I recently stumbled on this mod and its a real life saver since I use Solo arms 2.0. However, if I use the arm portion of the mod it will revert the arm to the vanilla version and the muscle textures disappear. Is there anything I may be doing wrong?
Make sure you install them in the correct order. Reversion to vanilla means the base file is the one that's actually present in your installation. You also must have the Solo_OG.xl file installed to enable body detection.
Sorry I have a problem here, there is a black seam appeared on my shoulder between arm and body when any of your cyber hands equiped. How can I solve this problem?
I saw that and followed the entire workflow but the seam still exist. I using PRC - Fully Modular Vanilla Piercings and successfully create multiple vanilla piercings for my ear, but the black seam on my shoulder still there. I am not using any body mod.
Did you move the arms out of the fingernail slots? They can't go anywhere else or this will happen. If it's not that, remove all other wardrobe items so there's nothing else present.
Nope, I did not move your cyberarm mod from Fingernail slot to any other slot. I tried unequiping all wardrobe items, but once I equip any of your cyberarm/cyberhand mod, the black seam on that shoulder shows up. I am kinda desperate here.
PS: I noticed that if I only equip cyberhands, the seam looks almost disastrous. If I equip cyberarms, the seam become less obvious but still there. If I equip any inorganic skin for full arms, the seam completely disappeared.
The set of facts you are claiming at this point are not consistent with any known cause of this kind of problem. Please attach screenshots showing what you’re describing. I strongly suggest you go back to a clean install and just install the absolute bare minimum set of core mods to enable my mods to work and go from there.
Sorry for bad format. First 2 pics are cyberhand equipped only, and last two pics are with cyberarm equipped. you can see that black seam is much worse with only cyberhand but somehow less obvious with cyberarm equipped.
I can see them now. It definitely looks like something is triggering your garment support. If you removed all facial decorations, other clothes, and have not tried to change the item slots, I'm out of idea as to the cause.
In terms of work arounds, if you switch away from vanilla to a KSUV or VTK body, those don't have garment support, and so will not shrink. That has other trade offs with respect to clothing clipping with the body, but you won't see this problem.
Sorry for bothering you so long. It's kinda strange that if any item triggering garment support then it shouldn't happen if I get naked. I tried equip your cyberarm to my left arm today, it looks way more better than right arm(still a bit clipping from behind tho). It's even stranger that how this garment support bug affect both arms differently in my case.
Everything about what you're describing is consistent with the facial piercing problem that other people have reported and was fixed by switching to PRC (obviously including actually activating the PRC jewellery in slot 12). Are you absolutely sure you turned off facial piercings or switched to PRC?
So, everyone who has run into this that I've helped has seen the problem solved by switching to PRC. To be completely clear: you need to install PRC: build up a piercing collection as discussed in the PRC documentation, using the various piercing collections, and then switch to the PRC slot (12) in the game. If you are doing all that and still seeing this garment support behaviour, then you are the first person for whom PRC didn't fix things.
The other thing you can do, as I mentioned previously, is switch to a custom body mod, as all but one of these lack working GS.
Hey, love the mod, great for those of us using bodies like Solo 2.0.
Weird ask probably, but is there any way you can provide a version that either combines the hands and knuckles into one equip, or that provides different equipment slots for each of them?
I use the mod Bring Your Own Outfit, and it has an option to mark clothing as quest items. It also has an option to prevent the game from removing items marked as quest items. Unfortunately right now this only works for actual equipment slots, not for outfits.
I'm glad you like the mod, but no, I'm not going to do that kind of variation; it's too much work to maintain as a supported feature. You're welcome to adjust the base game equipment slot in the yaml file if you want - that's an easy tweak to make.
I'm getting some kind of shoulder "disconnect" - the arm is kinda detached from the body. Do you know why that is/how I can fix this? I have arm, hand, and knuckles equipped on the left arm only. Thanks for making the mod, looks great otherwise.
Hi! I'm having the same problem. I downloaded PRC framework but I'm still having the seams show up when I equip. Any idea why? Or did I mess something up and download the wrong framework? Sorry to trouble you!
I don't know if I downloaded something wrong, if I didn't download all the requirements or if I have any mod that conflicts with this one, but even though the knuckles work, the hands/arms look silver, as if they didn't have textures, and not skin color. I have vanilla hd 3.4, the 3.x compatibility patch, the gorilla hand mod, archivexl, tweaksxl, equipment ex and more body meshes (in case that mod affects this one). Sorry for any misspelling, I'm using the translator.
It looks like you don't actually have Vanilla HD installed. That appearance usually happens when you use the vtk 3.x files but don't have a vtk 3.x body installed.
ok i think i'm dumb. I forgot i deleted the vtk files for another mod before. Thanks for replying, I downloaded vtk again and a body mod for it and that fixed it. Thank you so much<33 Sorry for bothering btw
I won't say dumb, but you've left something out. You need to install the actual mod that provides the items for the item to appear in the atelier. Beyond that there isn't enough detail to go on.
works perfect on my end don't forget the Virtual Atelier Base and its requirements: 1) redscript, red4ext, codeware, archiveXL 2) Virtual Atelier (https://www.nexusmods.com/cyberpunk2077/mods/2987) for shop implementation in general then: 3) KiasuBurgers Cyberware Core for his Item Shops (https://www.nexusmods.com/cyberpunk2077/mods/14948) 4) This Mod for the Cyberarms
I figured that would only replace the knuckles if you leave the lower arm parts alone, but the hand part replaces the entire arm mesh. While the knuckles/fingers part doesn't.
Now I know it can be done, since your takemura cyberware is hands only and doesn't replace the entire arm.
Now, evidently the meshes are misaligned (monowire does align properly though), but they do animate properly with mantis blades and the projectile launcher.
Is there a way forward with this? I did read about non animated part in the description - however these are just the fingers - they don't expand or blow up like the arms do.
With enough work, anything is possible, but there's a limit to how much work one can be willing to do. The structure of each cyberarm is completely different, with different shape (yes, if you inspect the arms in blender, you will see they are all slightly different), seam placement, and in some cases, different animation rigs. This makes it impossible to do piece-meal replacement of parts in a way that is broadly compatible. Any mod that wants to replace part of an arm must replace the entire arm to ensure enough control over all the parts - all my mods are compatible with each other - and that's only possible by completely replacing the arm.
Yes the fingers don't appear to animate differently, but they are not a separate part that is reused between inactive/active modes. Each gorilla arm is actually a single mesh with many submeshes, and that includes the fingers - and it's a completely different mesh with a different rig, and different netural pose between active and inactive. You can't just say you're swapping out parts once and be done with it.
A different mod, with different goals, could do dynamic recolouring of gorilla arm parts. I know how to do it (same principles as my inorganic materials mod) but it wasn't my objective here; and doing it in a way that would automatically adjust to replace parts in some situations and recolour other parts in other situations is just too much work.
The Takemura cyberware is an overlaid decal mesh, so it can apply to an unmodifed hand mesh (same with the mantis hand cyberlines), but the gorilla hand is a distinct entity, as you'd expect, with separate fingers and skin components.
Fair, enough, thank for taking your time laying everything out. I figured as much, I've seen the meshes myself in blender - I wanted to see if could transfer the gorilla arm finger/knuckle mesh to other arm meshes - but yeah, it seems that would require re-rigging and reassigning materials in a very specific way - while I have basic knowledge of blender, isn't what I could quickly learn and apply.
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If it's not that, remove all other wardrobe items so there's nothing else present.
PS: I noticed that if I only equip cyberhands, the seam looks almost disastrous. If I equip cyberarms, the seam become less obvious but still there. If I equip any inorganic skin for full arms, the seam completely disappeared.
Sorry for bad format. First 2 pics are cyberhand equipped only, and last two pics are with cyberarm equipped. you can see that black seam is much worse with only cyberhand but somehow less obvious with cyberarm equipped.
not sure how to upload pictures here but I can see them in my post at my end. post them again hope you can see them now?
In terms of work arounds, if you switch away from vanilla to a KSUV or VTK body, those don't have garment support, and so will not shrink. That has other trade offs with respect to clothing clipping with the body, but you won't see this problem.
I tried equip your cyberarm to my left arm today, it looks way more better than right arm(still a bit clipping from behind tho). It's even stranger that how this garment support bug affect both arms differently in my case.
so basically, that means I can't have any facial piercing even with that PRC mod activated?
The other thing you can do, as I mentioned previously, is switch to a custom body mod, as all but one of these lack working GS.
Weird ask probably, but is there any way you can provide a version that either combines the hands and knuckles into one equip, or that provides different equipment slots for each of them?
I use the mod Bring Your Own Outfit, and it has an option to mark clothing as quest items. It also has an option to prevent the game from removing items marked as quest items. Unfortunately right now this only works for actual equipment slots, not for outfits.
So I think you need this ^ in addition to the framework
elp.
https://imgur.com/a/Yq0YoyB
don't forget the Virtual Atelier Base and its requirements:
1) redscript, red4ext, codeware, archiveXL
2) Virtual Atelier (https://www.nexusmods.com/cyberpunk2077/mods/2987) for shop implementation in general
then:
3) KiasuBurgers Cyberware Core for his Item Shops (https://www.nexusmods.com/cyberpunk2077/mods/14948)
4) This Mod for the Cyberarms
Now I know it can be done, since your takemura cyberware is hands only and doesn't replace the entire arm.
Examples
Now, evidently the meshes are misaligned (monowire does align properly though), but they do animate properly with mantis blades and the projectile launcher.
Is there a way forward with this? I did read about non animated part in the description - however these are just the fingers - they don't expand or blow up like the arms do.
Yes the fingers don't appear to animate differently, but they are not a separate part that is reused between inactive/active modes. Each gorilla arm is actually a single mesh with many submeshes, and that includes the fingers - and it's a completely different mesh with a different rig, and different netural pose between active and inactive. You can't just say you're swapping out parts once and be done with it.
A different mod, with different goals, could do dynamic recolouring of gorilla arm parts. I know how to do it (same principles as my inorganic materials mod) but it wasn't my objective here; and doing it in a way that would automatically adjust to replace parts in some situations and recolour other parts in other situations is just too much work.
The Takemura cyberware is an overlaid decal mesh, so it can apply to an unmodifed hand mesh (same with the mantis hand cyberlines), but the gorilla hand is a distinct entity, as you'd expect, with separate fingers and skin components.
https://www.nexusmods.com/cyberpunk2077/mods/19776