Thanks a lot for this mod, the Katana is beautiful! Could you please help me with an issue related to the wearable option.
What could be the reason for, that i cant see my sword at my hip or my back? Even though i have equipped the wearable versions in the "Back" & "Waist" categories of Equipment-EX.
I have used the mod manager for installation, and have only used the main file. I used your atelier shop to get the wearable items. I also experienced this issue with SHINOBI10's Equipable Katana mod.
I dont understand it, and usually dont have problems with getting mods to function for me. But yours and SHINOBI10's wont work for me.
hmm, is it only an issue with the wearable versions? are the weapons showing up like normal? also, are you having this issue with any other clothing that needs to be equiped via Equipment-EX? And if you haven't already, make sure all the requirements for Equipment-EX are up to date
Thanks for your reply. I am sorry for the inconvenience, cause it turns out, that the mistake was, that i had only equipped it "outside" of the wardrobe, in the extra equipments slots (upperbody - inner torso) related to Equipment-EX, and have only just now found out, that i could and should have equipped inside the wardrobe where the new Back and Waist categories is. So yeah, duh. Now it works as it should. Thanks again and have a nice summer. <3
Thanks! ^-^ It isn't dynamic i'm afraid. Just 2 different different clothing items for each position. One for the scabbard + blade, the other for only the scabbard
You should already be able to sell the sword itself, and drop, dismantle or sell the scabbards. There may be a better way to do it, but you could delete a line in the tweak file to allow dropping and dismantling of the sword. With notepad, open the yaml in "Cyberpunk 2077\r6\tweaks\WhiteCamellia\Vergil's Yamato", and delete these lines: tags: - !append-once IconicWeapon
Then re-open the game. You should now be able to drop or dismantle the weapon.
Yep! Navigate to "Cyberpunk 2077\r6\tweaks\WhiteCamellia\Vergil's Yamato" and open "Items.Camellia_Yamato.yaml".
scroll down until you find this: StatModifierGroups.YamatoStats: $type: gamedataStatModifierGroup_Record statModifiers: - $type: gamedataConstantStatModifier_Record value: 2 modifierType: Additive statType: BaseStats.AttackSpeed
and paste this underneath the line that ends with "AttackSpeed": - $type: gamedataConstantStatModifier_Record value: 0 modifierType: Additive statType: BaseStats.DPS Make sure you copy all the spaces before each line too! Then replace the 0 with whatever you want to add to the base value. base value is 73, replacing the 0 with a 7 will bump it to 80, replacing it with a -3 will bring it down to 70. i'm afraid you'll have to play around until you find a value that suits you since there's quite a few calculations between this value and the final "damage per hit" stat in-game. Hope that helps! ^-^
oh delete this from the section you added (inbetween the AttackSpeed line and the line that starts "- $type"): $type: gamedataStatModifierGroup_Record statModifiers:
i didn't mean to include that part aha, i've edited the original reply too. let me know if that fixes it! :]
Sounds like the .archive and .xl files aren't able to be found by the .yaml file.If you're using the optional "Byakko effect" file, do you also have the main file installed? also are the hud icon and inventory icons loading in or are those defaulting to vanilla assets too? Also double-check your dependancy mods are up to date. ArchiveXL, TweakXL etc.
Very clean looking blade! Love it. Personally though, it swings too fast for me. I'd rather it be slower in attack speed, similar to the Byakko. Plenty op enough.
Looking at the yaml, I haven't found any direct mentions of the value you set for AttackSpeed (4.6), only this:
Since the default base you used for the Yamato also has 2.1 AttackSpeed, I wondered how exactly this works.
Changing the value (to 1) had no visible effect. Deleting the entire segment did however restore the 2.1 default AttackSpeed for the Yamato (so I'm good!)
However, I'm still curious what exactly the value does change. Since I already ahead went and changed the code, might as well ask to understand what I even deleted lol.
Ofc only if you have the spare time. Happy Holidays and thanks again.
Yea I'm not really a fan of the increased attack speed either but since nobody mentioned it (until now aha) I figured i'd just leave it there. It was initially meant to mimic the increased attack speed of the byakko effect while having the scapel effect so it would stand out as a little different while not feeling sluggish compared to the Byakko. But everyone uses the byakko effect anyway so it's a bit redundant ehe
That stat just adds a value of 2 to the BaseStats.AttackSpeed, which I think has a value of 1 in the default katana's statmodifier_record. I don't really understand the calcs tbh, but the values in the yaml and in game aren't always 1:1. Looking at the Overture firerate, it's "CycleTimeBase" is 0.4 which is equal to a 2.5 attack speed in-game. But yea, it just increases the attack speed. It's completely safe to remove, deleting it or setting the value to 0 will revert the change. Since it's an "additive" modifier, it gets added onto the value already included with the "$base..." line at the top, which imports all the stats from another weapon.
Side Note: The BaseStats.AttackSpeed isn't a great stat to edit for attack speed anyway tbh. It doesn't/hardly affects the other melee weapons for some reason and has weird interactions with the attack speed perks. Like, I don't think any of the perks affected my Yamato's attack speed when I last tested it, but I think the byakko buff did. Anyway, I couldn't find a better way to change it although I might've just missed something obvious. It's not like katana's really need the buff anyway though aha
I see, thanks for the insight. I figured the "additive" part meant I'd already see changes lowering the value from 2 to just 1, that's why I was confused when ingame it had no visible or readable effect on the stats. Turns out it's not quite that straightforward lol
Really nice thread, it felt wayyy to broken with 4.2 attack speed. Lowered the value to .3 which turned in game AS to 2.7 (much more reasonable but not as sluggish as regular katanas). Really good find. Also, to the author of the mod. Absolute banger, from cosmetics to the weapon itself. Really nice to have some alternative to the satori when it comes to classical blades. Also feels much better than satori which is mid at best (despite being quite pretty).
83 comments
Thanks a lot for this mod, the Katana is beautiful! Could you please help me with an issue related to the wearable option.
What could be the reason for, that i cant see my sword at my hip or my back? Even though i have equipped the wearable versions in the "Back" & "Waist" categories of Equipment-EX.
I have used the mod manager for installation, and have only used the main file.
I used your atelier shop to get the wearable items.
I also experienced this issue with SHINOBI10's Equipable Katana mod.
I dont understand it, and usually dont have problems with getting mods to function for me. But yours and SHINOBI10's wont work for me.
So yeah, duh. Now it works as it should. Thanks again and have a nice summer. <3
How do I remove the blade from the scabbard? Is it dynamic or toggleable?
tags:
- !append-once IconicWeapon
Then re-open the game. You should now be able to drop or dismantle the weapon.
scroll down until you find this:
StatModifierGroups.YamatoStats:
$type: gamedataStatModifierGroup_Record
statModifiers:
- $type: gamedataConstantStatModifier_Record
value: 2
modifierType: Additive
statType: BaseStats.AttackSpeed
and paste this underneath the line that ends with "AttackSpeed":
- $type: gamedataConstantStatModifier_Record
value: 0
modifierType: Additive
statType: BaseStats.DPS
Make sure you copy all the spaces before each line too! Then replace the 0 with whatever you want to add to the base value. base value is 73, replacing the 0 with a 7 will bump it to 80, replacing it with a -3 will bring it down to 70. i'm afraid you'll have to play around until you find a value that suits you since there's quite a few calculations between this value and the final "damage per hit" stat in-game. Hope that helps! ^-^
$type: gamedataStatModifierGroup_Record
statModifiers:
i didn't mean to include that part aha, i've edited the original reply too. let me know if that fixes it! :]
Skirt is from this mod
Shoes are from this mod
I think the jacket in the 5th pic is from this mod
I'm afraid I don't know any of the other pieces~ I hope that helps ^-^
Personally though, it swings too fast for me. I'd rather it be slower in attack speed, similar to the Byakko. Plenty op enough.
Looking at the yaml, I haven't found any direct mentions of the value you set for AttackSpeed (4.6), only this:
Since the default base you used for the Yamato also has 2.1 AttackSpeed, I wondered how exactly this works.
- $type: gamedataConstantStatModifier_Record
value: 2
modifierType: Additive
statType: BaseStats.AttackSpeed
Changing the value (to 1) had no visible effect. Deleting the entire segment did however restore the 2.1 default AttackSpeed for the Yamato (so I'm good!)
However, I'm still curious what exactly the value does change. Since I already ahead went and changed the code, might as well ask to understand what I even deleted lol.
Ofc only if you have the spare time. Happy Holidays and thanks again.
Yea I'm not really a fan of the increased attack speed either but since nobody mentioned it (until now aha) I figured i'd just leave it there. It was initially meant to mimic the increased attack speed of the byakko effect while having the scapel effect so it would stand out as a little different while not feeling sluggish compared to the Byakko. But everyone uses the byakko effect anyway so it's a bit redundant ehe
That stat just adds a value of 2 to the BaseStats.AttackSpeed, which I think has a value of 1 in the default katana's statmodifier_record. I don't really understand the calcs tbh, but the values in the yaml and in game aren't always 1:1. Looking at the Overture firerate, it's "CycleTimeBase" is 0.4 which is equal to a 2.5 attack speed in-game. But yea, it just increases the attack speed. It's completely safe to remove, deleting it or setting the value to 0 will revert the change. Since it's an "additive" modifier, it gets added onto the value already included with the "$base..." line at the top, which imports all the stats from another weapon.
Side Note: The BaseStats.AttackSpeed isn't a great stat to edit for attack speed anyway tbh. It doesn't/hardly affects the other melee weapons for some reason and has weird interactions with the attack speed perks. Like, I don't think any of the perks affected my Yamato's attack speed when I last tested it, but I think the byakko buff did. Anyway, I couldn't find a better way to change it although I might've just missed something obvious. It's not like katana's really need the buff anyway though aha
Also, to the author of the mod. Absolute banger, from cosmetics to the weapon itself. Really nice to have some alternative to the satori when it comes to classical blades. Also feels much better than satori which is mid at best (despite being quite pretty).