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DJ_Kovrik

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djkovrik

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  1. djkovrik
    djkovrik
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    F.A.Q.

    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)
  2. djkovrik
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    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

    Hotkeys reference list is available here
  3. djkovrik
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    Welcome to CP77 modding discord if you want to discuss my mods and stuff


    + русскоязычный дискорд
  4. YoohooChen
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    First of all, thank you very much for your mod. I really like it, but when I installed it, I found that it does not support Traditional Chinese. Therefore, I translated first-equip.json, but couldn't find a way to send it with attachments. I look forward to hearing back from you
  5. Lysril
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    Would you be so kind to consider adding a check to prevent the first equip animations from playing while carrying bodies? 
    1. djkovrik
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      It's already there (when you started body carrying the next first equip will be skipped)
    2. Lysril
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      Ok, so next first equip is skipped, but one first equip still play? The issue is some first equip are animated with two hands, so when you carry a body. The weapon with two hand animation, looks strange with a floating magazine getting inserted by itself. So what I am asking is, maybe you can prevent either all first equip from playing when carrying a body or just the ones that require two hands to be animated. 
  6. juanchoix
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    We all know that this feature was included by default in the game with the updates, right?It is activated by default by double-pressing "ALT" on the keyboard or double-pressing "Y" on the controller to drawing your weapon.
    1. djkovrik
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      Read the pinned post please.
  7. Sphel
    Sphel
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    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?
    1. ArchonFine
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      Uncheck "Exclude arms cyberware" in the mod's settings and reload a save.
  8. EmmyWolf
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    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
    1. ArchonFine
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      You need to reload a save after applying the changes 
  9. Vincentzhao238
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    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?
    1. djkovrik
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      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.
  10. Vivi001
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    I cant do the idle break haha, holding it on anything other a pistol makes it look like it is lowered instead of a inspect.
  11. Schy1526
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    Maybe can someone help me. Everthing is work but for the knife. All knife except the "Nehan" wont do animation, how i can fix this, thank you
    1. djkovrik
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      If some animation does not work that's the game issue, not the mod issue.
    2. Schy1526
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      Thx for your reply. I really appreciate it :D.
  12. Gablua
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    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
    1. djkovrik
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      Please read the mod description about how to trigger animations, for the first equip weapon must be sheathed 
    2. Gablua
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      I am so sorry, f*#@, im dumb, thanks man <3
    3. Davincible
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      holy s#*! man i had the same issue and then this post made me feel so stupid. Cataclysmic L for us
  13. cyberdemon99
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     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!
    1. Heretic211
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      Thanks, man! I was looking for a fix for this forever. I had to play around a bit more but this sorted me. This comment should be pinned.

      Also, great mod, djkovrik! Thank you for all your work.