All framework mods are updated for 2.22 and his mod only requires that the requisite framework mods are functioning. I recommend never allowing automatic updates. When the frameworks are being updated, you can track their progress here: Cyberpunk 2077 Modding Community: Server Updates
1.5.0 is now Live! It's been a lot of fun and I absolutely love the way Gemini II turned out, even with its flaws. I'm also really happy that I was able to add some requested modules and flesh out solutions for quite a few playstyles. Thanks to everyone who gave it a shot, and an extra thank you to those who gave it their endorsement. I'm thinking of taking some ideas I had planned for a future set of cyberware and rolling them into Gemini. At the very least, I will probably end up adding a Projectile Launcher.
This last few releases bring the module count to 30 and adds a new chrome compressor variant, as well as additional Mantis Blades and Gorilla Arms to round out the damage type selection.
By request, Gemini II now supports the Neuralware - Chipware Expansion mod. It only applies to the Peregrine and Vulture for now, and in Gemini style, the cost starts high and decreases as the module is upgraded. I probably won't have time to play with this new mod extensively (or at all?), so I am open to suggestions for implementing the costs in other modules as well. Feel free to share your thoughts in the comments section.
Due to the nature of the Attunement system, which is usually based on values that don't change often (like Attributes), it can sometimes take some time for the UI to display the proper Interlink Rating as cyberware is added or removed. Rest assured that the appropriate values have already been applied to your character; this is just a delay in the refresh of the Cyberware UI elements.
Upgrading from Previous Versions
No item record names have changed, so there should be no risk of previously installed Gemini II Modules being lost.
In order to clean up programming and avoid TweakXL prioritization issues, some .yaml files have been renamed so please fully delete the prior installation via Vortex or by deleting all the files in:
...\Cyberpunk 2077\r6\tweaks\RM Gemini II\
...\Cyberpunk 2077\r6\scripts\RM Gemini II\
The Sparrow Camouflage has been upgraded to be more... I don't know, Sparrowy? The full duration no longer has a base of 4-7 seconds so the full duration comes from the Interlink attunement and I've added a bonus to damage that increases as your charge diminishes.
Ripperdoc Cyberware Specializations: Recommended to align ripperdoc inventories between Raven Gemini II, Gold-Plated Interface, and vanilla base/iconic cyberware.
Advanced Implant Technologies: Virtual Atelier storefronts for Raven Gemini II, Gold-Plated Interface, vanilla base cyberware, and more.
Flavorfull Descriptions: Required if you want to see flavor descriptions on all items again, including these
Requested / Planned Updates
Kenjutsu Reflexes: user request, an optional file to either:
substitute the Bullet Time feature with another, less powerful ability (probability: low)
remove the Bullet Time feature and reduce the humanity cost accordingly (probability: high)
New Monowire: User request, being considered (probability: low)
New Projectile Launcher: User request, being considered (probability: mid)
New Mantis Blades (or alternate damage types): User request, being considered (probability: High)
New Synergy module: I have plans to create new synergies (with a slightly adjusted mechanic), in process - Complete
Raven Kestrel 3 & 3S: for those using the Gold-Plated Interface cyberware mod, an optional file will be provided to add an Interlink bonus to both of these decks. - Complete
New Mantis Blades: In progress, as requested. - Complete
New Cyberdeck: Not guaranteed, but I do have an idea for a proper cyberdeck that takes advantage of the Interlink. - Complete
Sparrow Camouflage: potentially replace the Cyberware action with the vanilla code to allow more compatibility with other mods. - Complete
Bug Reports
If you post a comment related to bugs or complications with the mod, I will most likely move the conversation to the BUGS tab for issue tracking. Please check the BUGS tab if you don't find your comments here.
Please include a copy of your latest TweakXL log via pastebin if possible. You can find a copy of your log in:
My apologies to anyone who has been waiting for an update or answer from me. I'd stepped away from modding for a bit to deal with some personal issues, but I am mostly back in the saddle and will address any bug or requested features as quickly as I can.
Hello, I would like to ask how to change the CyberWare Capacity reduction provided by Micro? Since I added so many mods, the CyberWare capacity was a full 500 at level 60! So I'd like to adjust it to 25% for better balancing the difficulty, thank you.
In the file "RMGemini2_Module_OS_MicroReactor.yaml" you'll find a section at the end labeled: # Interlink
The current Interlink effect is to reduce your used cyberware capacity by a percent equal to your interlink (so Interlink of 30 means a 30% reduction). If you want to adjust that rate, change the following lines:
88, 106, 124, 133: These are all currently 1 (representing 1%)
115: This is currently -0.01 (representing a reduction of 1%, in decimal form)
Just be sure to keep these in sync (2 and -0.02, for example) and you should be good to go.
That's really weird, I changed it just like you said. (I thought I changed it to 0.5), even though the description on Micro is right, saying it decreases by 0.5% for each level. But in reality, all the cyberware usage just ended up being reduced by one-fifth.
If you don't mind me asking, how does the synergistic amplifier work exactly? Like, does it give the bonuses upon equip, or do you need to have the set cyberware equipped in order to gain the bonuses? and what does the number after the perk represent? (Example: What does the number 0 represent in "Soldier // Liquid Armor // [0]:"?
If the explination is said within the description of the item on the mod page or even in game, I must've missed it. (Sorry for the question by the way, I'm sure it might be annoying.)
Nah, it's fine. I'm working on adding something better in-game to explain it because the UI has such limited space.
If you equip the Synergistic Amp or the Shared Libraries, you have the potential to unlock set bonuses. As long as you have all the requisite cyberware/quickhacks installed, the number will flip from 0 to 1 and you'll get the benefit of the set.
Example:
If you install the Synergistic Amp, CQC Analysis, Muscle Memory, and Performance Socket, you'll unlock the Black Dog bonus, which is 5-15% reduced Cooldowns for all cyberware (depending on the quality of your Syn Amp)
It's because the Accipiter Prosthetics module allows for a double, triple, or quadruple jump. That requires redscript which probably conflicts with your mod.
You can delete the following file to eliminate that capability and the conflict:
im using shared libraries and using all the module and quickhack requirements. But how to make sure that the shared libraries effect is active? im sorry for asking this because im using some other mods that add new quickhack, i just wanna make sure that the cyberware working as intended. Thank you
The UI for the Shared Libraries should have a 1 next to any set that is active. It's only tracking vanilla quickhacks, though... if you have a mod that adds more, I could take a look to see how we could incorporate those into the calculation.
i see.. thanks for your answer, this is probably the best mod that i keep in track, but.. the thing is, well maybe something wrong in my end because even if i change my quickhacks to all vanilla, it still shows [0]. my quickhack mods is charm quickhack and actual blackwall quickhack from yakuzadeso and one more thing, my suggestion is perhaps you can add cyberware for hand..? but anyway, im happy with what i have
The Attunement system is a little finicky. It's usually based on your stats, like Body, which don't change that often. The Interlink attunement can change frequently if you swap cyberware or quickhacks a lot, so sometimes the UI doesn't keep up. 99% of the time, the bonus is applying to V because that's happening regardless of the Attunement UI.
I can take a look at those other mods and see how easy it would be to implement a quick compatibility patch.
I already created the Goshawk module for the hand. Did you have another hand option in particular you were thinking of?
All the cyberware modules show your total in the Attunement section at the bottom, with the exception of the Shared Libraries and Synergistic Amplifier (not enough room).
The UI can be slow to update when you're changing cyberware, but a save/reload is 100% effective at displaying your current Interlink Rating.
Hey man, loving your mod, stellar work! Have been enjoying your mod over the last few weeks, but unfortunately I ran into a weird issue, hoping you might be able to help. Since today or yesterday, the cyberware is acting up for me, the Interlink rating doesnt work right and all the interlink bonuses for my cyberware are suddenly at 0... The only mod I recently installed that did something to cyberware was this https://www.nexusmods.com/cyberpunk2077/mods/21166 which Ive uninstalled again, still fked cyberware :( I also didnt mess recently with any of the cyberware stats or anything. Reinstalling the mod unfortunately didnt help...
So the nice thing is that the TweakDB (the database with all your item stats) is rebuilt every time to you fire the game up, so nothing can "permanently" change your cyberware in a way that can't be undone. The mod you mentioned is using CET to selectively update a few records for particular cyberware, so it should have no effect on the Gemini items.
From your description, it sounds like you're possibly missing one or more of the base Gemini II files that are used to calculate the Interlink value. I would be happy to take a look at your TweakXL log if you can provide it using pastebin. You can find your log at: ...\Cyberpunk 2077\red4ext\plugins\TweakXL\
Ayy thanks for replying and willing to help, youre a legend! Its weird that suddenly a file goes missing without me doing anything. I used this site as pastebin was telling me the file is too large: https://pastesio.com/tweakdb-78 (yes I run a lot of mods :D)
Edit: oh and while we are at it, what parts of the code do I need to remove get rid off the bonus that makes me less visible to enemies in a vehicle? I have the police overhaul installed, so getting into chases is actually fun, but if they cant see you when getting behind the wheel, its kinda pointless. The other bonuses of the cyberware are very nice, but the invisibility you get with a full bonus is a bit too much in my opinion
That's interesting; you get set bonuses, but not Interlink bonuses. Your TweakXL log looks ok (none of the errors are related to Gemini) and all the files are loading.
As for the Tradecraft bonus, you'll want to:
Open RMGemini2_Module_Skeleton_SynergisticAmplifier.yaml
Find the instance arrays on lines 6-16
Update the shadow and shadowDisplay attributes (these are the vanilla values)
Update the shadowLTC and shadowDisplayLTC attributes (these are the License to Chrome values)
Thank you so much for your help choom! I also found the culprit for my problem: The micro reactor mk5. When I upgrade it to 5++ all the Interlink bonuses drop to 0. No idea why, some weird fuckery must be going on behind the scenes with the hundreds of mods I have installed because I didnt have the issue before. But I dont really care at this point, not gonna sift through all my mods for this little issue. And the last 1-2% of bonuses dont matter to me anyway, the difference between 49s and 50s of sandy is negligible. And I can change it anyway if it did matter to me, so whatever... Anyway, thanks again! Hoping to see more great mods from you in the future, cheers!
You'll want to find and edit this file: ...\Cyberpunk 2077\r6\tweaks\RM Gemini II\RMGemini2_Module_OS_PeregrineSandy.yaml
At the top, you'll find the $instance attribute which contains arrays of values for each quality tier (see image). You can adjust the dilation values to whatever you like, between 0.0 and 1.0, although I never tried actually setting it to 1.0 so I don't know if it stops time altogether or not. If you want the UI to reflect the changes when you look at the cyberware ingame, be sure to change the dilationDisplay values to correspond.
How would I change the duration of the Sandy? I want balance out any increased time dilation with a lower duration. I would use the Apogee but the set bonus the Peregrine provides is dope
The duration is a number of seconds equal to your total Interlink rating, so a rate of 1. You could adjust that rate by changing the following 3 lines.
For example, if you wanted to halve the duration, change each 1 to 0.5
Attunements.RG2I_PeregrineSandy_UI: $type: gamedataGameplayLogicPackageUIData_Record iconPath: UIIcon.RavenGemini2Interlink localizedDescription: LocKey#RG2IPeregrineSandyAttunementDesc localizedName: LocKey#RG2IName floatValues: - 1 # <-- this number controls the rate shown in the UI (optional) - 3 stats: - BaseStats.AttunementHelper - BaseStats.AttunementHelper2
Attunements.RG2I_PeregrineSandy: $type: gamedataGameplayLogicPackage_Record stackable: True UIData: Attunements.RG2I_PeregrineSandy_UI stats: - $type: gamedataCombinedStatModifier_Record opSymbol: '*' refObject: Self refStat: BaseStats.RavenGemini2InterlinkRating value: 1 # <-- this number controls the actual Sandy duration (required) modifierType: Additive statType: BaseStats.TimeDilationSandevistanDuration
Items.RG2I_PeregrineSandy_AttunementHelper: $type: gamedataCombinedStatModifier_Record opSymbol: '*' refObject: Player refStat: BaseStats.RavenGemini2InterlinkRating value: 1 # <-- this number controls total duration shown in the UI (optional) modifierType: Additive statType: BaseStats.AttunementHelper
so question.. what file(s) control the set bonuses? like how potent the effect is the requirement to activate them and so on.. i wanna make some tweaks for my personal use
305 comments
Upgrading from Previous Versions
Recommended Mods
Requested / Planned Updates
New Synergy module: I have plans to create new synergies (with a slightly adjusted mechanic), in process- CompleteRaven Kestrel 3 & 3S: for those using the Gold-Plated Interface cyberware mod, an optional file will be provided to add an Interlink bonus to both of these decks.- CompleteNew Mantis Blades: In progress, as requested.- CompleteNew Cyberdeck: Not guaranteed, but I do have an idea for a proper cyberdeck that takes advantage of the Interlink.- CompleteSparrow Camouflage: potentially replace the Cyberware action with the vanilla code to allow more compatibility with other mods.- CompleteBug Reports
My apologies to anyone who has been waiting for an update or answer from me. I'd stepped away from modding for a bit to deal with some personal issues, but I am mostly back in the saddle and will address any bug or requested features as quickly as I can.
# Interlink
The current Interlink effect is to reduce your used cyberware capacity by a percent equal to your interlink (so Interlink of 30 means a 30% reduction). If you want to adjust that rate, change the following lines:
Just be sure to keep these in sync (2 and -0.02, for example) and you should be good to go.
So... I'm not sure which set of values you set to 0.5, but considering both options if you kept them in sync:
- [88, 106, 124, 133] = 0.5, [115] = -0.005 : This should give you a reduction of half a percent equal to your Interlink (max -20% at Interlink 40)
- [88, 106, 124, 133] = 50, [115] = -0.5 : This should give you a reduction of 50 percent equal to your Interlink (max -2000% at Interlink 40)
If you went with the second option, I honestly have no idea what the effect would be. I didn't test a reduction that high.If the explination is said within the description of the item on the mod page or even in game, I must've missed it. (Sorry for the question by the way, I'm sure it might be annoying.)
If you equip the Synergistic Amp or the Shared Libraries, you have the potential to unlock set bonuses. As long as you have all the requisite cyberware/quickhacks installed, the number will flip from 0 to 1 and you'll get the benefit of the set.
Example:
If you install the Synergistic Amp, CQC Analysis, Muscle Memory, and Performance Socket, you'll unlock the Black Dog bonus, which is 5-15% reduced Cooldowns for all cyberware (depending on the quality of your Syn Amp)
You can delete the following file to eliminate that capability and the conflict:
...\r6\scripts\RM Gemini II\RMGemini2_AccipiterProsthetics.reds
If you're keen to do so, it's a fairly easy change to make.
But how to make sure that the shared libraries effect is active?
im sorry for asking this because im using some other mods that add new quickhack, i just wanna make sure that the cyberware working as intended. Thank you
my quickhack mods is charm quickhack and actual blackwall quickhack from yakuzadeso
and one more thing, my suggestion is perhaps you can add cyberware for hand..? but anyway, im happy with what i have
again, thank you
I can take a look at those other mods and see how easy it would be to implement a quick compatibility patch.
I already created the Goshawk module for the hand. Did you have another hand option in particular you were thinking of?
and im sorry for the hand cyberware suggestion, i thought goshawk module is for arms. my bad choom
The UI can be slow to update when you're changing cyberware, but a save/reload is 100% effective at displaying your current Interlink Rating.
Have been enjoying your mod over the last few weeks, but unfortunately I ran into a weird issue, hoping you might be able to help.
Since today or yesterday, the cyberware is acting up for me, the Interlink rating doesnt work right and all the interlink bonuses for my cyberware are suddenly at 0...
The only mod I recently installed that did something to cyberware was this https://www.nexusmods.com/cyberpunk2077/mods/21166
which Ive uninstalled again, still fked cyberware :(
I also didnt mess recently with any of the cyberware stats or anything.
Reinstalling the mod unfortunately didnt help...
From your description, it sounds like you're possibly missing one or more of the base Gemini II files that are used to calculate the Interlink value. I would be happy to take a look at your TweakXL log if you can provide it using pastebin. You can find your log at:
...\Cyberpunk 2077\red4ext\plugins\TweakXL\
Its weird that suddenly a file goes missing without me doing anything.
I used this site as pastebin was telling me the file is too large: https://pastesio.com/tweakdb-78
(yes I run a lot of mods :D)
Edit: oh and while we are at it, what parts of the code do I need to remove get rid off the bonus that makes me less visible to enemies in a vehicle? I have the police overhaul installed, so getting into chases is actually fun, but if they cant see you when getting behind the wheel, its kinda pointless. The other bonuses of the cyberware are very nice, but the invisibility you get with a full bonus is a bit too much in my opinion
As for the Tradecraft bonus, you'll want to:
I also found the culprit for my problem: The micro reactor mk5. When I upgrade it to 5++ all the Interlink bonuses drop to 0.
No idea why, some weird fuckery must be going on behind the scenes with the hundreds of mods I have installed because I didnt have the issue before. But I dont really care at this point, not gonna sift through all my mods for this little issue. And the last 1-2% of bonuses dont matter to me anyway, the difference between 49s and 50s of sandy is negligible. And I can change it anyway if it did matter to me, so whatever...
Anyway, thanks again!
Hoping to see more great mods from you in the future, cheers!
You'll want to find and edit this file:
...\Cyberpunk 2077\r6\tweaks\RM Gemini II\RMGemini2_Module_OS_PeregrineSandy.yaml
At the top, you'll find the $instance attribute which contains arrays of values for each quality tier (see image). You can adjust the dilation values to whatever you like, between 0.0 and 1.0, although I never tried actually setting it to 1.0 so I don't know if it stops time altogether or not. If you want the UI to reflect the changes when you look at the cyberware ingame, be sure to change the dilationDisplay values to correspond.
For example, if you wanted to halve the duration, change each 1 to 0.5
# Interlink
# ----------------------------------------------------------------------------------------------------
Attunements.RG2I_PeregrineSandy_UI:
$type: gamedataGameplayLogicPackageUIData_Record
iconPath: UIIcon.RavenGemini2Interlink
localizedDescription: LocKey#RG2IPeregrineSandyAttunementDesc
localizedName: LocKey#RG2IName
floatValues:
- 1 # <-- this number controls the rate shown in the UI (optional)
- 3
stats:
- BaseStats.AttunementHelper
- BaseStats.AttunementHelper2
Attunements.RG2I_PeregrineSandy:
$type: gamedataGameplayLogicPackage_Record
stackable: True
UIData: Attunements.RG2I_PeregrineSandy_UI
stats:
- $type: gamedataCombinedStatModifier_Record
opSymbol: '*'
refObject: Self
refStat: BaseStats.RavenGemini2InterlinkRating
value: 1 # <-- this number controls the actual Sandy duration (required)
modifierType: Additive
statType: BaseStats.TimeDilationSandevistanDuration
Items.RG2I_PeregrineSandy_AttunementHelper:
$type: gamedataCombinedStatModifier_Record
opSymbol: '*'
refObject: Player
refStat: BaseStats.RavenGemini2InterlinkRating
value: 1 # <-- this number controls total duration shown in the UI (optional)
modifierType: Additive
statType: BaseStats.AttunementHelper
To determine the activation requirements, you can look in: