About this mod
Adjustable consumable buff settings and a few new additions to make consumables subjectively "better"
- Requirements
- Permissions and credits
- Changelogs
Manual Installation:
THIS REQUIRES REDMOD. Download the zip and unzip into the base of your Cyberpunk installation. Run the Red launcher and enable mods there so it compiles the new tweaks. Or you can go to "Cyberpunk 2077/tools/redmod/bin/" and manually run "redMod.exe deploy". Then set -modded in the target of a cyberpunk.exe shortcut.
If you're getting compile errors with redscript or having other issues with the mod working try deleting "Cyberpunk 2077/r6/cache/modded/" and making sure cybercmd is installed first (if using redscript mods). Then relaunch/recompile with Red prelauncher. You might also have to toggle the enable mods switch on and off in the prelauncher.
Details:
Food and Drink:
- Timer stacks up to 4 times, effects do not, for convenience so you don't have to remember to eat every 7 minutes, but not to throw off balance by having one food item last 30 minutes
- Common quality food and drinks now give food poisoning because who knows what's in them. Food poisoning is a status effect that stops stamina and health regen for 30 seconds (up to 4 stacks)
- Uncommon quality food and drinks give the vanilla base effects with no extra positive or negative effects
- Rare Food gives an extra effect, Steady Hands, which drastically reduces weapon sway
- Rare Drinks give an extra effect that increases walking/running speed by 15% and decreases reload time by 15%
- Prices slightly adjusted, rare food/drink more expensive
Alcohol:
- Using alcohol no longer removes apartment buffs (not sure if this was intended vanilla behavior or a bug but I changed it)
- Common alcohol is still useless unless you like to drink alone in your apartment.
- Uncommon and Rare Alcohol give a buff to RAM regen speed in and out of combat and 10% cyberware cooldown. Effects do stack so 4 drinks give 40% cooldown reduction for cyberware. Balance being drunk and the benefits, 2 stacks is right before blurry vision kicks in.
- Afterlife named drinks will give a temporary +1 attribute bonus for skill checks up to 4 stacks, for when you're 4/5 intelligence on that one hack:
Spoilers because the names
A Jackie Welles will give you +1 to strength checks
A David Martinez will give you +1 to intelligence checks
A Johnny Silverhand will give you +1 to technical checks
Boosters:
- Each booster timer now stacks 3 times, the effects do not
- Duration and other buff options adjustable via settings
Apartment:
- Apartment buff durations increased to 1.5 hours
- Duration and other buff options adjustable via settings
Settings:
Download Native Settings and Cyber Engine Tweaks to modify durations and percents. Be sure to click the Save/Apply button. Changes will require a save reload without the buff active.
I also highly recommend Custom Quickslots (also might have to download cybercmd), good for drinking or eating during combat and not going into your inventory every few minutes.
Translations:
To use a new translation, if there is one, download the optional translation file and extract it to the base of you Cyberpunk installation. It should overwrite bin\x64\plugins\cyber_engine_tweaks\mods\BobbertsBuffs\translations.json
To create a new translation, open bin\x64\plugins\cyber_engine_tweaks\mods\BobbertsBuffs\translation.json and edit the values after the colon. Don't modify the key names. The {float_0} and {int_0} values can be moved but shouldn't be modified themselves, these are the number that show up in the descriptions. The keys with the "menu" prefix are for the settings page if it wasn't clear. Send me the new translation.json and I'll upload it here as an optional file.
Notes:
-The disable vignette setting in Cyber Engine Tweaks removes part of the food poisoning visual effect since it removes all vignette settings.
-There seems to be a vanilla bug that duplicates debuff status effect icons next to your health bar, like the drunk effect or cooldowns
-Booster effects are multiplicative, housing effects are additive multiplicative on I'm assuming a base number so a 50% stamina booster is more effective than a 50% stamina buff from Energized. This is vanilla behavior.