Agree with the others who mentioned they'd like the values to be configurable. I like the concept, but the current values are not very fun to play with as it effectively disables healing after your 2/3 charges are used.
With a little trial and error, I figured out how to turn off "In Combat Health Regeneration".
In the "init.lua" file that comes with this mod, you add the line "TweakDB:SetFlat("BaseStatPools.PlayerBaseInCombatHealthRegen_inline1.value", 0.0)" (without the "").
A value of 0.0 will turn the regeneration off. This works with level 20 in Body, and all the health perks. I believe the default value is 1.0 like the other values in the file, but I haven't tested it.
Do you know how to slow in comat regen down without completely disabling it? I tweaked the values in the line you provided, but no matter what values I set, in combat regen is always disabled. I have no idea why.
You can configure this mod yourselves if you would like, its super easy since its just 2 1-liners. Just open up the .lua file and adjust the number as you like
This is great. People think difficulty is just damage in/out but healing is such a massive part of it. Makes a huge difference how you play the game.
I love how hardcore it is in the Cyberpunk TTRPG, where you can't just use potions but actually have to use MedTech skills to patch up, or else spend time in hospital to recover if you're wounded badly. Would love a complete hardcore rework like that in this game...
Great mod! Tho it really needs the ability for configuration. If you're playing with hardcore mods, the recharge time for health items are waaay to long. Like you'll find yourself hiding behind a rock for like 2 minutes to get back to full health, then lose it again in like 30 seconds. lmao
Making grenades and health items recharge as opposed to consumables really takes the feeling of resource management away. Really a disappointing change CDPR made.
Except there wasn't any resource management for it in the first place?? Healing resources were abundant enough even on the hardest difficulty to the point you didn't have to care about it, simply being a chore to deal with the inventory clutter it causes. And even if you somehow managed to run out, there wasn't a punishment for it... It simply meant you needed the crafting perks to use the other abundant resources to make more, in which the game already had a massive issue with railroading you into pointless mandatory crafting perks.
there really never was any resource management. You were carrying 150 meds, 100 grenades and 2000 rounds of ammo for every gun most of the time. all of the changes in 2.0 were aimed at remedying the massively imbalanced economy and gameplay with simplest steps and it works, even if it doesn't technically make sense from a pure realism standpoint: the cooldowns balance gameplay dynamics during combat regardless of how much of a hoarder you are, and also reduce the tedium of restocking outside of combat where it doesn't matter.
Resource management would, of course, be nonexistent in vanilla, but with mods it could be a viable feature. Simply making loot more rare via mods would've done wonders and then they wouldn't have had to make these two things based on a cooldown.
I can see some advantage in making them cooldown-based, but I definitely prefer to find them in loot. Yeah, you can spam them that way, but at some point you'd have to scavenge/buy more.
If you think about it, about the game's structure, you'll realise that it is completely superficial. It's not a stalker/fallout type of game, you're in a middle of a megalopolis with a hotdog stand and a gun store on every corner. Resource management in cyberpunk as it is designed (not in theory as a different game or what it could have been) makes no sense and is superficial. The gameplay IS the combat and so cooldowns are a good design choice to fix the game's many problems. I like resource management too, it just isn't that game.
You are speaking from your side. But many people would prefer to leave everything as it was. This is not a good design move. This is a reluctance to fix things properly. This change broke a bunch of good mods, such as toxicity or adding weight to weightless items. These mods were fun to play with and added a tactical element to the game. They could have just added a cooldown to the medications. Without making them endless. Or add the penalties for using these drugs one after another, such as debuff to accuracy, temporary reduction of maximum health level. They could reduce the drop rate of these items and increase their value. They could ban their crafting. They could do a lot of things. But instead they chose not to think and just make them endless. Smart move. Perfect design desicion. Thanks to them for at least not making the bullets endless. Why not? By your logic, this should also be a good design decision. It never ends anyway. And if you run out of ammo, you can craft it in your inventory. Plus it's drop from each corpse. Let's then put a cooldown on every third ammo horn. Let's remove all medications and make health recovery faster like in CoD. It's a Role play game. The arcade mechanics look poor here. You can disagree, but don't need to justify them with phrases like "this is a good design decision."
I'll keep it short as I'm tired of online design arguments with people who don't have the faintest idea of what they're talking about but engage in very agressive rhetoric.
1. there's very little rpg in cyberpunk. it's an open-world adventure shooter with some light-ish rpg progression mechanics.
2. your argument is that it's bad design decision because it broke mods and 'many people liked it before'. It's a non-argument, it's pure opinion.
3. cyberpunk was broken, unfinished, buggy and unbalanced on release like no other game I have ever played. They had fixed that with SMART design decisions that solved a lot of nearly-unsolvable power-curve chasing complexities by recognising what the game IS - is right now, in reality, not what it could have been or what you like to imagine that it is - and they made amendments to capitalise on it. For all the criticism I have for CDPR, for as much as cyberpunk lacks rpg depth they clearly once planned for it to have, as much as I find it amusing that witcher 3 is celebrated like it's the best thing that ever happened in games while I find it to be very average - for all of this I feel about CDPR, their problem solving and solutions implemented in the last 3 years and released in 2.0 have my respect. They did all the right decisions, even if I'd like to see it being a very different game they once advertised.
Now, what you're talking about is not objective assessment of a design problem. What you're talking about is what you'd subjectively like to see in the ideal parallel world to the one we're in and all the while accuse me of being subjective.
Seriously, all of you kids these days make me question more and more if teenagers were always this way (i.e. understand little while thinking they understand much) or is this a new phenomenon linked specifically to the internet generation. A little humility kid, seriously.
Youngstan, you say its a "lazy" change when you conveniently ignore my mention of the inventory clutter it causes being an infinitely collectable resource. It'd be reasonable if it was an optional material such as weapons in which you can only ever equip 3, or materials used as crafting resources. But for healing, which is one of THE core aspects of gameplay, it's straight terrible and it showed when you have people racking up over 1000x of JUST ONE TYPE on a single character. This is because unlike the other items, healing resources are mandatory to play the game. It's not an optional resource, eventually for whatever reason you WILL have to heal and therefore people will often continuously pick more up even when they have nigh infinite amounts already.
Also on the topic of mods, by design alone the change doesn't "break" them conceptually. One's like toxicity can be changed to work on usage just like it was before. Weight management mods can work on literally anything else like it did before. Literally this change has done nothing but benefit the game, solving the issue of spammability AND inventory clutter which is exactly why everyone disliked the old system.
I've noticed a weird interaction where it seems to affect how quickly NPC's can self recover, causing some weirdness in missions.
I had to remove this for the prologue mission with Jackie, or else Jackie would get downed, he'd stay down and wouldn't get back up, which would cause the mission to not progress.
34 comments
Which with mods like HC22 is just a bit much.
Thank you.
With a little trial and error, I figured out how to turn off "In Combat Health Regeneration".
In the "init.lua" file that comes with this mod, you add the line "TweakDB:SetFlat("BaseStatPools.PlayerBaseInCombatHealthRegen_inline1.value", 0.0)" (without the "").
A value of 0.0 will turn the regeneration off. This works with level 20 in Body, and all the health perks. I believe the default value is 1.0 like the other values in the file, but I haven't tested it.
Thanks for the mod! 😁
I love how hardcore it is in the Cyberpunk TTRPG, where you can't just use potions but actually have to use MedTech skills to patch up, or else spend time in hospital to recover if you're wounded badly. Would love a complete hardcore rework like that in this game...
I can see some advantage in making them cooldown-based, but I definitely prefer to find them in loot. Yeah, you can spam them that way, but at some point you'd have to scavenge/buy more.
You can disagree, but don't need to justify them with phrases like "this is a good design decision."
1. there's very little rpg in cyberpunk. it's an open-world adventure shooter with some light-ish rpg progression mechanics.
2. your argument is that it's bad design decision because it broke mods and 'many people liked it before'. It's a non-argument, it's pure opinion.
3. cyberpunk was broken, unfinished, buggy and unbalanced on release like no other game I have ever played. They had fixed that with SMART design decisions that solved a lot of nearly-unsolvable power-curve chasing complexities by recognising what the game IS - is right now, in reality, not what it could have been or what you like to imagine that it is - and they made amendments to capitalise on it. For all the criticism I have for CDPR, for as much as cyberpunk lacks rpg depth they clearly once planned for it to have, as much as I find it amusing that witcher 3 is celebrated like it's the best thing that ever happened in games while I find it to be very average - for all of this I feel about CDPR, their problem solving and solutions implemented in the last 3 years and released in 2.0 have my respect. They did all the right decisions, even if I'd like to see it being a very different game they once advertised.
Now, what you're talking about is not objective assessment of a design problem. What you're talking about is what you'd subjectively like to see in the ideal parallel world to the one we're in and all the while accuse me of being subjective.
Seriously, all of you kids these days make me question more and more if teenagers were always this way (i.e. understand little while thinking they understand much) or is this a new phenomenon linked specifically to the internet generation. A little humility kid, seriously.
Also on the topic of mods, by design alone the change doesn't "break" them conceptually. One's like toxicity can be changed to work on usage just like it was before. Weight management mods can work on literally anything else like it did before. Literally this change has done nothing but benefit the game, solving the issue of spammability AND inventory clutter which is exactly why everyone disliked the old system.
I had to remove this for the prologue mission with Jackie, or else Jackie would get downed, he'd stay down and wouldn't get back up, which would cause the mission to not progress.