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jack

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paktojack

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About this mod

Attribute levels goes up with skills progression - the more you fight in a certain manner, the better you get at the related attribute(s); slightly speeded up player development (this now requires Skillful); user configurable thru Mod Settings

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I was using Immersive State-based Attributes until cyberpunk 2.0 dropped. rfuzzo was probably busy, while I feel the game is mostly unplayable as the game kept asking me to make a choice on attributes. So, I took the idea and wrote a code real quick, and decided to upload to here cuz I feel like contributing to the mod community after years of lurking.


Mod Purpose


First, Cyberpunk 2077 has four Character Development Systems:

    (1) Character Level
    (2) Attribute Level
    (3) Perks System (i.e., the one that allow you jump out of a vehicle)
    (4) Skill Progression.

(If you open your character attribute tab, click the "Skill Progression" button at the bottom right corner, and then you will find out your character's skills progression.)


Second, each attribute has only ONE corresponding skill progression in post-2.0 vanilla game :

Shinobi   <----------------->   Reflexes
Engineer   <--------------->  Technical Ability
Headhunter   <---------->   Cool
Netrunner   <------------->   Intelligence
Solo   <--------------------->   Body


Now, this mod linked them together based on two methods:

    (1) Completely disable vanilla Attribute Point System such that Attribute level can only be acquired through Skill Progression.
    (2) Retain this Attribute Point System but allow extra Attribute Level from Skill Progression.
Did the latter as some people seem to enjoy laboriously assigning Attribute Points (´;ω;`)ウゥゥ



Configuration


You will need to use Mod Settings to find all the options.
Before you install this mod, I recommend you to
  • refund your perks. (If your attribute point drops, it may block you from accessing a perk to refund.)
  • do a manual save just in case.


**Character Progression Multipliers requires Skillful



Skill-Based Attribute Level


Starting attribute level: 

Unless you re-enable the vanilla Attribute point system, you can set a higher starting point for Attribute Level just like in the vanilla gameplay.

This mod unlocked the starting attribute limit to maximize RP. In vanilla gameplay, you've 7 attribute points on top of 3 levels per attribute. You can level up as much as you wish in the
For instance, I roleplay a Corpo V who is smart but not too physically strong in my first post-2.0 game playthrough, so I set my starting to
-------------------------- starting attributes --------------------------
Reflexes  =  4;
Technical Ability  =  6;
Cool  =  4;
Intelligence  =  6;
Body  =  3;


Skill-to-Attribute-Level relation:

Now, there are a few options for you to set your own Skill-Level-to-Attribute-Level conversion equation, and here is a quick demonstration by showing some plotted examples:
  • Point Base mode (Purple): By setting Skill levels per attribute to 3 with a starting level of 3, you would get to level 7 in Attribute Level by hitting the 12th corresponding Skill Level. This is the only option when you enable the Attribute Point System from the vanilla game, and also the only option that can let V hits the max Attribute Level without reaching max Skill Level (or miss it if that's what you want.)
  • Discrete Linear mode (Dotted Purple): By setting Critical Level to 30, the conversion equation will linearize from whatever the Point Base mode end up at at this level and ensure you to get the Max Attribute Level at Max Skill Level.
  • Simple Linear mode (Green): This plot shows a situation when the starting level was 5, this conversion equation will linearize from whatever the starting level is and then grant you the Max Attribute Level at Max Skill Level.
  • Parabola mode (Red): It has a similar principle with the Simple Linear mode, but it's a parabola equation instead of a linear equation. By setting the Curvature, it can give more Attribute Level with the same amount of Skill Level (In the plotted illustration, bottom red line used the Easy leveling at first, while the top used the Easiest leveling at first.)

Simple Linear mode (Green) with higher starting Attribute Levels for RP purpose is my preference, as the higher starting level makes my character earlier to hit the Pro attribute level (i.e., level 9, Dotted White line) while keeping my late game character progression. This also gives me an impression that my character improves faster at gifted attributes. Point Base mode (Purple) is the only option to max out Attribute level without reaching max Skill level.


The actual equations:
Spoiler:  
Show
Point Based mode:
x = Current Skill Level
a = user defined parameter (Skill levels per attribute)
Attribute level = x / a + b


Simple Linear mode:
x = Current Skill Level
b = Starting Attribute Level
Attribute level = x * ( 20 - b ) / 60 + b


Discrete Linear mode:
x = Current Skill Level
a = user defined parameter (Skill levels per attribute)
c = User Defined Critical Level
if x <= c,
Attribute level = x / a + b
otherwise,
S = x / c + b
Attribute level = S + (x-c)*(20-s)/(60-c)


Parabola mode:
x = Current Skill Level
b = Starting Attribute Level
Easy leveling at first --------- b = 230
Easier leveling at first ------- b = 112
Easiest leveling at first ------ b = 70
c = User Defined Parabola Parameter
w = (20-b)/60/c
Attribute level = -w*x^2 + w*(60+c)*x + b




Configurable Character Development Pacing (Requires Skillful)

It allow uses to tweak
  • Skill proficiency progression multiplier.
  • Character leveling multipliers.
  • Perk development.
  • Cyberware capacity.
  • and more...


Miscellaneous:


Using on a pre 2.0 save while the Attribute Point System is re-enabled:
Perhaps because I changed how the default Re-spec function (in case someone wanna ReSpec later), the game will reset the character in a wrong way. You will need to quick save and load on this save.


Re-enabling Attribute Point System in general:
I don't like the manual Attribute Point System, and I don't really have a post 2.0 unmodded save, so I can't test all the things I coded. If there's a problem and a quick save-and-load doesn't help, do let me know and I may need you save file to test things.



Installation:
  • refund perk points in your active save, and manually save the game
  • install dependent mods
  • drag file and drop inside the Cyberpunk game folder
  • restart the game in case your game is still running
Uninstallation:
  • Remove the mod files
  • [Use the latest CET to give attribute points and skill points until they reach what you're supposed to have
Attribute points:Game.AddToInventory("Items.AttributePointSkillbook",1)

Skill points:
Game.AddToInventory("Items.PerkPointSkillbook",1)


My mods:
  • Autosave Disabler Plus - Disable autosave during various in-game events
  • Flashback Fixer - Allow players to be stronger when fighting in specific scenarios, e.g., in a flashback
  • Weapon Conditioning - It introduces condition stats to all weapons and penalty mechanisms due to poor conditions. Believe it or not, I built this to fix the economy system
  • Ripperdoc Service Charge - Ripperdoc always gets paid. Also a mod to fix the economy system
  • Skillful - It tweaks the pacing of character progression system on skill proficiency, character leveling, perk (point) development, and Cyberware capacity
  • Skillful Attributes -  It tweaks the attribute leveling system such that attribute level is only granted through skill proficiency development
  • NCPD and MaxTac Spawn Tweak - It tweaks NCPD spawning parameters and introduces a Sticky Heat Level with district-base configuration (compatible with all mods that tweak only the NCPD record)
  • No Shooting Delay - It removes NPC's hardcoded range weapon firing delay.

or check here


Credit
rfuzzo's original Immersive State-based Attributes served me so damn well pre 2.0. Since I NEED this to play the game after 2.0 dropped, I just decided to build a newer version.
ddz1 checked this mod several times and informed me a bug that I would otherwise never have noticed. Rumor says he's building a mod on top of this one, while I'm trying to build one that in principle works very well with his Upgrade Weapons Unlocked.
Hvalfisk told me his take on Skill-Level-to-Attribute-Level conversion equation, so I just take it and give it my own touch (which became the Discrete Linear mode and Parabola mode