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).
"Sets all modifiers to have their max values. No more random values."
I have some fully upgraded CW items with like +3.x% to damage chance. Using the mod will all new(!) items I upgrade only give them something like +1.5%.
Why this suddenly stopped working for me, it sued to work for me in April. After the update of tweakXL and Red4ext I can't get this to work even I roll back to the version I used to use. What happening to me in game is that the stats won't change, if the cyberware has "health" when it is purchased, it will only have "health" and no other stats appear even I level it up to level 5, but I have "Crit Chance, Crit Damage, Mitigation Chance, Mitigation Strength, Visibility Reduction and Headshot Damage Multiplier" enabled in the mod file, I wonders how to get this mod to work.
I'm not sure what's gone wrong here, but I can't get this mod to do anything discernable in game. I have the prereqs installed, but I still seem to have the entire list of options for cyberware stat mods, just as I did before I installed it. I thought that it perhaps might not cooperate well w/ Vortex, but then I tried manually installing to the game directory too, & that doesn't seem to've done anything either. Got any suggestions on how to troubleshoot this?
Hrm, I think? I have it working; I think a.) I was missing a comma in the Desired Modifiers list b.) I thought (based on the fact that removing mods from the list would result in those mods being "lost" on pre-existing Cyberware) that installing this would delete every mod that wasn't on the list, but it seems the mod rather just replaces what shows up in the Upgrade window? At least that's how it seemed to function now that I see an actual effect. Anyway, it looks mostly functional, though I've got to try & hunt down why exactly some of these stat combos are rolling w/ just 1-2 upgrades listed instead of 3. I assume it's non-functional modifiers but I'll have to review...
把这段删掉: 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
[2024-04-02 20:05:27 UTC+08:00] [4868] sol: syntax error: init.lua:6: '}' expected (to close '{' at line 1) near '"Modifiers.BonusQuickHackDamageRandom"'
Is it possible to make this mod save cyberware stats even if it's removed from game? Because i tried to do that and my cyberwares lost every edited stats
I had to reasearch for 2hrs, till I saw the optional mod of bloodaxis has a note that it needs CET. This mod relying on bloodaxis mod made me finally realize that for lua scripts CET is needed.
Guess for regular modders here that is completly obvious, but it would have been easier, if CET was listed under requirements.
Thanks buddy. Just wanna comment: works like a charm! The refresh feature is the best part of this mod! Bugged me so hard that originally you'd have to spent thousands of hours and eddies to reroll on secondary cyberware just to get at least 2 fitting stats for all your stuff. Much more enjoyable now! Thanks a lot!
52 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.
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
"Sets all modifiers to have their max values. No more random values."
I have some fully upgraded CW items with like +3.x% to damage chance.
Using the mod will all new(!) items I upgrade only give them something like +1.5%.
Any idea why? :D
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
why does it happened?
edit:fine, i had known,i lost a ","
Because i tried to do that and my cyberwares lost every edited stats
edit: Figured it out, this mod is also dependent on cyber engine tweaks which i did not have installed
Guess for regular modders here that is completly obvious, but it would have been easier, if CET was listed under requirements.
Just wanna comment: works like a charm! The refresh feature is the best part of this mod! Bugged me so hard that originally you'd have to spent thousands of hours and eddies to reroll on secondary cyberware just to get at least 2 fitting stats for all your stuff.
Much more enjoyable now! Thanks a lot!