Fixed a bug where all Villefort Cortes weapons were being unintentionally weaponized
Not compatible with CVO (Cyber Vehicle Overhaul)
if you're using the Replacer version, ensure you dont have CVO installed or delete this specific file: bin\x64\plugins\cyber_engine_tweaks\mods\Cyber Vehicle Overhaul\modules\villefort_cortes_and_delamain_tweak.lua
Well damn i upgraded it from 1.3 to 1.5 replacer and now game tends to crash randomly on top of that i deleted 1.3 version that i had it worked for me just fine could you open archived versions?
Hey MisterChedda, Are you sure this is still a thing about CVO and "incompatibility" (by the way, a very strong term used btw for smth even unexperienced users can quickly fix IMHO).... I just wanted to take care of the fix you mention here at the top of the page. I'm running CVO 2.0 + DLC submod and in that folder the only similar-ish sounding file I see is
_dlc_villefort_deleon_vindicator_tweak.lua
In case it is still an issue, may I suggest considering maybe an optional submod for your users who also use CVO (and I'm guessing those are many) which works with Vortex 1-click install to make the tweak/delete or overwrite the file? Then you can change into "Compatible with CVO, just add the optional submod" :)
Hope that makes sense; maybe I'm doing smth wrong. Thanks! <3
My experience with using the REPLACER version is that after summoning; sometimes it will blow up and sometimes it won't. Quick-save the game before you summon it. If it blows up just reload your save and summon it again and it might not blow up this time. Great work on the mod. This is something that should have been in the base game when they added weaponized vehicles.
Vehicle would explode or shoot off immediately on spawn in the Delamain Garage breaking the mission as I would need to enter the car to leave the Garage. It looks like the car is spawning partially in the floor where the janky physics would do the rest, I suspect raising its spawn height would fix it.
I'm not sure if it still happens in 1.4 as I kept reloading the 1.3 save until it landed on its wheels and didn't explode. Car was missing all its panels and engine was on fire but was able to complete the mission and leave the garage. Not sure if I still have a save from before the Update.
If you feel like updating your compatibility warnings, I did make a fully-functioning CVO patch for the replacer version on the nexus. it doesn't just remove the existing file, it creates a unique configuration for Delamain.
Thanks for the update choom. no matter what modded cars i add, Delamain remains the best with this mod I have a request though, can you add a slider or something to control the missiles reload time? idk if it's easy but that would be cool!
Not gonna lie: I'm taking today off work strictly to reinstall Cyberpunk because of this mod and this update. Gonna start as De Niro in Taxi Driver and end up as Statham in Transporter with a now fully realized Delamain. Thank you SO MUCH.
221 comments
Not compatible with CVO (Cyber Vehicle Overhaul)
if you're using the Replacer version, ensure you dont have CVO installed or delete this specific file: bin\x64\plugins\cyber_engine_tweaks\mods\Cyber Vehicle Overhaul\modules\villefort_cortes_and_delamain_tweak.lua
Are you sure this is still a thing about CVO and "incompatibility" (by the way, a very strong term used btw for smth even unexperienced users can quickly fix IMHO).... I just wanted to take care of the fix you mention here at the top of the page. I'm running CVO 2.0 + DLC submod and in that folder the only similar-ish sounding file I see is
_dlc_villefort_deleon_vindicator_tweak.lua
In case it is still an issue, may I suggest considering maybe an optional submod for your users who also use CVO (and I'm guessing those are many) which works with Vortex 1-click install to make the tweak/delete or overwrite the file? Then you can change into "Compatible with CVO, just add the optional submod" :)
Hope that makes sense; maybe I'm doing smth wrong. Thanks! <3
Great work on the mod. This is something that should have been in the base game when they added weaponized vehicles.
- Replacer or standalone?
- Which version?
- did you test in 1 location or everywhere?
Not sure if I still have a save from before the Update.
Delamain No. 22 - Cyber Vehicle Overhaul patch for Replacer (CVO)
I have a request though, can you add a slider or something to control the missiles reload time? idk if it's easy but that would be cool!