and wire them into the sausage physics for some kind of motion. However, I am very much a programmer, not an artist. We'll see what I can do there.
Please add digitigrade legs (the Judy model has them but the player doesn't), the original modder didn't because he/she didn't want to edit every single pants and shoe type in the game to work with that, but digitigrade legs that just. DON'T work with most clothes would be 100% fine.
Tail physics would be really cool! I was thinking about how when the game's unmodded, Judy's overalls have one strap hanging down her back, that swings back and forth a lot like a tail would. Maybe that'd also apply here too? Also, I'd love digitigrade legs as well,.
So I was able to contact CycleEpsilon, and he is aware of the issues and has been trying to figure them out, so hopefully, it won't be too long until we get an update for 2.12a.
The PM:
Hey Trav,
Thanks for letting me know. Had someone else PM me a couple of days ago and I've been trying to figure it out. I had to reinstall my mods, but things seemed normal after that. I'll continue to look into it and keep you updated.
The Lockkey errors are not due to this mod but rather the base mod not being in the REDmod format that Vortex needs to handle load order. Go to the Dashboard page and there should be an option for "REDmod Autocovert". Enable that. You may need to disable/reenable (or reinstall both mods) but that should make it appear on the load order page.
Also, ensure you put the patch before the base mod and Deploy Mods.
Edit: Sorry It659 I don't know about Mod Organizer 2 and I strongly suggest you switch to Vortex as that is the only thing that can do the REDmod format as far as I know.
You could try putting it in manually by installing this mod after you install the Base Mod. Also if anyone else uses MO2, then they are free to help you.
For anybody having issues on 2.2 and looking for updates, fixes, or patches:
Biosculpted Exotics Retexture and Fixes updates Biosculpted Exotics for 2.2, fixes all the problems this mod used to fix (back in 2.1), and fixes a lot more. I really hate to plug my own mod on a different mod page, but this mod is out of date and doesn't work anymore.
Since unfortunately both the main Biosculpted Exotics mod and this mod have gone without updates for a long time, I have created a compatibility patch that updates Biosculpted Exotics to patch 2.13 2.2 and resolves all LocKey errors.
The patch can be downloaded from my Retexture and Fixes mod page. You don't need to download anything else from the mod if all you want is to run Biosculpted Exotics on patch 2.13 2.2 without errors. (Note that my patch is incompatible with this mod). Warning: There is NSFW content on the linked mod page!
For anyone like me that stupidly didn't think to look in the bug report section this is from member Laughingman008
"I took the files from the Version 2.1 fix and moved them from the "Cyberpunk 2077/mods" folder to the "Cyberpunk 2077\archive\pc\mod" folder with the other Exotic mod files and that SEEMS to have fixed the problem. The Lockey error I had with one of River's texts went away when I did that."
and low and behold it works! at least mostly
the lockey errors i was having for the healing items and for the romance hangout quests are all fixed. still have a few not localized type errors in the settings menu but those don't really cause any mention worthy problems. Bare minimum Laughingman008's method fixes the ones that had been bugging me the most! Was trusting Vortex to put s#*! in the right place but i guess for this fix not so much. do it manually!
I can chime in on the settings menu lockey issues. Those got introduced in the (at the time of writing this) most recent patch, 2.13. Unfortunately, the core Biosculpted Exotics mod or this mod will need to update the localization files to fix those ones.
So at least after Patch 2.13, Bioexotics produces a UI error with the Utilities tab in settings as well as the Framegen option in the Graphics tab. These errors do not prevent any functionality, they're just visually annoying.
There's also been a LocKey error involving Sonic Shock since CDPR added explanatory text about how that quickhack interacts with Trace (2.11? 2.12?). It's the only one I've seen that still pops up when all bioexotics related .archive files are in the proper load order. Like the UI errors above it has no impact on gameplay.
I'm 100% sure these are caused by Bioexotics, since I reinstalled Bioexotics last and that's when all three popped up.
CobaltOwl's original mod was SFW (well, as SFW as you can be in the Cyberpunk world.) This patch is meant to maintain SFW label. For changing the nude textures, that should be kept in a separate mod. I'll look into it, but I'm certainly not an artist and I'm pretty sure you don't want what I could add there. XD
I'm having an issue where converting the original mod into a redmod causes the game to not boot past the intro cinematic. the only mods i have installed are this and the base mod, I've tried changing the load order and even uninstalling the patch, the game runs fine if I install both manually or if I don't convert the base mod to a redmod. does anyone know how to fix this, because apparently new lockkey errors caused in recent updates to the game are fixed by using the redmod install meathod.
125 comments
Hey all. Sorry for the silence - got distracted with life. I am working on patches for 2.11 content. New lockey issues should be resolved, but I see what I've put on here so far hasn't fully fixed some issues. But I'm back at it this weekend and will keep you all updated.
-- Previous Text Follows --
Hi everyone! Thanks to everyone who has commented. It looks like the fixes are working well apart for a few people who are still facing some installation issues - I'll continue to help you down below. For anyone experiencing any issues, please let me know and I'll try to help resolve.
For now, there are two additional things I am planning to work on:
Thanks again, everyone!
So I was able to contact CycleEpsilon, and he is aware of the issues and has been trying to figure them out, so hopefully, it won't be too long until we get an update for 2.12a.
The PM:
Hey Trav,
Thanks for letting me know. Had someone else PM me a couple of days ago and I've been trying to figure it out. I had to reinstall my mods, but things seemed normal after that. I'll continue to look into it and keep you updated.
Thanks!
Hope this helps o7
The Lockkey errors are not due to this mod but rather the base mod not being in the REDmod format that Vortex needs to handle load order. Go to the Dashboard page and there should be an option for "REDmod Autocovert". Enable that. You may need to disable/reenable (or reinstall both mods) but that should make it appear on the load order page.
Also, ensure you put the patch before the base mod and Deploy Mods.
I hope this helps!
P.S: CycleEpsilon please sticky my post
You could try putting it in manually by installing this mod after you install the Base Mod. Also if anyone else uses MO2, then they are free to help you.
-Trav
Biosculpted Exotics Retexture and Fixes updates Biosculpted Exotics for 2.2, fixes all the problems this mod used to fix (back in 2.1), and fixes a lot more. I really hate to plug my own mod on a different mod page, but this mod is out of date and doesn't work anymore.
Since unfortunately both the main Biosculpted Exotics mod and this mod have gone without updates for a long time, I have created a compatibility patch that updates Biosculpted Exotics to patch
2.132.2 and resolves all LocKey errors.The patch can be downloaded from my Retexture and Fixes mod page. You don't need to download anything else from the mod if all you want is to run Biosculpted Exotics on patch
2.132.2 without errors. (Note that my patch is incompatible with this mod). Warning: There is NSFW content on the linked mod page!"I took the files from the Version 2.1 fix and moved them from the "Cyberpunk 2077/mods" folder to the "Cyberpunk 2077\archive\pc\mod"
folder with the other Exotic mod files and that SEEMS to have fixed the
problem. The Lockey error I had with one of River's texts went away
when I did that."
and low and behold it works! at least mostly
the lockey errors i was having for the healing items and for the romance hangout quests are all fixed. still have a few not localized type errors in the settings menu but those don't really cause any mention worthy problems. Bare minimum Laughingman008's method fixes the ones that had been bugging me the most! Was trusting Vortex to put s#*! in the right place but i guess for this fix not so much. do it manually!
Not sure if this mod is the problem?
Edit. The problem is Unique eyes not being compatible with Bioscupture.
Any way to make it compatible with custom eyes?
There's also been a LocKey error involving Sonic Shock since CDPR added explanatory text about how that quickhack interacts with Trace (2.11? 2.12?). It's the only one I've seen that still pops up when all bioexotics related .archive files are in the proper load order. Like the UI errors above it has no impact on gameplay.
I'm 100% sure these are caused by Bioexotics, since I reinstalled Bioexotics last and that's when all three popped up.
Someone has finally done it, and is fixing further bugs!
Sorry I didn't bite the bullet and learn how to do that kind of thing sooner, haha.