@AbelLupus After a few hours of gameplay i also noticed this attachment problem you speak of. So far the mods are accurately remembered but some attachments kept dropping off my weapons (especially if i quit then re-enter the game). The good part is that they aren't deleted, just detached from my weapons.
So far, without exiting the game, IT SEEMS that i found somewhat of a workaround -> to re-load the loadout, add the attachment from whithin the loadout screen by clicking on the weapon like i would normally in the inventory screen, then save again. That seemed to work for me so far. I hope Berdagon1 will try and patch this up tho *fingers crossed*
@Predfan Not 100% sure yet, but I might have found a workaround while I was tweaking some values in Cyberpunk 2077\r6\scripts\WeaponLoadouts\WeaponLoadoutsUtils.reds
First, change firstEquippedIndex = i to firstEquippedIndex = i+2. This makes it so that after swapping loadouts you equip the third weapon (I made this tweak for personal preference). Might not be necessary, might even be for the worse, but I didn't test further changes without it.
After that, change these values let partDelay: Float = 0.05; let weaponDelay: Float = 0.05; let equipDelay: Float = 0.2; let loadDelay: Float = 1.0; To let partDelay: Float = 0.01; let weaponDelay: Float = 0.02; let equipDelay: Float = 0.03; let loadDelay: Float = 0.0;
Seems to be working much better now. The only issue I noticed: if you switch between loadouts while having a weapon in your hands to a loadout that also has the same weapon in the third slot, but with different attachments, you may encounter the same problem as before (like getting stuck with no weapon for a few secs, losing attachments, etc.)
I think, it can be fixed by making V automatically holster weapon before changing loadout, but I don't know how to implement it. For now, you can just holster it yourself or simply equip same weapon with different attachments in other slots than the third (that's what I do).
@AbelLupus Thanks for caring and replying. I also came back to offer more insight after +25 hours of gameplay.
I noticed that: - if i don't have more than 5 loadouts - if i don't use the same weapon for different loadouts - if i don't clutter my weapon inventory - if i don't change/swap my loadouts every 5 seconds Then it NEVER glitched. Although from time to time (like each second IRL day, i would resave my loadouts, just to be sure - sometimes even if not adding new weapons to the loadout)
So far i managed to find my sweetspot with this and i haven't experienced any problems for more than a awhole IRL week now and 2 weekends now. But i am in lategame and don't really add new weapons much ( i keep finding iconics and try them out tho).
Now, after reading your comment, it seems the mod really is sensitive when it comes to same weapon. I personally kinda avoid using this anyways because i have completely different loadouts for playstyle (eg: if i go stealthy - i have silencers and scopes and non-lethal; OR if i wanna go with a bang i have big guns with different mods and attachments; OR i have electrical weapon only loadout for when fighting maelstrom/bots...and in kinda switch between those if necessary but rarely do so in combat).
Thanks again for offering your input, when ill start a new playthrough and swap many new weapons in loadouts and encounter this bug again, i'll definitely try your input!
Most I could figure out is you technically can use a 13th Loadout, you just cannot name it really (because not visible), but by reaching very down with the cursor to the positions where Load + Save buttons are, they actually do work.
Also in theory, loadouts beyond 12 (or 13 in that matter) could be usable by cycling keybind, the problem is saving them.
The idea of the mod is good, but sadly the bug makes the game unplayable for me. Keep getting stuck, cant pull out any of my weapons if I switch loadouts (with keybinds or inventory). almost getting kill for that.
I've downloaded all the dependencies you've listed but i get the following error when starting the game: Compilation Error. REDScript compilation has failed. This error has been caused by mods listed below: - WeaponLoadouts
I made sure REDScript is updated with the latest version. I'm not using any mod manager.
Game version: 2.21
Nvm, I removed all mods, reinstalled every single mod I had, including yours, booted up the game and it now works lol. Thanks choom, this fixes a huge sore point I had with the vanilla game.
When using this mod, sometimes when I switch to a new loadout, my gun disappears and I can't equip anything. The loadouts can still be switched, and is visible from the inventory screen, but the only way to fix it is to unequip a weapon and put another in, or switching between multiple loadouts until it "unsticks" itself. Do you have any idea what's causing this? Thanks
This mod is incredible! Its working perfectly for me. Would it be possible to set keybinds for cycling loadouts up and down on mouse/keyboard? It would be great being able to scroll through loadouts with the mousewheel!
keep getting a compilation error, mod doesnt seem to work at all i have all the dependencies
ok so i managed to fix it i did have all the dependencies installed, but my dumbass had codeware load before red4ext making red4ext load first fixed it
111 comments
After a few hours of gameplay i also noticed this attachment problem you speak of. So far the mods are accurately remembered but some attachments kept dropping off my weapons (especially if i quit then re-enter the game). The good part is that they aren't deleted, just detached from my weapons.
So far, without exiting the game, IT SEEMS that i found somewhat of a workaround -> to re-load the loadout, add the attachment from whithin the loadout screen by clicking on the weapon like i would normally in the inventory screen, then save again. That seemed to work for me so far. I hope Berdagon1 will try and patch this up tho *fingers crossed*
Not 100% sure yet, but I might have found a workaround while I was tweaking some values in Cyberpunk 2077\r6\scripts\WeaponLoadouts\WeaponLoadoutsUtils.reds
First, change firstEquippedIndex = i to firstEquippedIndex = i+2. This makes it so that after swapping loadouts you equip the third weapon (I made this tweak for personal preference). Might not be necessary, might even be for the worse, but I didn't test further changes without it.
After that, change these values
let partDelay: Float = 0.05;
Tolet weaponDelay: Float = 0.05;
let equipDelay: Float = 0.2;
let loadDelay: Float = 1.0;
let partDelay: Float = 0.01;
let weaponDelay: Float = 0.02;
let equipDelay: Float = 0.03;
let loadDelay: Float = 0.0;
Seems to be working much better now. The only issue I noticed: if you switch between loadouts while having a weapon in your hands to a loadout that also has the same weapon in the third slot, but with different attachments, you may encounter the same problem as before (like getting stuck with no weapon for a few secs, losing attachments, etc.)
I think, it can be fixed by making V automatically holster weapon before changing loadout, but I don't know how to implement it. For now, you can just holster it yourself or simply equip same weapon with different attachments in other slots than the third (that's what I do).
Thanks for caring and replying. I also came back to offer more insight after +25 hours of gameplay.
I noticed that:
- if i don't have more than 5 loadouts
- if i don't use the same weapon for different loadouts
- if i don't clutter my weapon inventory
- if i don't change/swap my loadouts every 5 seconds
Then it NEVER glitched.
Although from time to time (like each second IRL day, i would resave my loadouts, just to be sure - sometimes even if not adding new weapons to the loadout)
So far i managed to find my sweetspot with this and i haven't experienced any problems for more than a awhole IRL week now and 2 weekends now. But i am in lategame and don't really add new weapons much ( i keep finding iconics and try them out tho).
Now, after reading your comment, it seems the mod really is sensitive when it comes to same weapon. I personally kinda avoid using this anyways because i have completely different loadouts for playstyle (eg: if i go stealthy - i have silencers and scopes and non-lethal; OR if i wanna go with a bang i have big guns with different mods and attachments; OR i have electrical weapon only loadout for when fighting maelstrom/bots...and in kinda switch between those if necessary but rarely do so in combat).
Thanks again for offering your input, when ill start a new playthrough and swap many new weapons in loadouts and encounter this bug again, i'll definitely try your input!
There's one thing, the UI doesn't show all the loadouts when i set Weapon_Loadout_Count greater than 12
Most I could figure out is you technically can use a 13th Loadout, you just cannot name it really (because not visible), but by reaching very down with the cursor to the positions where Load + Save buttons are, they actually do work.
Also in theory, loadouts beyond 12 (or 13 in that matter) could be usable by cycling keybind, the problem is saving them.
It's very convenient!!!!
I've downloaded all the dependencies you've listed but i get the following error when starting the game: Compilation Error. REDScript compilation has failed. This error has been caused by mods listed below: - WeaponLoadouts
Nvm, I removed all mods, reinstalled every single mod I had, including yours, booted up the game and it now works lol. Thanks choom, this fixes a huge sore point I had with the vanilla game.I made sure REDScript is updated with the latest version. I'm not using any mod manager.
Game version: 2.21
i have all the dependencies
ok so i managed to fix it
i did have all the dependencies installed, but my dumbass had codeware load before red4ext
making red4ext load first fixed it