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NekoNyannnn

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About this mod

An ultra realistic weapon balance overhaul. Including damage, recoil, spread, armor penetration overhauls. TTK based balance. 100% lore friendly. Made to be used with HARDCORE22V2.

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An ultra realistic overhaul profile. Including realistic damage, recoil, spread, armor penetration. Made to be used with HARDCORE22V2 for balanced gameplay.
  • An exceptionally good fine tuned balance overhaul to ensure balanced and challenging gameplay.
  • A balance favors player skill. Your aim and awareness matters a lot.
  • No irreversible changes will be made to your game or save. You may install or uninstall at any time without any issues.
Disclaimers:
  • Ultra Realistic Weapon Overhaul (Alternative profile for HARDCORE22V2) is NOT a reupload of HARDCORE22V2You have to download and install HARDCORE22V2 by cortlong50 first. Then install this mod for it to work.
  • A part of this mod used the codes in HARDCORE22.yaml in HARDCORE22V2 version 1.1C, which the author stated it's free to use in the yaml file.
  • I am NOT earning anything from this mod.
Credits: cortlong50 for coding the original .yaml and making it free to use. CET commands to modify player HP are from the CET wiki.
Installation: Install HARDCORE22V2 first. 
Then unzip this mod and drop everything to the installation folder of Cyberpunk 2077. Overwrite the HARDCORE22.yaml during the process. Backup the HARDCORE22.yaml first if you made your own modifications and want to save them.
Uninstallation: Delete everything from this mod. You can install or uninstall the mod at any time of your playthrough without any trouble. So feel free to try it out.
Compatibilities: Should be compatible with most mods that don't edit the stats of base game weapons. Most similar balance overhaul mods will be incompatible. Mod weapons rely on stats of base game weapons may need manual adjustments.
 
2.21 compatible. Please update the required mods to latest version.


Features
Tldr: Overhauls the weapons to make them balanced. Including damage, recoil, spread, armor penetration overhauls. See long versions below for details. See images for stat changes of each weapon. 

  • 1.2 betas are now available in optional files.
  • You can play however you like. But if you want a realistic experience with good balance. Don't use weapon modifications or OP perks. And play with a setup of a main weapon, a sidearm and a melee weapon.
  • New weapons added by other mods will most likely turn out to be OP. You may need to balance them yourself to make them fair if you want to use mod weapons.
  • Refer to the best playstyle section below for the recommended playstyle for immersive gameplay.
  • (1.1 update) The accuracy of SG have been greatly buffed. They are effective against much further targets. However keep in mind they have poor armor penetration. Thus suck against armored enemies.
  • The balance considered Enemies Of Night City. If you don't use ENC it might becomes unbalanced.

WARNING: Some story quests might become very difficult or nearly impossible due to how HARDCORE22V2 works. There are solutions. Refer to Known issues.
 

Long versions
All weapons balanced: Including those not modified in the original HARDCORE22 yaml.

TTK based damage overhaul:
  • Balance damage by TTK (Time to Kill) instead of DPS. Which is way more accurate. 
  • Why? Weapon DPS are complicated in Cyberpunk 2077. It's very inaccurate to tell a weapon is powerful or not.
  • However TTK won't lie. TTK is widely used in competitive FPS games to measure the strength of weapons. 
  • The balance changes are according to the stats at Tier 3. To ensure early/end game balance as similar as possible. The damage to armored enemies are tested with Enemies Of Night City enabled.

  • Critical hit is removed for ranged weapons. No random crits messing up balance anymore.
  • Weapon modifications are not installable by default to ensure balance. Its highly recommended to NOT use these for an immersive experience with good balance. If you insist to use delete the No_Weapon_Mods.yaml. It's your choice.
  • The effective range of most weapons have been significantly buffed.

  • The damage value in the charts will only be correct if your V is without damage affecting cyberwares and perks. And for Tier 3 weapons. Perks like Deadeye and Focus will affect. Attribute bonus stats from cyberwares will also affect. It could slightly inaccurate if you used such cyberwares/perks.
  • The damage spreadsheet will only be updated periodically. Refer to the changelogs for latest changes.
  • STK: Shots to Kill; TTK: Time to Kill; HS: headshot oneshot indicator.

  • It's fine to use Tier 5 weapons. However the tiers with + suffix could possibly bug out and become unbalanced. It's most likely an issue of HARDCORE22. Refer to known issue.
  
Recoil overhaul:
  • Most recoils have been overhauled. Now you need to properly control the recoil when spraying. 
  • Higher damage weapons have higher recoil for balance. Control the recoil to make sure you hit the enemies.

  • Better cyberwares will help you control your weapon much better. Such as Shock Absorber and Immovable Force
  • Update: Shock Absorber and Immovable Force are now balanced. The texts didn't change. But they are balanced.
 
Spread overhaul:
  • Spread of most non-smart AR/SMG have been overhauled. Now your aim and recoil control matters more than the RNG spread.
  • ARs hitting miles away from the crosshair even when ADS? It's not a problem anymore. At least for higher quality ARs by Cyberpunk 2077 lore. 
  • (1.1 update) The accuracy of SG have been greatly buffed. They are effective against much further targets. However keep in mind they have poor armor penetration. Thus suck against armored enemies.
 
Armor penetration overhaul: 
  • Armor penetration is overhauled according to weapon type and their power in class. Weapons with poor armor penetration will have significantly longer TTK against armored enemies. Use powerful weapons with high armor penetration against elites.
  • Be aware weapons with higher damage and penetration will most likely have higher recoil for balance.

100% Lore friendly: 
  • Better weapons by the Cyberpunk 2077 lore will have better stats. Gain an advantage over random enemies by using better weapons.
  • Most combatants in Night City are armed with cyberwares. Shooting the body won't be that effective. Especially for lighter weapons when you are against heavily armored enemies.
  • Your skill matters a lot. Aim for headshots and control the recoil to delete enemies fast.


Best playstyle

  • You can play however you desire. These are only my recommendations for the best immersive experience.
  • Always use a main weapon, a sidearm and a melee weapon.
  • Do NOT use any perks affecting damage Use minimal perks you need.
  • Do NOT use OP stat changing cyberwares like Shock Absorber and Immovable Force. Update: Now Shock Absorber and Immovable Force are properly balanced. (The texts didn't update for now but most likely it worked)
  • Set cyberware random stats to 0 using Cyberware Item Bonus Stat Settings by x1EGG.
  • End game cyberwares tend to make the game much easier than early game. Using minimal cyberwares you need to maximize the challenge if you wish.
  • Stealth is not recommended. As stealth will trivialize the difficulty. It's an enemy AI related issue. There is nothing I can do to improve it in this mod.
  • Customize your difficulty. Mods like Damage Scaling and Balance are great at customizing the difficulty. Try the settiings and find the one that suit you best.



Overall guidelines of the balance
  • Weapons with smaller mag will have higher damage in same class. No explanation needed.
  • Weapons harder to control will have better stats in same class. No explanation needed.
  • Tech weapons have higher penetration but slightly less damage. Wallbang damage is severely lowered for balance. Edit yourself if you want to have fun with OP wallbangs. (The wallbang damage modifier of Nekomata and Rasetsu are not working as they don't exist in the game. They are balanced by long charge times for the moment)
  • Armor penetration are based on the weapon type. Lighter weapons like SMG have lower pen and heavier weapons like snipers have higher pen.
  • Weapons considered lower quality in Cyberpunk 2077 lore may have lower stats. It's not a balance issue.


Recommended mod (I use all of them)



Known issue
  • Some early game story quest could be very hard if you try to progress with an early game V without cyberwares. While most of them are still possible with proper player skill. A vehicle quest during NEVER FADE AWAY will be almost impossible since you will be killed before you can aim your corsshair at the enemies. I believe the default HARDCORE22 have the issue as well. It's not caused by this mod. 
  • Flashback Fixer by paktojack solved it perfectly.
Solve by using the following codes in Cyber Engine Tweaks.
Use the following command to gain extra health to clear the vehicle combat of NEVER FADE AWAY.
Game.GetStatsSystem():AddModifier(Game.GetPlayer():GetEntityID(), RPGManager.CreateStatModifier(gamedataStatType.Health, gameStatModifierType.Additive, 1000))After you cleared the vehicle mission. Use the following command to set your health back to normal.
Game.GetStatsSystem():AddModifier(Game.GetPlayer():GetEntityID(), RPGManager.CreateStatModifier(gamedataStatType.Health, gameStatModifierType.Additive, -1000))For other main story missions. It's highly recommended to gear up with cyberwares before progressing.


  • The weapon tiers with + suffix like Tier 3+ could possibly bug out and become unbalanced. It's most likely caused by the HARDCORE22V2 as this mod don't modify anything about tiers. Use The Edgerunner Bazaar by ArsenicTouch to upgrade weapons to avoid the issue.
  • Some iconic weapons / BARGHEST weapons maybe unbalanced. As for ver 1.0 most iconic weapons, including BARGEST versions are not individually balanced. The balance of iconic weapons will be added in the future versions.
  • A few weapons (mostly blades and cyberware weapons) don't have their critical hits disabled. I don't think it's a major issue but I'll try to get it fixed.
  • Smart weapons are casually balanced. No careful tests done. I guess if you are using HARDCORE22 and this mod. You are not likely to use smart weapon. The balance of smart weapons will be revised after other issues are solved.


Changelogs, to-do list and troubleshooting
Changelogs:
Pre 1.2: Released the betas of 1.2 update.
Pre 1.2: Updated mod page. Now the contents should be less messy. 1.2 will be released soon.
1.1:
SG overhauls. Now they have much better spread and effective range. Multiple balance adjustments. See pinned post for details.
1.0E: Boss HP adjustments. A few minor changes.
1.0D: Buffed projectile launch systems. Balanced Shock Absorber and Immovable Force. (The texts didn't change. But they are balanced.)
1.0C: Slightly lowered headshot multiplier for weapons besides SMG/SG. To balance out possible headshot damage bonus from cyberwares and perks.
1.0B: Ajax changes (Damage@Tier3: 43->39; Recoil: 6.0->8.0). Making the weapon more balanced comparing to Masamune.
1.0A: Fixed a minor issue.
1.0: Initial release. Expect minor bugs.

To-do list: See pinned post.

Troubleshooting:
  • The stats are still same as the default HARDCORE22V2. / The stats are borken.
Most likely you installed this mod before installing HARDCORE22V2. You have to install HARDCORE22V2 first. Then apply the alternative .yaml files to it.

  • The mod doesn't work.
Check if you have all required mods installed.
Check if the mod is correctly installed. If everything is in order it should be like.
/r6/scripts/UltraRealisticWeaponBalanceOverhaul/... (folders and .reds files)
/r6/tweaks/... (.yaml files)
Check if there are incompatible mods installed. Similar mods that modifies stats of base game weapons are most likely not compatible.


  • It's too hard/easy. I want to adjust the difficulty.
Use Damage Scaling and Balance by rmk1234 for customized difficulty.

Use CET command to adjust your HP to adjust the difficulty. Running the following command increase the player HP by 100.
Change the 100 to whatever you want. (For example. -50 for 50 less HP)

Game.GetStatsSystem():AddModifier(Game.GetPlayer():GetEntityID(), RPGManager.CreateStatModifier(gamedataStatType.Health, gameStatModifierType.Additive, 100))
Alternatively. Use Damage Scaling and Balance

Disclaimers

  • Ultra Realistic Weapon Balance Overhaul (Alternative profile for HARDCORE22V2) is NOT a reupload of HARDCORE22V2You have to download and install HARDCORE22V2 by cortlong50 first. Then install this mod for it to work.
  • A part of this mod used the codes in HARDCORE22.yaml in HARDCORE22V2 version 1.1C, which the author stated it's free to use in the yaml file.
  • Credits: cortlong50 for coding the original .yaml and making it free to use. CET commands to modify player HP are from the CET wiki.
  • I am NOT earning anything from this mod.