Same thing happens to me as well, settings doesn't change and need to manually change in UI.lua, i'm thinking either of the required mods might be broken since last update, heard someone saying redext or something isn't working properly on another mod page.
For some reason i can't get this mod to work properly on 2.21, i can bind the firemode button just fine and switch, but every single weapon is stuck in semi-auto fire mode no matter what i do or which settings i change in the mod through CET. I even tried changing it in the UI.lua file without any success.
I don't use any weapon tweak mods, i do use the lower control to be able to lower my weapon on command by a key but that shouldn't interfere with this...can it ?
This mod is great, the only thing I think could be wrong is when I restart the game I always have to change the dpad button on the settings for controller. I don't think the selection sticks. Otherwise everything is working great!
I'm a noob at modding but I took a look at the files and figured out that for this you just need to locate the second line in the UI.lua file (open it with notepad), that goes like this: UI.controllerBind = "IK_Pad_DigitUp" Then just edit the "DigitUp" for the dpad button value you want. Personally I found the most coherent option to be the down dpad, so it ends up like this "IK_Pad_DigitDown". Hope this helps :)
Edit: Found out that doing this, also reset some weapons rarity to tier 1 when loading a save... so... yeah. Better of without it until gets updated.
P.D: Great mod but it lacks this one thing for us controller users. To the creator of this mod, if you are reading this... Please, oh, pleeeease consider updating the mod. Thanks :)
Woah, it actually does what it says on the box! Your logic with the configuration options is pretty easy to follow, thanks for that. I appreciate the simplicity at work here, so I just wanted to clarify; my weapons default to full auto when I switch to/draw them, it seems. Is this correct?
Not asking for an indication one way or the other (would be really cool though) just wanted to know if it was safe to assume any auto weapon you draw is set to full auto as-is, and this might be good info for the main description.
When you switch your weapon fire selector defaults to weapons original mode, automatic weapons get full auto, semi automatic get semi, burst weapons can be semi or auto, so for them it changes from gun to gun, but yes, any time you change weapon, it resets the selector. Because it's either that or a global selector that's shared across all guns. As for the indication, when you have a correct ranged weapon equipped (if you applied filters) a hint appears in the bottom right corner that tells you the key you bound and the fire mode, watch the video in the videos tab to see how it looks, if you see a text but no icon then you're either didn't bind a key in CET or checked "Controller" while using keyboard, if you don't see a hint at all then you either don't have a correct weapon equipped or you don't have Codeware installed or something else that idk about and you'll need to report.
Thanks for the response, and the clarification. Had a hell of a time figuring out why I wasnt seeing the visual indicator of semi/auto, then realized I had "Hints" turned off in the interface options. Dumb problems require dumb fixes!
PS As I think about it, might be worth noting in the description or elsewhere that the text/key indicator wont display if hints are disabled. No problems w/ keybinds or CET, and I can hear the audible "click" just fine. Great work!
What do you mean by audio issue ?, the “click” when you're selecting the fire mod ? The answer is no, and I tested the mod inside the H10 building killing some NPC (yea I have no choice lol) there's no any problem at my end except the silencer on the shotgun "crusher" the sound it keeps continuing to shoot but so it was already reported into the mod in question "Unlocked Attachments - Suppressor Fix".
Weapons in Cyberpunk have different trigger modes (semi, burst, auto), each gun has a trigger mode assigned in it's stats, which you can change in tweakdb, which is what I originally tried playing with and I think it's what Trigger Mode Control by Seijax does, but changing trigger modes of a weapon breaks the audio and animation. So instead I went in another direction, this mod works the same way as shooting a single round with a full auto trigger mode. Cyberpunk has a function called "CanHoldToShoot()" which returns a bool (true or false), if it's true then the weapon can shoot nonstop until you release the fire button, if it's false then it requires you to release the button before you can shoot again. So this mod basically just adds another variable to check againts (being fire selector). That's how this mod can work with modded weapons out of the box and why this mod shouldn't break any audio as it's the same as quickly tapping fire button to do a single shot, also it's limited to weapons that are automatic by default, so Idk how can this mod have a problem with a shotgun with an unlocked suppressor attachment as it shouldn't affect it.
I have a working mod that replaces all Full Auto Gunshot Audio and Semi Auto Gunshot Audio with ZERO Bugs. I keep it private because I basically cobbled a bunch of other mod authors works as a foundation and built my mod on top of it. but im more than happy to share it so long as it doesnt get uploaded anywhere.
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I don't use any weapon tweak mods, i do use the lower control to be able to lower my weapon on command by a key but that shouldn't interfere with this...can it ?
Then just edit the "DigitUp" for the dpad button value you want. Personally I found the most coherent option to be the down dpad, so it ends up like this "IK_Pad_DigitDown". Hope this helps :)
Edit: Found out that doing this, also reset some weapons rarity to tier 1 when loading a save... so... yeah. Better of without it until gets updated.
P.D: Great mod but it lacks this one thing for us controller users. To the creator of this mod, if you are reading this... Please, oh, pleeeease consider updating the mod. Thanks :)
Not asking for an indication one way or the other (would be really cool though) just wanted to know if it was safe to assume any auto weapon you draw is set to full auto as-is, and this might be good info for the main description.
As for the indication, when you have a correct ranged weapon equipped (if you applied filters) a hint appears in the bottom right corner that tells you the key you bound and the fire mode, watch the video in the videos tab to see how it looks, if you see a text but no icon then you're either didn't bind a key in CET or checked "Controller" while using keyboard, if you don't see a hint at all then you either don't have a correct weapon equipped or you don't have Codeware installed or something else that idk about and you'll need to report.
PS As I think about it, might be worth noting in the description or elsewhere that the text/key indicator wont display if hints are disabled. No problems w/ keybinds or CET, and I can hear the audible "click" just fine. Great work!
What do you mean by audio issue ?, the “click” when you're selecting the fire mod ? The answer is no, and I tested the mod inside the H10 building killing some NPC (yea I have no choice lol) there's no any problem at my end except the silencer on the shotgun "crusher" the sound it keeps continuing to shoot but so it was already reported into the mod in question "Unlocked Attachments - Suppressor Fix".