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yakuzadeso

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  1. yakuzadeso
    yakuzadeso
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    If you can't remove a scope ("Action Blocked") you just need to equip a different scope and you'll be able to unequip it. Or you can install this mod as well: Item Modification Unlocker
  2. yakuzadeso
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    To remove unremovable scopes and fix some sniper rifles you need to use Unequip unremovable scopes!
  3. yakuzadeso
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    For any issues with the weapons put this in CET's console while holding the problematic weapon and copy paste the output in your comment/bug report:
    print(GetPlayer():GetWeaponRight():GetItemID().id.value)

    It prints the weapon's preset in the console and makes troubleshooting a lot easier. Credits to psiberx for the code snippet.
  4. phinix
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    I made a 2.0 PL version of the silencer fix. I went through each weapon type that has a silencer by default and noted the type and weapon speed. Then for each weapon that doesn't have a silencer sound by default, I made the best match selection based on its type (power pistol, tech precision rifle, etc.) and attacks per second, to closest match the silencer sound for the base game weapon most like it that has one. It might not be perfect but in my testing it was pretty good.

    If you are curious here are the base weapons that have silencer sounds. The first item is the name of the weapon silencer sound (which you can tell the weapon based on this) followed by the type and speed (aps = attacks per second):
    Spoiler:  
    Show
    wea_pla_masamune_suppressor                -- power assault rifle 2.94aps
    wea_pla_kyubi_suppressor                -- power assault rifle 3.25aps
    wea_pla_ajax_suppressor                    -- power assault rifle 4.89aps
    wea_pla_copperhead_suppressor            -- power assault rifle 6.52aps
    wea_pla_umbra_suppressor                -- power assault rifle 8.04aps

    wea_pla_nue_suppressor                    -- power pistol 2.22aps
    wea_pla_unity_suppressor                -- power pistol 3.43aps
    wea_pla_liberty_suppressor                -- power pistol 3.75aps
    wea_pla_lexington_suppressor            -- power pistol 5.36aps

    wea_pla_overture_suppressor                -- power revolver 1.34aps
    wea_pla_nova_suppressor                    -- power revolver 2aps

    wea_pla_defender_suppressor                -- power LMG 7.76aps

    wea_pla_guillotine_suppressor            -- power SMG 6.49aps
    wea_pla_saratoga_suppressor                -- power SMG 6.90aps
    wea_pla_pulsar_suppressor                -- power SMG 8.89aps

    Here is the same format for the modded weapons. None of these would normally make any sound when using a silencer. This shows the weapon name, type and speed, and finally the sound that was selected for each by the mod:
    Spoiler:  
    Show
    wea_pla_achilles                        -- tech precision rifle 10.34aps        -- wea_pla_umbra_suppressor
    wea_pla_ashura                            -- smart sniper rifle 0.26aps            -- wea_pla_masamune_suppressor
    wea_pla_burya                            -- tech revolver 0.78aps                -- wea_pla_overture_suppressor
    wea_pla_carnage                            -- power shotgun 0.65aps                -- wea_pla_overture_suppressor
    wea_pla_chao                            -- smart pistol 2.1aps                    -- wea_pla_nue_suppressor
    wea_pla_chao_voodoo                        -- smart pistol 2.1aps                    -- wea_pla_nue_suppressor
    wea_pla_crusher                            -- power shotgun 1.5aps                    -- wea_pla_overture_suppressor
    wea_pla_dian                            -- smart SMG 7.54aps                    -- wea_pla_pulsar_suppressor
    wea_pla_grad                            -- power sniper rifle 0.28aps            -- wea_pla_masamune_suppressor
    wea_pla_grad_suppressor                    -- power sniper rifle 0.28aps            -- wea_pla_masamune_suppressor
    wea_pla_hmg_militech                    -- heavy machine gun (from turrets)        -- wea_pla_umbra_suppressor
    wea_pla_igla                            -- power double barrel shotgun 0.83aps    -- wea_pla_overture_suppressor
    wea_pla_kappa                            -- smart pistol 5.45aps                    -- wea_pla_lexington_suppressor
    wea_pla_kenshin                            -- tech pistol 3.57aps                    -- wea_pla_liberty_suppressor
    wea_pla_kenshin_chaos                    -- tech pistol 3.57aps                    -- wea_pla_liberty_suppressor
    wea_pla_kolac                            -- power precision rifle (?aps)            -- wea_pla_copperhead_suppressor
    wea_pla_ma70                            -- power LMG 5.34aps                    -- wea_pla_defender_suppressor
    wea_pla_nekomata                        -- tech sniper rifle 0.93aps            -- wea_pla_masamune_suppressor
    wea_pla_omaha                            -- tech pistol 17.51aps                    -- wea_pla_lexington_suppressor
    wea_pla_palica                            -- smart double barrel shotgun 0.67aps    -- wea_pla_overture_suppressor
    wea_pla_pozhar                            -- power shotgun 2.24aps                -- wea_pla_nova_suppressor
    wea_pla_quasar                            -- tech revolver 3.53aps                -- wea_pla_nova_suppressor
    wea_pla_satara                            -- tech double barrel shotgun 0.77aps    -- wea_pla_overture_suppressor
    wea_pla_senkoh                            -- tech SMG 6.59aps                        -- wea_pla_saratoga_suppressor
    wea_pla_senkoh_prototype                -- tech SMG 6.59aps                        -- wea_pla_saratoga_suppressor
    wea_pla_shingen                            -- smart SMG 4.55aps                    -- wea_pla_guillotine_suppressor
    wea_pla_sidewinder                        -- smart assault rifle 6aps                -- wea_pla_copperhead_suppressor
    wea_pla_silverhand                        -- power pistol 2.22aps                    -- wea_pla_liberty_suppressor
    wea_pla_slaught-o-matic                    -- power pistol (disposable)            -- wea_pla_nue_suppressor
    wea_pla_sor22                            -- power precision rifle 1.84aps        -- wea_pla_masamune_suppressor
    wea_set_special_flak_cannon                -- special HMG (?)                        -- wea_pla_umbra_suppressor
    wea_pla_tactician                        -- power shotgun 1.21aps                -- wea_pla_overture_suppressor
    wea_pla_testera                            -- power double barrel shotgun 0.74aps    -- wea_pla_overture_suppressor
    wea_pla_yukimura                        -- smart pistol 4.55aps                    -- wea_pla_lexington_suppressor
    wea_pla_yukimura_preset                    -- smart pistol 4.55aps                    -- wea_pla_lexington_suppressor
    wea_pla_zhuo                            -- smart shotgun 0.87aps                -- wea_pla_overture_suppressor

    Here is the mod:

    PhinixSilencerAudioFix_Archive.zip (archive version)

    PhinixSilencerAudioFix_RedMod.zip (redmod version)
    1. BigJon
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      I made a mod based on Phinix's work here Unlocked Attachments - Suppressor Fix
    2. Bsanjose
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      Beware of using Phinix Silencer Audio Fix for its completely off the engine sounds in Mizutani Cars, when i remove this mod, game back to normal and cars engine working.

      Tested on 2.2 version of Cyberpunk 2077 on PC.
  5. i put a scope on the malorian 3516 and i aimed into the handle, how do i fix this?
  6. Xecide
    Xecide
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    Super awesome mod, but doesnt seem to allow me to put a scope on O'Five, but everything else is amazing
  7. LeFloppy167
    LeFloppy167
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    Currently with 2.21 this mod breaks any modded weapon, makes it so no muzzle attachment can be added to them, they do have the slot but the list is empty. All i want is a mod that lets me add silencers to snipers but its not worth breaking half my weapons for it. Not complaining, just leaving the info here for others with many custom weapon mods.

    Edit: This mod is not safe to install, it permanently fucked up all my attachments and there is no way to go back to before installing this
    mod. Removing the files does nothing, it needs an uninstall mod that reverses everything this mod did. And going back to saves before installing also doesen't help, so do yourself a favor and don't use this crap.

    In order to remove this i now have to reinstall the whole game and every mod.
    1. yakuzadeso
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      What? It works fine for me. Are you sure it's not just any other mod that's interfering and caused you issues?

      This mod exists from 1.6 and was updated because the records changed, but other than that its core has been the same. Never had any issue with modded guns losing their slots.

      I also never had any persistent issues like what you mentioned. It would also be nice to be a bit more specific than just "it permanently fucked up all my attachments" and if you linked to at least one modded weapon that this mod supposedly broke. Even if the mod made persistent changes to the records, which it doesn't, you can revert these changes by loading a save before you installed this mod.
    2. BudJoe
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      he is not wrong tho
      did more testing, noticed on half the weapons 1 mod slot completely missing, a few times 2, sometimes cant equip silencers, or both
      and the topic of " The mod doesn't support enhanced craft variants anymore. Enhanced Craft received an update that broke compatibility. I'd have to figure out how that mod generates variants again and update this mod. "
      i find it unlikely even the author does, considering the numbers displayed when choosing a variant not . . . tied to the weapon look.
      For example, the weapon with pink scope variant will be on a different number if you keep scrolling through the variants.
    3. yakuzadeso
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      did more testing, noticed on half the weapons 1 mod slot completely missing, a few times 2, sometimes cant equip silencers, or both
      It would be easier if you guys shared the weapon names/mods/variants. I can't do anything with these reports and it's literally in the pinned comment here. The mod is like 3k lines long, I doubt I missed "half the weapons" like you're saying.

      " The mod doesn't support enhanced craft variants anymore. Enhanced Craft received an update that broke compatibility. I'd have to figure out how that mod generates variants again and update this mod. "
      i find it unlikely even the author does, considering the numbers displayed when choosing a variant not . . . tied to the weapon look.
      For example, the weapon with pink scope variant will be on a different number if you keep scrolling through the variants.
      If enhanced craft makes new weapon variants like it did before, then I have to add these new variants to the mod.
    4. BudJoe
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      i didnt said you missed half of it, i was saying what acecel said, weapon variants tied to different numbers.

      putting in the pinned command only returns this: Items.Preset_Grad_Default

      starting a new game, reinstalling this or uninstalling enhanced doesnt work

      seem like when upgrading non-crafted weapons from white to 5++ is working

      i dont know if it works on higher level chars, i am almost 100 hours in . . . yeah it doesnt look like it does, even non-crafted grad is missin a mod slot :/
  8. acecel
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    Thanks for the mod it's really amazing.

    But there is many weapons variants that doesn't have the slots (sight/silencer) unlocked, while other variants of the same weapon model does.
    The issue became very apparent to me when trying to craft a full loadout of weapons (one weapon of each type) and selecting each weapon variant (with the mod "craft enhanced"), for many of them the slots were locked while the weapon icon would indicate the 4 points as if that the 4 slots are available.
    Is there any way to apply the "unlock all slots" to all weapons variants ? I feel like right now only one (the default) variant of each weapon is fully unlocked and the rest is mostly not. And i am not speaking about weapons that does not really accept any sight/silencer because of  the way they were modeled but some that have been made to work well with them.
    1. yakuzadeso
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      The mod doesn't support enhanced craft variants anymore. Enhanced Craft received an update that broke compatibility. I'd have to figure out how that mod generates variants again and update this mod.
    2. acecel
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      I didn't thought that Enhanced Craft could be the culprit in the problem i am facing.
      I would absolutely love if you found a way to be compatible with enhanced craft again in the future.

      Regarding the issue though, that all weapon i craft (even the non variant one) sometimes have issue where the icon show 4 slot unlocked but when you equip the gun the first two slot for silencer and sight are grayed and can't be used. I don't think it's only happening for the new variants the mod create but also for normal crafted weapon that you can create without the mod.
      Or does the mod modify every craft ? even those without variants choice ? So removing this mod would fix the issue ?

      Edit : So i removed the enhanced craft mod, and now when i craft a weapon it mostly work fine as all slots are unlocked and work okay. But there is still some weapon like the Warden for example where it doesn't work, the weapon icon show 4 dots but when i equip it the first 2 slots are grayed out. Also there is some weapons like The Carnage where i have two possible crafts for the same weapon that looks identical and have the same stats (as if i have a duplicate recipe/blueprint for this item) but when i craft both, only one of them will have the 4 slots unlocked while the other one will only have the mod slots unlocked. So even without the Enhanced craft mod there is still something bizarre going on, the other mod just make it more visible as we can craft all variants of weapons.

      I have no idea how your mod works so i am sorry if i say dumb stuff, but is it possible that the mod only modify some weapons variants (like the first weapon that it found) then edit it so that all mods are unlocked and then move to another weapon without doing the same edit for the other weapon variants ?

      I have a mod (SImple Menu) that allow to search the game database for every items including weapons, and there is a bunch of variant for many weapon, some being just the quality of the item but also different styles that change slightly the look of the
      item.
      Does your mod account for every single variant of every weapon ?
    3. BudJoe
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      I second this
      the greyed out attachements slots depend on which variant of the weapon you craft
      i also get duplicates, the first one plus whatever else i choose
  9. RobertChambless
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    Stupid question, but is there any chance at all you can add them to Heavy Machine Guns too? It's silly but I'd love to be able to put a silencer, or muzzle break on a HMG since I have the mod that lets you keep and equip the HMGs in the game and not yeet them after use.
  10. Asiion
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    God dang, a mod last updated from 2023 yet mid 2025 still work wonder combining with audio fix for missing sound is really something I never thought would happen.

    I'm more than a happy man when I can slap that bigass suppressor on my Overture again :D
    Or better yet, a silenced shotgun revolver with HE rounds, hehehehe.

    You're God sent with your mods yakuzadeso.
  11. syuusuke7
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    Hello, thanks for the mod—it's awesome! However, I encountered a bug in Crimestopper: when I attach a muzzle, the weapon becomes invisible and only the silencer/muzzle is visible. This happens with the weapon preset Items.Preset_Kappa_GeorgeStrangely enough, the regular Kappa gun works fine.

  12. edward222
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    does this mod work in patch 2.21 ?
    1. yakuzadeso
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      Yep
  13. palaisse
    palaisse
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    amazing mod for everything i tested except my favorite gun, the metel revolver. if equipped with a silencer all animations the gun has like taking out the magazine, the slide moving, or the cylinder rotating are frozen and the grip has a weird broken texture like there's a second grip inside the real one. the shooting sound is also silent but thats an issue for alot of the guns i tested so im not surprised at that. scopes however are completely broken and sit inside the gun but thats understandable since it literally has no rail. if anyone has any way they know to fix this by all means i'd love to know!!
  14. moriaprotogen
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    scoped don't work with Jonny's gun. the scope is put inside of the gun and forces you to look at the but of the gun when ads. impossible to use with scope 
    1. Yotanou
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      Install this https://www.nexusmods.com/cyberpunk2077/mods/15443?tab=description
      It fixes the issue and work perfectly for me now. (it was explain in the description to add this mod for Johnny's gun)