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Seijax

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Seijax

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  1. DhanoSuzuki
    DhanoSuzuki
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    is there a possibility that the improved hackatomy mod messes up the Warden's increasing rate of fire?

    I'm not sure if this mod is the cause, but it seems that at some point the Warden has started only firing at a single kinda low rate of fire. I was thinking maybe since hackatomy improvement works on rate of fire, perhaps that was the cause?
    1. Seijax
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      No relation, this only affects the upload chance.
      Since it happened at some point, it might be due to the vanilla bug related to save time 
    2. DhanoSuzuki
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      it seems like that bug fix made it a bit better so that must have been the issue. still doesnt feel quite the same as it used to but its better than it was. thanks a ton, i couldnt find anything on reddit or discord or anywhere else about there being a bug that would cause that, so thanks for the heads up i appreciate it.

      Gunsensical mod also brought back the increasing rof, but thats a bit different.
  2. PensiveWolF
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    so I have the Chimera core, but before I use it, is it possible to use it and make more than one mod, or is it used up after one? if it's used up after one, would you be willing to somehow increase the uses of it so we could make one or more of each mod that needs it please?

    the wiki makes it sound like you can only use it once - Active Chimera Core | Cyberpunk Wiki | Fandom
    1. Yokai2041
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      There are mods that make it so that you can buy or get more chimera core. Then you can use them to make more weapon mods.
    2. PensiveWolF
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      Would you be able to link one of those mods please, when I search 'chimera' this is the only mod that comes up.
      not sure how to find it.
  3. Mysticer
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    [ERROR - Sun, 2 Feb 2025 14:31:16 +0100] [SYM_REDEFINITION] At D:\Games\Cyberpunk 2077\r6\scripts\Better Chimera Mods\ApplyQuickhackWithRoFScalingEffector.reds:20:1:
    public class ApplyQuickhackWithRoFScalingEffector extends AbstractApplyQuickhackEffector {
    ^^^
    the name of this type conflicts with a type defined at 'D:\Games\Cyberpunk 2077\r6\scripts\ApplyQuickhackWithRoFScalingEffector.reds:20:1'
    This appears after the last update
    Edit: Sorry, I'm blind, it's just a file path conflict
    1. Seijax
      Seijax
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      r6\scripts\Better Chimera Mods\Is an outdated folder, not used in any current version
  4. Vareos98
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    correct me if im wrong but this would nerf firecracker for shotguns with kneel equipped right?
    because in the vanilla game the added splash damage from the explosion also triggers the kneel effect which essentially kills any non-boss enemy that it hits. meaning you can even just shoot on the ground and someone standing next to it will die. with this mod it should only trigger an explosion/splash dmg on a direct hit right? so you can still hit multiple people at once but no longer by just mindlessly shooting the ground.
     which is probably for the better but still a nerf
    1. Riryh
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      So, the way ricochet works, if you shoot mindlessly on the ground you will still hit ennemies and splash with this mod, because ricochets auto-aim the torso of ennemies. However, you will need to aim a little bit because in the vanilla game ricochets aren't really generous with their maximum snapping angle, so you will need to shoot the ground slightly before the enemy you want to hit with them, not behind.

      That said, then the splash explosion will happen on the center of poor guy and not on the ground. So I don't know in this case if it will trigger "kneel" or not... Need some testing I guess. ^^
  5. Oblivion9873
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    Very glad you made a split option as I quite like the way the vanilla firecracker works (it's giga broken on pozhar xmod with kneel). Hackatomy always felt like it was super underwhelming and this change is exactly what it needs
  6. ovtwc
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    How do you get them they aren't listed anywhere.

    I figured it out. its from the chimera core in the dlc for those that haven't found it yet
    1. Seijax
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      By playing the game
    2. ovtwc
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      sry I made a new file :P
  7. dnbnhlp
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    The modded Hackatomy do not work on my end (never triggered). While I don't see any reason for this mod to not working properly, I can't find the source that stop it from working on my end too. Do you guys have the same experience like me?
    1. Seijax
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      Have you equipped the mod on a gun that was already in hand?
      The way it grabs its stat may require the weapon to be drawn (again?) while the mod is already slotted in
    2. dnbnhlp
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      I already doing basic things like equip difference weapons and slot out/in the Hackatomy mod. I think the modified function does not work for me, but my end is a up to date but heavily modded CP2077 so I think it would be sometime before I could find what prevent this mod from working.
    3. Seijax
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      Nvm, there was something fishy going on in the inherited code.
      Should work reliably now
    4. dnbnhlp
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      It work perfectly now. Tested with a slow firing O'Five and a fast firing Kang Tao Dian and IMHO you've find a perfectly balanced value for the fire rate based proc chance.

      Ps: I have 2 suggestion, hope it can give you some modding idea: 
      - Can we keep the tweakable "m_MaxUploadChance" and use it at a max cap like "if randomUploadChanceValue > MinF(uploadChance, this.m_MaxUploadChance )" ?
      - Do you think using your function to create a deck for ranged build achievable? Like a Deck with 1/2/3/4/5 (tier based) quick hack slot, a very low base RAM, and a passive that auto upload slotted Quickhacks on ranged hit?
    5. Seijax
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      Good to know!

      • Sure. Adding a flat in the tdb record doesn't work reliably yet, so we can only reuse the 1 float we get. It does make more sense to employ it as a max than as a min (enforced 5% min seems honest and not something you'd want to move). Will upload soon.
      • Sounds extremely doable, good idea

      EDIT: uploaded requested version, with comments about use.
      To note is that quickhacks that can spread (bonus from some Cyberdecks, usually on Overclock) will.
      Where spread is not desired, a modified version of the Quickhack can be used instead (one that is not able to, by pruning startEffects/completionEffects)
  8. StygianEmperor
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    Exploding on hits only is okay - I understand why you'd do that - but I feel like losing exploding-on-miss is about as bad as losing ricochet. (I used a ricochet-weapon alongside one with explosive rounds throughout the game). Generally I think of explosive rounds' splash effect, rather than any bonus damage on direct hits, as being the main feature - like being able to aim for a spot between two enemies to hurt both at the same time.

    I don't know. I guess the only solution I can think of is probably a lot of trouble to work out, if it's even possible to implement: basically if you have explosive rounds and ricochet at the same time it stops the bullet itself from ricocheting but adds ricocheting shrapnel to the explosions. That'd be pretty rad.

    The variable chance on Hackatomy based on fire rate is awesome and I wish every game would do that with their procs. And yeah fixing exploding rounds so their damage isn't reduced by armor twice probably still makes this mod worth it to me. No notes.
    1. Seijax
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      The reasoning behind the Firecracker refactor is that there are a lot of Power weapons that come with native explosive bullets, both as part of the base weapon or as part of their iconic modification. All of these have ricochet, their type's gimmick, disabled already (Ricochet Redux's possible restoration notwithstanding) in favor of the splash effect you're describing.
      Vanilla Firecracker seems like an uninspired more of the same.
      This way instead it becomes something potentially unique, worth its iconic standing, that comes without drawbacks attached.

      You can still mount it on an already explosive weapon and get the increase to both damages, direct + splash (splash damage actually becomes marginally better than before), but you can now also mount it on your slow-firing heavy caliber and enjoy the damage increase without spreading the total across 2 instances (that get reduced twice by enemy armor).
      In all cases, you'll still have a detonation that staggers nearby enemies.
    2. dorkasaurusrex
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      Reading this, I understand your thought process way better now and it convinced me to get the mod. As long as you still have "normal" explosive bullets through other means, this just adds more gameplay variety and player options alongside those through tinkering with one of the lesser used in game weapon mods. Good stuff, choom!
    3. StygianEmperor
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      Yep, makes sense; I'll probably use it if they ever release another expansion or something.
  9. dnbnhlp
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    The change for Hackatomy is so sweet, great mod as always. I've have similiar idea but can't find a solution for it so I'm so eager to learn how you can solve it (the file is still stucking at uploading to CDN servers on my end though).
    1. Seijax
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      Thanks, great minds think alike! It was a bit of a pain, because the original effector only accepts a direct float for the chance.
      Upload seems to be fixed now
    2. dnbnhlp
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      Your execution is too brilliant. Kudo-ed and will endorse when available.
    3. dnbnhlp
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      Can you seperate the ApplyQuickhackWithRoFScalingEffector class as an optional file so I can use it as requirement for my future Apply Quickhack Effect mod? I don't think I have time for modding in near future but this is too sweet to ignore and can open many interesting mod that benefit all weapon types.
    4. Seijax
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      Sure, uploaded as an optional file