0.3.2 - Configured the RESET button to maintain previous settings so you don't have to set up the whole thing again for minor tweaks. Please let me know if you run into anything that leaks the UI into other CET/mod windows or have issues with functionality.
(UPDATED) Thanks for making this Mod. it is so much fun making gameplay videos with it on, it really adds to the excitement of the game. as mentioned before, Here is the link to your Showcase, feel free to add it to your mod videos if you want. I try to be as thorough as I could without taking way to much time on every fine detail and while trying to maintain story flow. I think it turned out rather well. it was a lot of fun to make the video too. I truly hope you enjoy it, thanks again for all your work to make our game a bit more interesting and fun. Happy gaming Choom. https://youtu.be/K9k4mjkcS94
Would it be possible to make a checkbox for 'Use own weapons' and it rotate between a Shotgun, Blade, Blunt, Rifle, Sniper, SMG, Handgun, Cyberarm in your inventory?
Hmm this is a pretty good idea. At first I actually wanted to include those categories along with what we have now, but never thought of actually giving the option to just use your own guns. Let me give it some thought and I can reply here. It's a completely different function to use weapons you own, so it wouldn't be a small thing to add.
Edit: Yup this is something we're working on now. Thanks for the suggestion! It'll most likely just cycle through what you have in the inventory at the time with a clear tooltip explaining that the weapons you're holding at the time of start will be a part of the pool. Not sure if we want to add the specific weapon types in order though, as some people may want it another way. Instead, a completely random order just like the mod runs now will likely be the result
That's amazing, ty! Yeah, that way accomplishes the same thing but gives some variance as well, in case you wanted it to rotate between 2-3 different types of the same gun as well as other ones.
Oooh boy still trying to figure it out haha. Got the "Get all the guns from inventory" part down but the equipping part is crashing my game every time. Just wanted to at least let you know it's something I'm actively working on still. I'm still a noob T_T. It's weird how easy it is to generate guns and equip them, while taking ones from the inventory seems to be harder
It might be the syntax, haven't done any modding for cp77 yet but here's some random player functions that might work if you haven't messed with them already.
function ScriptedPuppet::GetCurrentlyEquippedItems(heldObjects : array:ref:ItemObject) : Bool; function ScriptedPuppet::AddRecordEquipment(equipmentPriority : EquipmentPriority, powerLevel : Int32); function ScriptedPuppet::EquipSavedLoadout(); function PlayerPuppet::OnRequestEquipHeavyWeapon(evt : ref:RequestEquipHeavyWeapon) : Bool; function PlayerPuppet::OnWeaponEquipEvent(evt : ref:WeaponEquipEvent) : Bool; function ScriptedPuppet::OnItemRemovedFromSlot(evt : ref:ItemRemovedFromSlot) : Bool;
I actually got it, and had it at the time when I wrote my last response. A very dumb mistake on my part fooled me into thinking the item IDs in our inventory were not unique, but they are so that part ended up being easy. I have it working entirely except for one really annoying thing. I can't say it's true for everyone, but at least for me with multiple save files (as well as save files sent from other people) I have this invisible NUE that I'm trying to figure out how to get rid of. When checking if it's a hidden item it returns false, yet while it's equipped it shows 3 blank spots in our weapon slots... but yeah once I sort that out it should be good to go. Besides that problem it actually felt pretty good using a preset weapon pool with attachments fully working.
Nice! If you send me your save file I can remove the flagged/bugged weapon for you. It sounds like it's the gun from Cassidy's bottle shooting event, or maybe Wilson's target shooting if that was a Nue too.
Hey there, did you extract the entire zip into the mods folder? CPStyle (a folder) should appear in the Cyberpunk-Weapon-Roulette folder if you did. That's the only reason I can think of why you would get that message, as it's working on my machine at the moment.
update. I got CET to say it is loaded correctly, I have set a hot key for it in CET. but when I hit hot key no useable UI overlay comes up??? it only come up as 2 red lines, when I hover my mouse over the lines 1 says main and the other settings, clicking on them does nothing. gonna do more messing around but if anyone has an idea im open to advice :) (i uploaded a pic to you so you can see what I see)
Hey sorry about the late reply. It's late because I just spent a stupid amount of time adding a lot to the UI, which may actually change the circumstances of it not showing up. I saw the picture, definitely shouldn't look like that. I'm uploading some updated images of the UI. If you still have trouble and want to sort it out, feel free to message me on discord tommyY#6689 . I tried messaging with someone on Nexus earlier. Let's not do that lol, or post here if you want and I'll respond more actively now that I finished this.
I cant add you on discord. you have it set to block friends requests and it wont let me message you otherwise there. but 1 question, can you make a way to hide the UI after turning it on? sorry if you have answered this already somewhere else. CyberMods Weekly#0178 you can add me if thats simpler.
now worries. I know it takes time to get replies. I am happy to tell you that your new update is working perfectly thus far. I have only tested the auto spawn so far but I will check out the inventory only option soon and see if I get the same issues you mention in the description. Thanks again. I will future this mod in an upcoming cybermods weekly for sure. as well as use it for my Cyberpunk 2077 modded playthrough videos. it is gonna add the the insanity very nicely. thanks again for the replay and getting it all sorted out and working. you are awesome.
It seems the mod loads at start but the UI never appears no matter that hotkey bind I put in CET. I have the latest version of this mod and CET. I have extracted the insides of the archive into a Weapon Roulette Folder and placed it in the right spot (i have like 5 others including simple menu that work just fine). Only this doesn't work. Any help?
Did you also extract the CPStyle folder to be inside of the weapon roulette folder? I just uploaded an update and I'll upload an image of the folders and files that show where should all be, along with what the UI should look like.
Well I was not going to say anything until you brought it up, but it was the other guy who helped me make this mod that got it completely wrong. I even said very specifically you need to make the text say what you wrote, and this is what I was sent. I can't do a better job myself, so I stayed quiet and thought whatever... so in short I agree it's offensive even to myself, but until I can make an image that's better I'll keep quiet about it :[
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SOMEBODY STAHP MEH!
Edit: Yup this is something we're working on now. Thanks for the suggestion! It'll most likely just cycle through what you have in the inventory at the time with a clear tooltip explaining that the weapons you're holding at the time of start will be a part of the pool. Not sure if we want to add the specific weapon types in order though, as some people may want it another way. Instead, a completely random order just like the mod runs now will likely be the result
them already.
function ScriptedPuppet::GetCurrentlyEquippedItems(heldObjects : array:ref:ItemObject) : Bool;
function ScriptedPuppet::AddRecordEquipment(equipmentPriority : EquipmentPriority, powerLevel : Int32);
function ScriptedPuppet::EquipSavedLoadout();
function PlayerPuppet::OnRequestEquipHeavyWeapon(evt : ref:RequestEquipHeavyWeapon) : Bool;
function PlayerPuppet::OnWeaponEquipEvent(evt : ref:WeaponEquipEvent) : Bool;
function ScriptedPuppet::OnItemRemovedFromSlot(evt : ref:ItemRemovedFromSlot) : Bool;
I have extracted the insides of the archive into a Weapon Roulette Folder and placed it in the right spot (i have like 5 others including simple menu that work just fine). Only this doesn't work. Any help?
You forgot "Punk".
"Do you feel lucky, punk?
Well, do ya?"
Merely saying, sir.
Hirty Darry would not be pleased there, sir.