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Seijax

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Seijax

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About this mod

Framework for weapon mods. Enable specific weapons to swap firemodes at the press of a keybind, audio fixes for all triggermodes and silencers, SecondaryDependantStatModifier, triggermode Prereqs, and more

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Permissions and credits
Changelogs
Framework for Cyberpunk2077, to enable specific weapons to swap firemodes at the press of a keybind while leaving all other weapons unaffected.

Credits to rfuzzo, that showed everyone this could be done by writing the initial version.

a Mod Settings option is provided, to allow users to force the new functionalities on all applicable guns, but this is mainly meant as a resource for modders to make/modify weapons for you.
If you aren't happy with how a weapon behaves once you flip that switch on, then mod it.
If you want to add a second trigger type where there was only one, mod it.
The documentation can help, but If you need assistance you'll find it on the Modding Community Discord (we have a merchants-of-death channel)





Enable features through tags
  • To make a weapon change firemode manually, instead of the automatic swap that the base game does when changing aiming state, just add the ManualTriggerSwap tag to the record of the weapon in question:
    tags:
    - !append ManualTriggerSwap
  • More tags on the wiki (ForceAuto, RemoveAuto, NoAutomaticReload, ProtectedAttackPackage, AimingBoundAttacks,...)
Audio fixes
Passively adds proper shooting sounds to audiosets that didn't natively incorporate silenced sounds, charging sound, or sounds for different trigger modes.

TweakDB resources
  • You can now use $base: BaseStats.SecondaryDependantStatModifier to make StatModifiers that only apply to the secondary firemode, regardless of if it's triggered manually or automatically on aim. For example:
    $base: BaseStats.SecondaryDependantStatModifier
    statType: BaseStats.CycleTimeBonus
    modifierType: Additive
    value: 2.0
    will result in slower firerate only while using its secondary firemode.
  • Prereqs.IsPrimaryTrigger and Prereqs.IsSecondaryTrigger are new prereqRecords for effectors, to check application according to desired firemode.
  • The following records are copies of the native silencers that won't change firing sounds (gameplay effects untouched). You can have them pre-slotted in your gun or use them as a $base for your own custom silencer:
    Spoiler:  
    Show
    Items.w_silencer_01_Common_BaseAudio
    Items.w_silencer_01_Uncommon_BaseAudio
    Items.w_silencer_01_Rare_BaseAudio
    Items.w_silencer_01_Epic_BaseAudio
    Items.w_silencer_02_Rare_BaseAudio
    Items.w_silencer_02_Epic_BaseAudio
    Items.w_silencer_03_Epic_BaseAudio
    Items.w_silencer_03_Legendary_BaseAudio
    Items.w_silencer_04_Rare_BaseAudio
    Items.w_silencer_04_Epic_BaseAudio