I wanted to ask, I still want the Edgerunner's Perk effect to take place, does the mod only modify the max value and not the value to which Edgerunner will still be functional? Like for example, does Edgerunner still cap at whatever vanilla value that a character has? (i.e., vanilla = 450 max cap + 50 due to edgerunner = 500, Edgerunner value = 50 points)
Then if so, does the value of Edgerunner increases as the max cyberware capacity increases? (i.e., cbyerware cap stays at 450, edgerunner adds 50 for a 500 then this mod, so the edgerunner value stays at 500 and will increase as we edit max cap value) Thanks for the kind consideration and your response!
I used ingame modifiers so any calculation is the same as base game, Edgerunner always increase Your Character Max CC by 50 and using your Curent Cyberware Capacity Allocated to calculate Fury, and also increase engine Hard cap(450) by 50, so in vanilla Your Character Max CC is some where 3xx to early 4xx, or with this mod be 7xx or 10xx... Edgerunner will always increase Your Character Max CC by 50 and using your Curent Cyberware Capacity Allocated to calculate the chance of Fury. With this mod the only thing Edgerunner will not benefit you is you will not reach the engine hard cap, with or without the 50 added.
No, the bonus Capacity is a bit pointless but the Fury still can proc if you tweak so the Max Value is 50 less than the current Allocated value so Edgerunner always work to it full limit, it's your choice. Edit: I will see if I can make a mod for Edgerunner.
If I set the cap at 600 without edgerunner perk, then take the perk, it will be 650. What's useless about that? It will still be a 12% increase in max capacity. I agree, if you put the cap at 1000 the edgerunner perk is kinda pointless, but the thing is, you have to Ballance the cap to your cyberwar slots. I have like 10+ more slots with cyberware-ex and can use some more capacity but won't/want not be able to slot in everything with high requirements at once, what's the fun in that? Without cyberware-ex/vanilla 450(+50) should be more then enough.
That's how I play right now. I mean, I can make my V godlike without using console command by using cyberware. But my point is, when you cap the cyberware capacity to the max, then, Edgerunner perk will be obsolete.
Anyway, great guy dnbnhlp already made another great mod, so I guess this discussion is already done.
you are somehow continually missing the point that both dnbnhlp (ty for mod) and ....
...
PSYCHOPATHIC ALPACA? made. (CHOOMS WE GOT A CYBERPSYCHO OVER HERE.)
Cyberware Capacity is not the only thing that edgerunner gives you... in fact... it's almost just a bonus that allows for the main perk... Fury.
The mod author explained why Edgerunner+Fury+This Mod works, and then Alpaca explained that no "vanilla-ish" (read: fair) character would ever need more than... their example... 600.
Yes, we heard you. Yes you could make your cap 1000-- and then, in your very small minded understanding of how/what/why the "Edgerunner perk" works, it'd be useless. The rest of us will continue appreciating that this let us extend our cap, but keep fury intact.
Fwiw and no one asked, but I member: When 2.1 first dropped and this new system was-- well, new.... you could manually change your limits and install 450+, but basically any damage you did to any enemy caused fury to proc. This was very annoying. This mod is essentially a "vanilla-ish" work around for this.
I mean, I don't care how ya'll play but I want to be god-like myself. And, no, I don't miss the point. I just follow what I want and let others adjust. So if you kindly won't butt in with other people's business, will be much appreciated. Just got back to playing CP again and AS*H*LES like this person, LokiTheSmokey, would come in and think they know all.
Anyways, looking forward for new mods dnbnhlp! I'm getting back to CP after a break.
I try setting different variants like 700 flat bonus with 20 multiplier, then save and load but nothing happens. am i doing something wrong? currently stuck at 541 capacity
I don't really think of any source that can prevent the mod from loading, but can you try these steps for me? 1- Open "...\Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\Enhanced Cyberware Capacity\init.lua| with any text editor 2- Open Replace dialog box (Crtl + H) and choose Replace All ECC text with EnhancedCyberwareCapacity 3- Save your modified file 3- Run the game and see if this mod is loaded or not, if it is loaded, it will show in menu MODS -> DNBNHLP MODS -> Enhanced Cyberware Capacity section.
and here is from your log: [2025-01-04 16:50:29 UTC+02:00] [41924] init.lua:41: attempt to index upvalue 'nativeSettings' (a nil value) stack traceback: init.lua:41: in function 'initUI' init.lua:91: in function <init.lua:89> I hope that would help you understand the issue better. In my case before the ECC swap and after - all the same. Again as before - the MOD is stated as loaded... in the CTE. It is just not visible. Probably a direct edit in file approach is also an option.
The MOD has been installed manually. Don't use vortex since most mod devs endorse manual installation and in many cases were right.
[2024-12-06 20:02:29 UTC+06:00] [21012] init.lua:41: attempt to index upvalue 'nativeSettings' (a nil value) stack traceback: init.lua:41: in function 'initUI' init.lua:91: in function <init.lua:89>
66 comments
Then if so, does the value of Edgerunner increases as the max cyberware capacity increases?
(i.e., cbyerware cap stays at 450, edgerunner adds 50 for a 500 then this mod, so the edgerunner value stays at 500 and will increase as we edit max cap value)
Thanks for the kind consideration and your response!
Edit: I will see if I can make a mod for Edgerunner.
Anyway, great guy dnbnhlp already made another great mod, so I guess this discussion is already done.
...
PSYCHOPATHIC ALPACA? made. (CHOOMS WE GOT A CYBERPSYCHO OVER HERE.)
Cyberware Capacity is not the only thing that edgerunner gives you... in fact... it's almost just a bonus that allows for the main perk... Fury.
The mod author explained why Edgerunner+Fury+This Mod works, and then Alpaca explained that no "vanilla-ish" (read: fair) character would ever need more than... their example... 600.
Yes, we heard you. Yes you could make your cap 1000-- and then, in your very small minded understanding of how/what/why the "Edgerunner perk" works, it'd be useless. The rest of us will continue appreciating that this let us extend our cap, but keep fury intact.
Fwiw and no one asked, but I member:
When 2.1 first dropped and this new system was-- well, new.... you could manually change your limits and install 450+, but basically any damage you did to any enemy caused fury to proc. This was very annoying. This mod is essentially a "vanilla-ish" work around for this.
Anyways, looking forward for new mods dnbnhlp! I'm getting back to CP after a break.
I have Native Settings UI installed.
Mod loads.
Mod doesn't show up in Native Settings UI MODS tab.
1- Open "...\Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\Enhanced Cyberware Capacity\init.lua| with any text editor
2- Open Replace dialog box (Crtl + H) and choose Replace All ECC text with EnhancedCyberwareCapacity
3- Save your modified file
3- Run the game and see if this mod is loaded or not, if it is loaded, it will show in menu MODS -> DNBNHLP MODS -> Enhanced Cyberware Capacity section.
Thanks for the quick reply though!
and here is from your log:
[2025-01-04 16:50:29 UTC+02:00] [41924] init.lua:41: attempt to index upvalue 'nativeSettings' (a nil value)
I hope that would help you understand the issue better. In my case before the ECC swap and after - all the same.stack traceback:
init.lua:41: in function 'initUI'
init.lua:91: in function <init.lua:89>
Again as before - the MOD is stated as loaded... in the CTE. It is just not visible. Probably a direct edit in file approach is also an option.
The MOD has been installed manually. Don't use vortex since most mod devs endorse manual installation and in many cases were right.
I have the same issue. Mod loaded, but not visible in the MOD Settings.
1/ Having Native UI installed (latest, could it be there the problem?)
2/ in the CE (latest) log confirms it's loaded.
[2024-12-22 18:13:49 UTC+02:00] [20916] Mod Enhanced Cyberware Capacity loaded! ('G:\Epic Games\Cyberpunk2077\bin\x64\plugins\cyber_engine_tweaks\mods\Enhanced Cyberware Capacity')
3/ thanks to the CE Mod manager it is loaded. And I can turn it on/off from there. Buuut
In the MOD menu it doesn't appear or anything like in the screenshots. However all my other MODs are there in the MOD menu and work perfectly fine.
Eventually I can use the CE console to adjust the settings. Don't need any fancy slider. If there are some commands?
Please help.
Thanks! :-)
[2024-12-06 21:41:19 UTC+06:00] [9336] Mod Enhanced Cyberware Capacity loaded! ('D:\SteamLibrary\steamapps\common\Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\Enhanced Cyberware Capacity')
[2024-12-06 20:02:29 UTC+06:00] [21012] init.lua:41: attempt to index upvalue 'nativeSettings' (a nil value)
stack traceback:
init.lua:41: in function 'initUI'
init.lua:91: in function <init.lua:89>