I installed the mod but do not see the settings menu > Make sure that you are looking under "Mod Settings" menu, not "Mods" (which belongs to Native Settings UI)
I installed the mod but don't see any texts in Mod Settings menu or see weird placeholder labels instead of texts 1. Make sure that you have ArchiveXL and red4ext installed and working 2. Make sure that you have the mod .archive and .xl files in your Cyberpunk 2077\archive\pc\mod folder 3. If you are using Vortex then disable REDMod Autoconversion feature and reinstall the mod.
I installed the mod but hotkeys do not work > Your Input Loader and/or red4ext might be installed incorrectly. Check Cyberpunk 2077\red4ext\logs\red4ext.log to make sure that Input Loader has been loaded. Also it might be enough just to close the game and launch it again to force Input Loader use newly generated keybinds (you have to do that once).
> But patch 2.0 added the same feature, why this mod even needed 2.0 implementation does not have time based or probability based triggers as well as SafeAction / IdleBreak / Lower weapon hotkeys, just use what you like. People are aware about this so stop with "this mod is redundant now" posts plz, messages like this will be deleted.
Why this mod requires so many dependencies? > All dependencies besides redscript are optional, you can use the mod having redscript only (just won't be able to use the hotkeys and mod settings menu)
How to change the hotkeys: - go to Cyberpunk 2077\r6\input folder - open AlwaysFirstEquip.xml with any text editor - find and replace IK_F2 and/or IK_F3 with any other hotkey codes
I have a couple questions regarding the mod. So, firstly it isnt always triggering for some reason and secondly, it doesnt work on my arm cyberware. How do i fix this? Is it because i only have redscript and CET installed?
I am having issues with the equip animation not always activating when I have the percentage at 100%. I have also tried cooldown with 0 seconds but sometimes the animation doesn't play. not a huge deal and I love this mod but just curious if anyone has any ideas
I'm unable to use the mod because whenever i try to run 2077 while having the mod installed, it says alwaysfirstequip.red has failed to compile. I have all the dependancies downloaded, any idea why this happens?
Make sure that you are on the latest patch and you have really all dependencies installed and working. Something is missing rn, there's no other possible reason.
Hey, i installed the mod and everything but when i use the hotkey he just look at the weapon and dont do the full animation, and yes i do have everything installed. I already changed everything in the mod menu options and i dont know what else to do. Here is a video for you to see: https://youtu.be/uGdEIh_2Kow
Quick question, dunno if you can help... At first the hotkeys weren't working, so I changed their inputs and voilla, it worked. Idle works, lowering the weapon works, SafeAction works with a caveat... The animation is cutting of at the end, meaning the weapon teleports to it's default position. Is this something known? Any ideas on how to smooth it out? As long as the button is held, V will keep the Slide/Bolt open, but once the button is released, the animation cuts out.
/Edit
Managed to fix it by
// Hold released if Equals(this.firstEqHotkeyState, FirstEquipHotkeyState.HOLD_ENDED) { stateContext.SetPermanentBoolParameter(n"TriggerHeld", false, true); this.safeAnimFeature.triggerHeld = false; this.firstEqHotkeyState = FirstEquipHotkeyState.IDLE; this.isHoldActive = false; <-- Changing this from true to false // Switch weapon state to ready when SafeAction completed this.readyStateRequested = false; //
If anyone has the same issue cause they suffer from Animation OCD like I do, here you go. Thanks a lot for your time and work!
Is there a way to turn off always first equip animation only for a specific weapon?
Context: I downloaded a good weapon mod but unfortunately it doesn't have a folding stuck animation so V does the first equip animation (opening the folded stuck) on thin air... Wanna turn it off only for that one weapon
I think you can fairly easily by modifying the script: alwaysFirstEquip.reds
in function: ShouldRunFirstEquipEQ(..)
in the following block: if this.firstEquipConfig.useCooldownBasedCheck {
Note: this will only work "as is" if using cooldown based check (because that's where the itemId variable assignment is. Otherwise you'd need to do further modifications, but nothing too hard.
See the line: itemId = ItemID.GetTDBID(weapon.GetItemID());
... have it check if the itemId equals the itemId for the weapon you want to exclude (use logging functions to print out the itemId and take note of the one you're interested in blocking; see: https://wiki.redmodding.org/redscript/references-and-examples/logging). Check If it matches that itemId, and if it does just immediately return false from that function.
I can't give anything more specific without actually doing it myself (and the required testing). Hope that helps.
Turns out convert legacy mods was enabled in V2077 settings in Vortex. I spent about 5 drunken hours checking mods one by one and looking for solutions as to why some weren't working. Only to nearly give up before checking the vortex settings and noticing that was enabled for some reason. Needless to say, I was pretty pished and fed up by the time I made that comment ;'-)
1434 comments
I installed the mod but do not see the settings menu
> Make sure that you are looking under "Mod Settings" menu, not "Mods" (which belongs to Native Settings UI)
I installed the mod but don't see any texts in Mod Settings menu or see weird placeholder labels instead of texts
1. Make sure that you have ArchiveXL and red4ext installed and working
2. Make sure that you have the mod .archive and .xl files in your Cyberpunk 2077\archive\pc\mod folder
3. If you are using Vortex then disable REDMod Autoconversion feature and reinstall the mod.
I installed the mod but hotkeys do not work
> Your Input Loader and/or red4ext might be installed incorrectly. Check Cyberpunk 2077\red4ext\logs\red4ext.log to make sure that Input Loader has been loaded. Also it might be enough just to close the game and launch it again to force Input Loader use newly generated keybinds (you have to do that once).
> But patch 2.0 added the same feature, why this mod even needed
2.0 implementation does not have time based or probability based triggers as well as SafeAction / IdleBreak / Lower weapon hotkeys, just use what you like. People are aware about this so stop with "this mod is redundant now" posts plz, messages like this will be deleted.
Why this mod requires so many dependencies?
> All dependencies besides redscript are optional, you can use the mod having redscript only (just won't be able to use the hotkeys and mod settings menu)
- go to Cyberpunk 2077\r6\input folder
- open AlwaysFirstEquip.xml with any text editor
- find and replace IK_F2 and/or IK_F3 with any other hotkey codes
Hotkeys reference list is available here
+ русскоязычный дискорд
Here is a video for you to see:
https://youtu.be/uGdEIh_2Kow
As long as the button is held, V will keep the Slide/Bolt open, but once the button is released, the animation cuts out.
/Edit
Managed to fix it by
// Hold released
if Equals(this.firstEqHotkeyState, FirstEquipHotkeyState.HOLD_ENDED) {
stateContext.SetPermanentBoolParameter(n"TriggerHeld", false, true);
this.safeAnimFeature.triggerHeld = false;
this.firstEqHotkeyState = FirstEquipHotkeyState.IDLE;
this.isHoldActive = false; <-- Changing this from true to false
// Switch weapon state to ready when SafeAction completed
this.readyStateRequested = false;
//
If anyone has the same issue cause they suffer from Animation OCD like I do, here you go. Thanks a lot for your time and work!
Also, great mod, djkovrik! Thank you for all your work.
Context: I downloaded a good weapon mod but unfortunately it doesn't have a folding stuck animation so V does the first equip animation (opening the folded stuck) on thin air... Wanna turn it off only for that one weapon
in function: ShouldRunFirstEquipEQ(..)
in the following block: if this.firstEquipConfig.useCooldownBasedCheck {
Note: this will only work "as is" if using cooldown based check (because that's where the itemId variable assignment is. Otherwise you'd need to do further modifications, but nothing too hard.
See the line:
itemId = ItemID.GetTDBID(weapon.GetItemID());
... have it check if the itemId equals the itemId for the weapon you want to exclude (use logging functions to print out the itemId and take note of the one you're interested in blocking; see: https://wiki.redmodding.org/redscript/references-and-examples/logging). Check If it matches that itemId, and if it does just immediately return false from that function.
I can't give anything more specific without actually doing it myself (and the required testing). Hope that helps.
You are wrong here then