Current status for version 2.0 / Phantom Liberty: - Many effects influence Carry Capacity in 2.1 (shards, cyberware upgrades) - supported with the new option to inject the default carry capacity into the Limited carry capacity calculation - Basic carry capacity change and display - tested and working - Player Level buff - not tested - Athletic buff - not relevant anymore (removed in 2.0) - Cyberware buff - not tested - Pack Mule perks - replaced by other perks (Like a Feather, Juggernaut, Unstoppable) - Carry Capacity booster (consumable) - tested and working - SP0 Backpacks - tested and working
Loving this mod, especially in combination with Dark Future where Ammo also has been added back as a physical object with a weight.
I don't like getting free eddie's from just selling or picking up every single gun or piece of junk I see so I don't play that way, but this mod allows me to lean into that even more and really plan what am I going to do that day when I leave V's apartment. Barely have any weight at all, but it's so much more fun this way. No more endless pockets to break immersion.
Thanks! I am thinking of other limitations if I can find time, like no more weapons allowed in inventory if you already have equipped weapons. that would for you to unequip your weapon before deciding to pick up anything else. But I am not sure yet how to make it work without becoming too frustrating.
Really liking this mod DeepBlueFrog! I was wondering perchance, for your next update, if you could include a setting to remove or replace carrying capacity shards for those of us who want to maintain a challenging and immersive playthrough all the way through. There is another mod that does this, but it seems to not play nice with other mods, and is unfortunately limited to Phantom Liberty only (https://www.nexusmods.com/cyberpunk2077/mods/10930)
Additionally, I want to mention to those looking to customize this a bit, how easy it is to edit this mod to specify the bonus carrying capacity for the various backpack mods also suggested. Simply find LimitedEncumbrance.reds in r6/scripts, search for "heavy backpacks" then modify the values that are defaulted at 80, 50, 30, 20, and 10 to your liking. I wish all mods were this easy to play with!
Oh, and one more thing I noticed while working with this, it may be my instance, but I was unable to get any visible icons for both the Spawn0 and MrBunny backpacks. The equipment works, but the icon is gone for MrBunny packs, and static for Spawn0. I know these are not your mods that are causing the issue, but perhaps if these are not being maintained by their original authors anymore, that a fitting .inkatlas could be placed with Limited Encumbrance or the optional add-on files for completion sake ^_^
Thanks. Not sure about spawn's but I know I had issues with the thumbnail for the Mr Bunny backpack I included in the mod. I tried to copy everything in the file but the inkatlas isn't working properly for a reason I couldn't figure out yet. I would be happy to replace the file if anyone has a solution for it.
Maybe this is intentional, maybe it is not but either way it doesn't make any sense.
So a level 5 character with no Perks and 6 Body (if that influences anything?) with the following settings: Original: 0 Base: 5 Backpack: 0 Player Level: 0 Perk Modifier: 0 Equipment: 100 Alert: 10 Carry Max: 500
With all naked I get 5 carry capacity, as expected. If I put on a Zenitec Backpack (and nothing else!) which should give +80 it instead gives me +0 so capacity is still just 5.
If I remove the backback and then set Perk Modifier to 50 then as naked I get 18 capacity. Like.. what? Okay, I put on Zenitec Backpack and then I get 98 total, so I do get my +80 from the backpack now which is good. But if anything made sense here it should be +40 because it should be 50% of the backpack capacity, even though by description it shouldn't be influenced by this setting at all?
The math doesn't make sense here, or the description of what does what things do doesn't fit. Or something...
I really like the mod otherwise it's just, I can't get my head about how things are supposed to work I guess hah. Wouldn't it be much better if the equipment bonus from backpacks and holsters were just a flat bonus figure, or put a separate slider for them?
Thanks for the mod I'll keep using it of course because it's great, it just doesn't make sense in my head with the math. x)
Thanks.. I will check the math again. The 'immersive' mode has become maybe too convoluted. I usually prefer the simple mode - manual limit + backpacks. (I will be adding new supported tactical vests and belts mods soon).
Oh, I've been adding some stuff myself, too! It's great that it's added in such a way that even I could figure out how to do it! I really like how different items do different things - my only issue is I can't figure how some conclusions are met. ^.^
I wasn't aware there was an immersive/non-immersive mod though, what did I miss? >.<
In the menu options for Limited Encumbrance, look for 'Simple Encumbrance System'. When it is set to something else than 0, it override the other options and only gives you: - a manual carry limit - options to add carry capacity through backpacks - and the Max value is still applied, so watch out for that value as well.
Oh, I see. I hadn't interpreted it that way, I thought it was just that - a simple fixed override. Though, I actually think I prefer the immersive one since I like it when things I wear don't count towards the weight, and so on and so forth. :)
Looking at the math, I think the problem comes from having PlayerPerk = 0. The contributions from equipment and clothing are affected by the perks, so having that set to 0 makes the whole contribution 0. Try setting the PlayerPerk value to 1 instead. You won't get a bonus from perks but you won't lose the whole contribution either.
EDIT: Oh wait, that's what I did try with the '50' setting. With it set to 50 I get 100% of the backpack's + setting (80 in this case), but I get the weird bonus on my base carry - as described above. With it set to 50 I get 13 bonus to my base carry, making it 18 instead of 5. That's where my math can't figure it out, how is 50% of something * 80 still 80, but 50% of something * 5 makes 13? >.<
Equipped weapons (pistols, machine guns, shotguns) also expand the space in the backpack. Is it possible to fix this? So that only clothes and mod backpacks add space in the main backpack.
That should be controlled by Encumbrance Equipment Bonus in the menu. From the description of the slider - "Modifier applied to equipped items. 100 means worn items have no impact. More than 100 means worn items improve movement. Less than 100 means worn items limit movement." So set it to 100 and carrying your weapons should have no impact on your carry capacity.
I didn't know about that one. Thanks for sharing. I will download it and see if I can add it to the list. Now if someone could do the Bunny Backpacks :)
No matter what, my carry capacity limit (the figure in the bracket) is always determined by whatever is set by the metric Carry Capacity Cap. I'm not confusing it with the Carry Capacity Override metric as that metric does nothing for my stats.
For example, if I set the Carry Capacity Cap to 500, my stats change to 376 (500). If I set Carry Capacity Cap to 10 my stats change to -114 (10). Meaning I'm carry 124 of equipment.
As a result, it means that none of the other metrics are taken into account e.g. having a name backpack doesn't add capacity. You also can't seem to turn off Carry Capacity Cap.
If I change all the other metrics to max or min on the sliders, the above values do not change at all.
The way that display is set up, what you see is: current carry capacity (max carry capacity) - max carry capacity is calculated dynamically based on multiple factors (perks, equipment, bonus from drugs). If the dynamic number exceeds your carry capacity cap, it stops at that number. - current carry capacity shows you how much weight you are allowed to carry on top of what you have. A negative number means you are over your limit.
With that in mind: - '376 (500)': means your dynamic capacity is larger than your cap (500) and you can still carry 376 worth of stuff - '-114 (10)': means you are 114 over your current limit of 10.
With a static carry capacity, only bags are taken into account in the calculation of your carry capacity (it is simply 'static max + bag').
Try setting your carry capacity cap to something very large is you should see how the other sliders influence your current max carry capacity.
If that display is confusing, you can always turn it off in the menu and go back to the vanilla view of the carry capacity.
Edit: I added this explanation to the description page in case it is helpful to others.
My actual underlying stats were just blowing out the max cap anyway (622) so it was always just registering as 'well you have lots of capacity so 500 is now your cap'. Adding a named backpack was just making it even bigger.
I've got it to work as intended now and I've modified the backpack files to give way less than it originally did (250 down to 25)
Whenever I reload a save, the 'encumbered' state is active even though i have 20 (135) spare. If I turn off the mod and turn on again, it fixes the issue. Or If I dump stuff to a stash and pick all up again, it fixes the issue. Not sure why it would do that.
Do you have any other mod that mess with Carry Capacity? like dark Future maybe? If you do, you should turn off that system in Dark Future so that Limited Encumbrance can do its job.
Also, about 'True backpacks' from Spawn0, it looks outdated and a bit confusing to install, Should I use the main file, the carry value file, the EquipmentEX compatibility file and one of the slots files to work?
I downloaded that one to add compatibility for Limited Encumbrance. It is usually based on the internal name of the bagpack but that can change based on how the mod is set up. Also, it the mod only works with EquipmentEx, compatibility will be delayed. I don't have detection and scanning of inventory from EquipmentEx enabled in Limited Encumbrance yet.
I tested it. If you are using the backpacks without EquipmentEx, Limited Encumbrance recognize them out of the box with a 30 points carry capacity increase. I will change that to 80 points to fall in line with other military style backpacks from other mods. If you are using it with EquipmentEx, the backpack is not detected yet.
Great mod for realism! Question: can I use this for the opposite, i.e. increase the carry capacity above the vanilla values? I'm wondering, because sometimes I want increased (cheaty) carry capacity, but not permanently and not increased to infinite - so I don't want to use one of those mods that increases the carry capacity to 900000000.
I'd love to be able to dynamically cheat with this mod by increasing the carry capacity above vanilla values - and then revert back to a more realistic value, once I'm back to playing 'normally'.
Thanks for getting back to me! That's a great idea, if you let people set the slider low for more realism - and higher than before for people who want to cheat - I think your mod will be the only one to cover both use cases! And the user can keep choosing between both ends of he spectrum without switching mods. Your mod will offer the most choice for everyone and you already have a user friendly interface. In my opinion, that's brilliant modding :) Thanks so much!
Hey thanks for the mod, seems to work fine in 2.2! Please I would like to know how to change or remove the upper cap? If I set it manually then all the calculations through perks and stuff will be ignored, lame But also for my setup I find the hardcap at 200 too low Cheers
239 comments
2025-01-23 Update: Tested with version 2.21
Supported backpacks so far:
- Spawn0's True Backpacks
- TweakXL Kabuki Bags and Backpacks (which relies on Spawn0's true backpacks).
- Backpacks from Lara Croft Unified Outfit
- OneSlowZZ Tactical Backpack
- Zenitex Modular Combat Backpack
- Orion Tactical Holsters
- 707Tactical tactical harness and pouches
- Modular Harness - ArchiveXL (fem V)
- Pants Side Pockets - ArchiveXL (fem V)
- bags from NPC Accessories
- Claire's Shoulder Bag - ArchiveXL (fem V)
- hip bag from Nola Dreamer x Aquelyras - Travel outfit - Archive XL
- Backpack Vault 33 - Fallout
- TECHTOPIA - Bag - Waist Belt
- AVS PLATE CARRIER - VALERIEOSD-707 TACTICAL
- Plate Carrier Vest and Tactical Belt
- Tactical Belt Archive XL
and any future backpack that contain the following in their internal item name:
- harness, pouch, bag, bandolier, backpack
Current status for version 2.0 / Phantom Liberty:
- Many effects influence Carry Capacity in 2.1 (shards, cyberware upgrades) - supported with the new option to inject the default carry capacity into the Limited carry capacity calculation
- Basic carry capacity change and display - tested and working
- Player Level buff - not tested
- Athletic buff - not relevant anymore (removed in 2.0)
- Cyberware buff - not tested
- Pack Mule perks - replaced by other perks (Like a Feather, Juggernaut, Unstoppable)
- Carry Capacity booster (consumable) - tested and working
- SP0 Backpacks - tested and working
I don't like getting free eddie's from just selling or picking up every single gun or piece of junk I see so I don't play that way, but this mod allows me to lean into that even more and really plan what am I going to do that day when I leave V's apartment. Barely have any weight at all, but it's so much more fun this way. No more endless pockets to break immersion.
I am thinking of other limitations if I can find time, like no more weapons allowed in inventory if you already have equipped weapons. that would for you to unequip your weapon before deciding to pick up anything else. But I am not sure yet how to make it work without becoming too frustrating.
Additionally, I want to mention to those looking to customize this a bit, how easy it is to edit this mod to specify the bonus carrying capacity for the various backpack mods also suggested. Simply find LimitedEncumbrance.reds in r6/scripts, search for "heavy backpacks" then modify the values that are defaulted at 80, 50, 30, 20, and 10 to your liking. I wish all mods were this easy to play with!
Oh, and one more thing I noticed while working with this, it may be my instance, but I was unable to get any visible icons for both the Spawn0 and MrBunny backpacks. The equipment works, but the icon is gone for MrBunny packs, and static for Spawn0. I know these are not your mods that are causing the issue, but perhaps if these are not being maintained by their original authors anymore, that a fitting .inkatlas could be placed with Limited Encumbrance or the optional add-on files for completion sake ^_^
Not sure about spawn's but I know I had issues with the thumbnail for the Mr Bunny backpack I included in the mod.
I tried to copy everything in the file but the inkatlas isn't working properly for a reason I couldn't figure out yet.
I would be happy to replace the file if anyone has a solution for it.
So a level 5 character with no Perks and 6 Body (if that influences anything?) with the following settings:
Original: 0
Base: 5
Backpack: 0
Player Level: 0
Perk Modifier: 0
Equipment: 100
Alert: 10
Carry Max: 500
With all naked I get 5 carry capacity, as expected. If I put on a Zenitec Backpack (and nothing else!) which should give +80 it instead gives me +0 so capacity is still just 5.
If I remove the backback and then set Perk Modifier to 50 then as naked I get 18 capacity. Like.. what? Okay, I put on Zenitec Backpack and then I get 98 total, so I do get my +80 from the backpack now which is good. But if anything made sense here it should be +40 because it should be 50% of the backpack capacity, even though by description it shouldn't be influenced by this setting at all?
The math doesn't make sense here, or the description of what does what things do doesn't fit. Or something...
I really like the mod otherwise it's just, I can't get my head about how things are supposed to work I guess hah. Wouldn't it be much better if the equipment bonus from backpacks and holsters were just a flat bonus figure, or put a separate slider for them?
Thanks for the mod I'll keep using it of course because it's great, it just doesn't make sense in my head with the math. x)
The 'immersive' mode has become maybe too convoluted.
I usually prefer the simple mode - manual limit + backpacks.
(I will be adding new supported tactical vests and belts mods soon).
I wasn't aware there was an immersive/non-immersive mod though, what did I miss? >.<
When it is set to something else than 0, it override the other options and only gives you:
- a manual carry limit
- options to add carry capacity through backpacks
- and the Max value is still applied, so watch out for that value as well.
The contributions from equipment and clothing are affected by the perks, so having that set to 0 makes the whole contribution 0.
Try setting the PlayerPerk value to 1 instead. You won't get a bonus from perks but you won't lose the whole contribution either.
EDIT: Oh wait, that's what I did try with the '50' setting. With it set to 50 I get 100% of the backpack's + setting (80 in this case), but I get the weird bonus on my base carry - as described above. With it set to 50 I get 13 bonus to my base carry, making it 18 instead of 5. That's where my math can't figure it out, how is 50% of something * 80 still 80, but 50% of something * 5 makes 13? >.<
this.showDebugMessage("::: calculateLimitedEncumbrance - dynamic mode" );
this.showDebugMessage("::: (carryCapacityBase: '"+this.carryCapacityBase+"')" );
this.showDebugMessage("::: + (originalCarryCapacity: '"+ originalCarryCapacity +"'" );
this.showDebugMessage("::: * carryCapacityContribution: '"+this.carryCapacityContribution+"'" );
this.showDebugMessage("::: ) ");
this.showDebugMessage("::: + carryCapacityBackpack: " + this.carryCapacityBackpack);
this.showDebugMessage("::: + ( ( playerEquipmentBonus: " + playerEquipmentBonus);
this.showDebugMessage("::: + playerClothSlot: '"+playerClothSlot+"'" );
this.showDebugMessage("::: ) * ( playerPerks: " + ToString(playerPerks));
this.showDebugMessage("::: + playerPerksBonus: " + ToString(playerPerksBonus));
this.showDebugMessage("::: ) ");
this.showDebugMessage("::: * playerPerkMod: " + ToString(this.playerPerkMod));
this.showDebugMessage("::: ) ");
this.showDebugMessage("::: ) ");
this.showDebugMessage("::: + ( playerLevel: '"+playerLevel+"'" );
this.showDebugMessage("::: * playerLevelMod: '"+this.playerLevelMod+"'" );
this.showDebugMessage("::: ) ");
this.showDebugMessage("::: + ( playerEquipmentWeight: '"+playerEquipmentWeight+"'" );
this.showDebugMessage("::: * encumbranceEquipmentBonus: '"+this.encumbranceEquipmentBonus+"'" );
this.showDebugMessage("::: ) ");
this.showDebugMessage("::: = limitedCarryCapacity: '"+this.limitedCarryCapacity+"'" );
Or if you prefer a more compact way:
this.limitedCarryCapacity = this.carryCapacityBase
+ ( originalCarryCapacity * this.carryCapacityContribution)
+ this.carryCapacityBackpack
+ ((this.carryCapacityBackpack + playerEquipmentBonus + playerClothSlot ) * (playerPerks + playerPerksBonus ) * this.playerPerkMod)
+ (playerLevel * this.playerLevelMod)
+ ( playerEquipmentWeight * this.encumbranceEquipmentBonus );
Would it not make more sense like this?
this.limitedCarryCapacity = this.carryCapacityBase
+ ( originalCarryCapacity * this.carryCapacityContribution)
+ this.carryCapacityBackpack
+ (playerEquipmentBonus * (playerPerks + playerPerksBonus ) * this.playerPerkMod)
+ (playerLevel * this.playerLevelMod)
+ playerClothSlot
+ ( playerEquipmentWeight * this.encumbranceEquipmentBonus );
Then original backpack value that one can add to the menu + any worn equipmentbackpack would be flat bonuses, I think?
I will give it a try and see how it behaves.
From the description of the slider - "Modifier applied to equipped items. 100 means worn items have no impact. More than 100 means worn items improve movement. Less than 100 means worn items limit movement."
So set it to 100 and carrying your weapons should have no impact on your carry capacity.
I will download it and see if I can add it to the list.
Now if someone could do the Bunny Backpacks :)
I am confused by it though.
No matter what, my carry capacity limit (the figure in the bracket) is always determined by whatever is set by the metric Carry Capacity Cap. I'm not confusing it with the Carry Capacity Override metric as that metric does nothing for my stats.
For example, if I set the Carry Capacity Cap to 500, my stats change to 376 (500). If I set Carry Capacity Cap to 10 my stats change to -114 (10). Meaning I'm carry 124 of equipment.
As a result, it means that none of the other metrics are taken into account e.g. having a name backpack doesn't add capacity. You also can't seem to turn off Carry Capacity Cap.
If I change all the other metrics to max or min on the sliders, the above values do not change at all.
- max carry capacity is calculated dynamically based on multiple factors (perks, equipment, bonus from drugs). If the dynamic number exceeds your carry capacity cap, it stops at that number.
- current carry capacity shows you how much weight you are allowed to carry on top of what you have. A negative number means you are over your limit.
With that in mind:
- '376 (500)': means your dynamic capacity is larger than your cap (500) and you can still carry 376 worth of stuff
- '-114 (10)': means you are 114 over your current limit of 10.
With a static carry capacity, only bags are taken into account in the calculation of your carry capacity (it is simply 'static max + bag').
Try setting your carry capacity cap to something very large is you should see how the other sliders influence your current max carry capacity.
If that display is confusing, you can always turn it off in the menu and go back to the vanilla view of the carry capacity.
Edit: I added this explanation to the description page in case it is helpful to others.
My actual underlying stats were just blowing out the max cap anyway (622) so it was always just registering as 'well you have lots of capacity so 500 is now your cap'. Adding a named backpack was just making it even bigger.
I've got it to work as intended now and I've modified the backpack files to give way less than it originally did (250 down to 25)
Whenever I reload a save, the 'encumbered' state is active even though i have 20 (135) spare. If I turn off the mod and turn on again, it fixes the issue. Or If I dump stuff to a stash and pick all up again, it fixes the issue. Not sure why it would do that.
If you do, you should turn off that system in Dark Future so that Limited Encumbrance can do its job.
Also, about 'True backpacks' from Spawn0, it looks outdated and a bit confusing to install, Should I use the main file, the carry value file, the EquipmentEX compatibility file and one of the slots files to work?
It is usually based on the internal name of the bagpack but that can change based on how the mod is set up.
Also, it the mod only works with EquipmentEx, compatibility will be delayed.
I don't have detection and scanning of inventory from EquipmentEx enabled in Limited Encumbrance yet.
If you are using the backpacks without EquipmentEx, Limited Encumbrance recognize them out of the box with a 30 points carry capacity increase.
I will change that to 80 points to fall in line with other military style backpacks from other mods.
If you are using it with EquipmentEx, the backpack is not detected yet.
Thank you for your work, and I can't wait to use it when you update this!
Question: can I use this for the opposite, i.e. increase the carry capacity above the vanilla values? I'm wondering, because sometimes I want increased (cheaty) carry capacity, but not permanently and not increased to infinite - so I don't want to use one of those mods that increases the carry capacity to 900000000.
I'd love to be able to dynamically cheat with this mod by increasing the carry capacity above vanilla values - and then revert back to a more realistic value, once I'm back to playing 'normally'.
I set a high upper limit but I can increase it if it is not high enough for you.
Thanks so much!
Please I would like to know how to change or remove the upper cap?
If I set it manually then all the calculations through perks and stuff will be ignored, lame
But also for my setup I find the hardcap at 200 too low
Cheers
It works with Version 2.2 of the game
--> + Compatible with --> Survival System by Di Crash
The penalties of this Mod related to the Biomonitor apply