I'm not sure how to comprehend your question, do you mean relic base abilities available earlier with cyberwares like in this mod but the perks keep vanilla?
Oh. Sorry, I asked the question wrong. I meant is it possible to install your Relic perk upgrades? With vanilla access to them (when you start Phantom Liberty).
Some of this mod's perks overwrite vanilla perks (which is required to enable of using Relic, they were moved as Cyberwares' native functions with this mod), so either I need to merge this mod's modified perks with vanilla perks (I'm taking a break from CP2077 for sometime) or only install this mod when you reach PL.
Oh, is this why I can no longer add mods to my Optics, has something to do with the Relic and Dogtown? That's some cold crap, CDPR since I play main missions last in games. :finger:
I'm using two of your other mods, Lifepath and 9000, giving Kudos and Endorsing them. I'll try this one but honestly confused about the Description, never used these Relic Perks before so no clue. Does it basically unlock the Perks so we can Add points to them?
Edit: Yeah, no idea what this mod should do, checked the Relic to see if there were Perks but see none. :shrug:
The Relic perk tree can be unlocked when you advance some steps in to PL story. In vanilla then you can unlock Relic skills. This mod add these skills to cyberware so you can use them in the beginning without advance to PL story, and also add some effect to the original skills.
hello sir, I found cet console command to active Relic skill tree without ariving Dogtown, could you make it into mod so that it become more immersive ? while the relic point can be buy on atelier or other means ? according to the forum, this command don't break the quest in the vanilla or phantom liberty.
The command Game.GetQuestsSystem():SetFactStr('ep1_tree_unlocked',1)
I think it only active the skill tree but don't active the relic perks and you still need relic points to aquire them (which require advancing PL story).
Sorry, it should be statPoolUpdates instead of statGroup. The bonus still apply, but it grant a lower value than expected. I will update the mod. Thank you so much for the infos.
Would be cool if there was a mod menu to toggle the different skills on and off. The really cool, and understandably higher scope and work, thing would be to give the base abilities when you get the cyberware like the mod does now but change the relic perks to unlock the improvements so that the perk points are not wasted. Regardless thanks for the unlocker :)
Basically yes, all Arms Cyberware's abilities and Optical Camo are available as soon as you get them. The only exception is Vulnerability Analytics (weakspot detecting ability), which is available when you meet Viktor for the mission The Ripperdoc, which is right after the tutorial mission (rescuing Sandra Dorset mission).
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Oh, is this why I can no longer add mods to my Optics, has something to do with the Relic and Dogtown?
That's some cold crap, CDPR since I play main missions last in games. :finger:
I'm using two of your other mods, Lifepath and 9000, giving Kudos and Endorsing them.
I'll try this one but honestly confused about the Description, never used these Relic Perks before so no clue.
Does it basically unlock the Perks so we can Add points to them?
Edit: Yeah, no idea what this mod should do, checked the Relic to see if there were Perks but see none. :shrug:
1. buy it from vendor / virtual atelier straight with cash
2. level progression
while the relic point can be buy on atelier or other means ?
according to the forum, this command don't break the quest in the vanilla or phantom liberty.
The command
Game.GetQuestsSystem():SetFactStr('ep1_tree_unlocked',1)
https://www.nexusmods.com/cyberpunk2077/mods/2380
I just went through all of my 931 Mods (Night City Reborn 2.2) in order to figure this out.
Disclaimer: I don't own Phantom Liberty.
[2024-12-22 16:50:20.648] [error] NewPerks.Tech_Inbetween_Left_3_inline111: Unknown property statGroup.
Returns an error.
Would be cool if there was a mod menu to toggle the different skills on and off. The really cool, and understandably higher scope and work, thing would be to give the base abilities when you get the cyberware like the mod does now but change the relic perks to unlock the improvements so that the perk points are not wasted. Regardless thanks for the unlocker :)Wait im dumb it already does that no?