It works correctly in 2.2.1, I only choose critchance, critdamage, headshot. I want to know how to use different presets for different builds without doing unrecommended operations.
It seems to be working for 2.21... but also somehow..not?
Maybe it's because I restarted a playthrough and I'm missing a perk or two, but the modifiers are about 50% smaller (might be a perk or a cyberware buffing them on my old character tho), but most importantly, there are some modifiers I do not have enabled in the init file that STILL APPEAR (like, Chemical damage - I only have Electric damage enabled)
(to be clear, it worked 100% great and bug-free on 2.2 for me)
Sadly to admit, but this extremely useful mod stopped working after 2.2 game patch. All required mods are updated, but stats aren't max and rerolling of selected desired stats with Reroll Cyberware Stats When Upgrading mod is not happening. With another mod that don't let pick desired stats, but gives ability to edit CW stats value and can be used as alternative to secondary feature of this mod, max stats I mean, Reroll Cyberware Stats When Upgrading mod is working.
Cyberpunk V2.13 I manually installed CET, manually installed this, copy > pasted 4 desired effects in the file using notepad+. Made sure there wasn't a comma after the last one and it doesn't work. Do I have to enable CET in game or something?. Can somene advise me please. Thanks.
I love this mod but found all the stats constantly being rolled at the maximum value to be too strong. So I attempted to create a more balanced version. My updated version rolls the stats on a modified range. So instead of always being the max value, it is between the max value and the 60% of the max value.
In the init.lua file, you can replace the following code if TweakDB:GetFlat("CyberwareRandom.Max") ~= true then TweakDB:SetFlat("CyberwareRandom.Max", true) for k, v in pairs(AllModifiers) do TweakDB:SetFlat(v .. ".min", TweakDB:GetFlat(v .. ".max")) end end with this: for k, v in pairs(AllModifiers) do TweakDB:SetFlat(v .. ".min", TweakDB:GetFlat(v .. ".max") * 0.60) TweakDB:SetFlat(v .. ".useControlledRandom", false) end I have tested this and it works well. If you want a different range than 60% to 100%, you can just modify the 0.60 with a different number.
This works, with two minor caveats: 1. Already upgraded cyberware that has stats not included in the mod, will lose these. 2. Upgrading doesn’t increase stats (which would defeat the purpose of a less cheaty alternative anyway).
60 comments
I spent half an hour trying different combinations of Desired Modifiers, and I wrote the description of each modifier when it appeared.
Here is the updated list of all modifiers, with their description as it appears on the cyberware, and of course all the unused modifiers at the end :
AllModifiers = {
"Modifiers.ADSSpeedPercentBonusRandom", -- Aim Speed
"Modifiers.ArmorRandom", -- Armor
"Modifiers.BonusCritChanceVsElectrocutedEnemiesRandom", -- Crit Chance against enemies affected by Shock
"Modifiers.BonusPercentDamageToEnemiesAtFullHealthRandom", -- Bonus damage against enemies at full health
"Modifiers.BonusPercentDamageToEnemiesBelowHalfHealthRandom",-- Bonus damage against enemies below half health
"Modifiers.BonusPercentDamageVsBurningEnemiesRandom", -- Crit Chance against enemies affected by Burn
"Modifiers.BonusQuickHackDamageRandom", -- Quickhack Damage
"Modifiers.BonusRicochetDamageRandom", -- Bonus Ricochet Damage
"Modifiers.CarryCapacityRandom", -- Carrying Capacity
"Modifiers.ChemicalDamagePercentBonusRandom", -- Chemical Damage
"Modifiers.CritChanceRandom", -- Crit Chance
"Modifiers.CritDamageRandom", -- Crit Damage
"Modifiers.DamageOverTimePercentBonusRandom", -- Damage Over Time
"Modifiers.DamageOverTimeResistanceRandom", -- Damage Over Time Resistance
"Modifiers.DodgeStaminaCostReductionRandom", -- Dodge / Dash Stamina Cost
"Modifiers.ElectricDamagePercentBonusRandom", -- Electrical Damage
"Modifiers.ExplosionDamagePercentBonusRandom", -- Explosion Damage
"Modifiers.ExplosionResistanceRandom", -- Explosion Damage Resistance
"Modifiers.GrenadesChargesRegenMultRandom", -- Grenade Recharge Speed
"Modifiers.HeadshotDamageMultiplierRandom", -- Headshot Damage Multiplier
"Modifiers.HealOnKillingBleedingTargetRandom", -- Health Regen from defeating a Bleeding enemy
"Modifiers.HealingItemsChargesRegenMultRandom", -- Health Item Recharge Speed
"Modifiers.HealingItemsEffectPercentBonusRandom", -- Health Item Effect
"Modifiers.HealthRandom", -- Health
"Modifiers.HealthRegenPercentRandom", -- Health Regen Bonus
"Modifiers.MeleeDamagePercentBonusRandom", -- Melee Damage
"Modifiers.MeleeResistanceRandom", -- Melee Damage Resistance
"Modifiers.MitigationChanceRandom", -- Mitigation Chance
"Modifiers.MitigationStrengthRandom", -- Mitigation Strength
"Modifiers.PercentDamageReductionFromPoisonedEnemiesRandom", -- Reduced damage from Poisoned enemies
"Modifiers.RamOnKillRandom", -- RAM Regen from neutralizing an enemy
"Modifiers.RecoilPercentBonusRandom", -- Weapon Handling
"Modifiers.ReloadSpeedPercentBonusRandom", -- Reload Speed
"Modifiers.StealthHitDamageBonusRandom", -- Bonus Stealth Damage
"Modifiers.ThermalDamagePercentBonusRandom", -- Thermal Damage
"Modifiers.VisibilityReductionRandom", -- Decreased enemy vision
"Modifiers.BleedingApplicationRateRandom", -- unused
"Modifiers.BonusDamageAgainstBossesRandom", -- unused
"Modifiers.BossResistanceRandom", -- unused
"Modifiers.BurningApplicationRateRandom", -- unused
"Modifiers.ChemicalDamageRandom", -- unused
"Modifiers.ChemicalResistanceRandom", -- unused
"Modifiers.DurationBonusQuickhackRandom", -- unused
"Modifiers.ElectricDamageRandom", -- unused
"Modifiers.ElectricResistanceRandom", -- unused
"Modifiers.ElectrocutedApplicationRateRandom", -- unused
"Modifiers.GrenadeDamagePercentBonusRandom", -- unused
"Modifiers.HealthRegainOnKillRandom", -- unused
"Modifiers.HealthRegenRandom", -- unused
"Modifiers.MaxSpeedRandom", -- unused
"Modifiers.MechResistanceRandom", -- unused
"Modifiers.PhysicalDamageRandom", -- unused
"Modifiers.PoisonedApplicationRateRandom", -- unused
"Modifiers.QuickhackResistanceRandom", -- unused
"Modifiers.QuickhacksCooldownReductionRandom", -- unused
"Modifiers.ThermalDamageRandom", -- unused
"Modifiers.ThermalResistanceRandom" -- unused
}
It should help you select your desired modifiers.
I want to know how to use different presets for different builds without doing unrecommended operations.
"Modifiers.HealthRandom",
"Modifiers.ArmorRandom",
"Modifiers.CarryCapacityRandom",
"Modifiers.MeleeResistanceRandom",
"Modifiers.StealthHitDamageBonusRandom",
"Modifiers.MeleeDamagePercentBonusRandom",
"Modifiers.ReloadSpeedPercentBonusRandom",
"Modifiers.HealingItemsEffectPercentBonusRandom",
"Modifiers.HealthRegenPercentRandom",
"Modifiers.ExplosionDamagePercentBonusRandom",
"Modifiers.ExplosionResistanceRandom",
"Modifiers.BonusQuickHackDamageRandom",
"Modifiers.HealingItemsChargesRegenMultRandom",
"Modifiers.RecoilPercentBonusRandom",
"Modifiers.DamageOverTimeResistanceRandom",
"Modifiers.RamOnKillRandom",
"Modifiers.BonusRicochetDamageRandom",
"Modifiers.GrenadesChargesRegenMultRandom",
"Modifiers.ADSSpeedPercentBonusRandom",
"Modifiers.HeadshotDamageMultiplierRandom",
"Modifiers.VisibilityReductionRandom",
"Modifiers.DamageOverTimePercentBonusRandom",
"Modifiers.CritChanceRandom",
"Modifiers.CritDamageRandom",
"Modifiers.MitigationChanceRandom",
"Modifiers.MitigationStrengthRandom",
"Modifiers.BonusPercentDamageToEnemiesBelowHalfHealthRandom",
"Modifiers.BonusPercentDamageToEnemiesAtFullHealthRandom",
"Modifiers.PercentDamageReductionFromPoisonedEnemiesRandom",
"Modifiers.DodgeStaminaCostReductionRandom",
"Modifiers.ChemicalDamagePercentBonusRandom",
"Modifiers.ThermalDamagePercentBonusRandom",
"Modifiers.ElectricDamagePercentBonusRandom",
"Modifiers.HealOnKillingBleedingTargetRandom",
"Modifiers.BonusCritChanceVsElectrocutedEnemiesRandom",
"Modifiers.BonusPercentDamageVsBurningEnemiesRandom"
Maybe it's because I restarted a playthrough and I'm missing a perk or two, but the modifiers are about 50% smaller (might be a perk or a cyberware buffing them on my old character tho), but most importantly, there are some modifiers I do not have enabled in the init file that STILL APPEAR (like, Chemical damage - I only have Electric damage enabled)
(to be clear, it worked 100% great and bug-free on 2.2 for me)
I manually installed CET, manually installed this, copy > pasted 4 desired effects in the file using notepad+. Made sure there wasn't a comma after the last one and it doesn't work. Do I have to enable CET in game or something?. Can somene advise me please. Thanks.
Also have Red4ext and TweakXL installed.
In the init.lua file, you can replace the following code
if TweakDB:GetFlat("CyberwareRandom.Max") ~= true then
TweakDB:SetFlat("CyberwareRandom.Max", true)
for k, v in pairs(AllModifiers) do
TweakDB:SetFlat(v .. ".min", TweakDB:GetFlat(v .. ".max"))
end
end
with this:
for k, v in pairs(AllModifiers) do
TweakDB:SetFlat(v .. ".min", TweakDB:GetFlat(v .. ".max") * 0.60)
TweakDB:SetFlat(v .. ".useControlledRandom", false)
end
I have tested this and it works well. If you want a different range than 60% to 100%, you can just modify the 0.60 with a different number.
1. Already upgraded cyberware that has stats not included in the mod, will lose these.
2. Upgrading doesn’t increase stats (which would defeat the purpose of a less cheaty alternative anyway).
+1