Aw I can't get it to work. So I installed the instant one with vortex. It shows up in the CET console as loaded. I do have the bolts perks. But it just doesn't work. I press the trigger and it just shoots normally. I know it's not working because I can still trigger the bolts normally, and they look different. They also give me the lightning storm buff, which the instant shots don't give me. What could be the problem?
I've tried with Omaha and Nekomata. When I click it only shoots normally, and the bolts only trigger the normal way, by charging to the bolt window, so no changes at all. I wonder why it's not working.
UPDATE: Interestingly, when I install Fast and Max, they work as intended. But instant for some reason doesn't.
Ok I figured it out! Seems like the instant one does not work without the internal clock perk (the one that extends the bolt window), even if I have all the other bolt perks. As soon as I enable that one, it works now. Thanks! <3
The mod is working fine, but I noticed this error in the log:
[2023-10-14 10:18:56 UTC+02:00] [5664] [TweakDB::SetFlat] Failed to convert value for NewPerks.Tech_Right_Milestone_3_inline14.effectors. Expecting: array:TweakDBID
That must be it. I was testing the mod on a save file where I hadn't picked up Lightning Storm (because I didn't wanna deal with varying charge times).
Messed around with your script... This fixes both the very fast charge (now works with or without the bolt perk enabled) and max bolts (without needing the internal clock perk).
I believe if you just remove the line for 'NewPerks.Tech_Right_Milestone_3_inline14.effectors' it will probably fix it as well (haven't tested it though). As all I did was remove that and add the script from the 'very fast' file into the max charge bolts.
Instructions: 1. Manually download Max Bolt file. 2. Navigate folders and find init.lua file. 3. Open file with notepad/text editor 4. Overwrite entire script with code below. Save and upload to Cyberpunk directory. (Do not activate the very fast charge file, it is included in this script)
-- init registerForEvent('onInit', function()
TweakDB:SetFlat("NewPerks.Tech_Right_Milestone_3_inline5.value", -1) --lowest possible charge time
Too many things for me going on right now to be able to have a look but that could be the case! Cant promise I will have time to check into this for the forseable future :)
Instant Bolts works only when you have an internal clock perk, please note. Also, Bolts are like fully charged, so if you use Instant Bolts, you don't need to charge it. but, if you use Instant Bolts, the charging system will be lost, so you can't attack it through the wall with a tech weapon.
Latest patch (2.2) makes this mod not working at all, no matter what i'd done with it. Perks or no perks, changing .lua, etc. Nothing helps, and nothing works. Tech weapons are back to being borderline unusable again, i guess.
Yep, i did. Thanks for your work anyway! EDIT: Oookey, apparently, my CET, while being downloaded and installed correctly as an updated 2.2 version, got somehow broken and was not working at all. No error massages, no incompatabilities, nothing. And since your mod was the only mod i was trying to use it i thought the problem was in your mod. Apparently, it is not. I reinstalled the same CET archive i've downloaded on 14 Dec and it started to work. Even without the talent.
Hi there! Can anyone tell me if there is a way to have the max charge benefit, without removing the time window before max charge? Meaning: I want to have the ability to bolt at about 60% all the way up to 100% (just example numbers, don't know what the right ones are), to prevent some perks to become useless and some weapon mods to become absolutely must haves.
Seems to be working. however some things might have changed, can you be more specific? I tested some of the Tech Weapons I had in my inventory and they worked.
I'm using Bolts at Max Charge and Very Fast charge and it seems that SOMETIMES (and I cannot for the life of me reproduce it on purpose so I don't know what causes it) the tech weapon will get stuck firing max charge shots without any charging necessary. You still have charging UI, but it gets stuck looking a bit like when you have the "In Charge" talent and you're about to release a full charge shot. You can still charge your weapon (the charging bar below crosshair does look to be charging up if you hold LMB), but even if you just click, it fires at full charge (the "ready to fire full charge shot" stretched out crosshair will only disappear once you switch to another weapon)
Maybe it's a glitch that very rarely happens with things like RaitoLabs Tool Hand that makes Tech Weapons retain 12% weapon charge after shooting a max charge shot once (like Gaki scope) - but even after shooting like 70 cops at varying levels of charge and at full charge I can't seem to reproduce the bug on purpose.
It's most visible (and annoying) with weapons like Wilson's Sparkler (mod revolver that fires like a shotgun on full charge, like a revolver otherwise) - getting stuck in shotgun mode until you switch to another weapon and back.
I don't know if that makes any sense to you, lord knows it doesn't to me.. it only happened to me like 3 times so far, always in a pitched firefight, so I have no idea what combination of conditions actually trigger it.
Although I think Bolts at Max Charge work reliably as always, the Very Fast Charge as a whole is not working. Not sure if it's Preem Weaponsmith 2 overwriting this change or something else messing it up, but any tech weapon I have needs to charge a pretty long time (like, exactly what wiki/UI claims they need) - except for Achilles precision rifle and it's iconics, which for some reason charge up for at least twice as long as their UI tells you (like Widow Maker needs full 2 seconds to charge up a shot, it's ridiculous lol).
I'm assuming it doesn't work anymore because it generates a log file in the folder which pretty much just repeats: [2024-07-19 11:32:12 UTC+02:00] [18468] [TweakDB::SetFlat] Failed to convert value for NewPerks.Tech_Right_Milestone_3_inline14.effectors. Expecting: array:TweakDBID [2024-07-19 12:00:13 UTC+02:00] [11624] [TweakDB::SetFlat] Failed to convert value for NewPerks.Tech_Right_Milestone_3_inline14.effectors. Expecting: array:TweakDBID [2024-07-19 14:06:15 UTC+02:00] [15900] [TweakDB::SetFlat] Failed to convert value for NewPerks.Tech_Right_Milestone_3_inline14.effectors. Expecting: array:TweakDBID
Edit: ah, I see that you need to take the 2 bolt perks that seemed to do nothing to get that working properly. Now my revolver charges to full in like 0.32 sec. Tho it seems a bit risky to have a function that spams errors all the time until you take a certain perk.
I experimented using just the 'Very Fast' file and disabling the Max Charge and It charges up at the normal rate. I also used just the Max Bolt file alone and that also charges it at the normal rate (which is what it's supposed to do).
The only way I can get it working is If I enable both the 'Very Fast' and the 'Max Charge' (and have the bolt perk) then it will charge up quickly.
130 comments
Which weapon are you using?
UPDATE: Interestingly, when I install Fast and Max, they work as intended. But instant for some reason doesn't.
It is tricky for me to understand exactly what might be causing the problem for you.
I would ininstall ALL mods, then add only Instant.
[2023-10-14 10:18:56 UTC+02:00] [5664] [TweakDB::SetFlat] Failed to convert value for NewPerks.Tech_Right_Milestone_3_inline14.effectors. Expecting: array:TweakDBID
Is this something to worry about?
This fixes both the very fast charge (now works with or without the bolt perk enabled) and max bolts (without needing the internal clock perk).
I believe if you just remove the line for 'NewPerks.Tech_Right_Milestone_3_inline14.effectors' it will probably fix it as well (haven't tested it though).
As all I did was remove that and add the script from the 'very fast' file into the max charge bolts.
Instructions:
1. Manually download Max Bolt file.
2. Navigate folders and find init.lua file.
3. Open file with notepad/text editor
4. Overwrite entire script with code below. Save and upload to Cyberpunk directory.
(Do not activate the very fast charge file, it is included in this script)
-- init
registerForEvent('onInit', function()
TweakDB:SetFlat("NewPerks.Tech_Right_Milestone_3_inline5.value", -1) --lowest possible charge time
TweakDB:SetFlat("NewPerks.Tech_Right_Milestone_3_inline19.prereqRecord", "Items.TechWeaponChargedBurstAbility_inline1")
TweakDB:SetFlat("NewPerks.Tech_Right_Milestone_3_inline26.prereqRecord", "Items.TechWeaponChargedBurstAbility_inline1")
TweakDB:SetFlat("NewPerks.Tech_Right_Milestone_3_inline35.prereqRecord", "Items.TechWeaponChargedBurstAbility_inline1")
TweakDB:SetFlat("NewPerks.Tech_Right_Milestone_3_inline46.hitFlag", "WeaponFullyCharged")
TweakDB:SetFlat("NewPerks.Tech_Right_Milestone_3_inline53.hitFlag", "WeaponFullyCharged")
print('Tech Weapons Charge Timings v1.1.0 Max Charge Bolts')
end)
I have mods for other games, so completely understand. ;)
Also, Bolts are like fully charged, so if you use Instant Bolts, you don't need to charge it.
but, if you use Instant Bolts, the charging system will be lost, so you can't attack it through the wall with a tech weapon.
Tech weapons are back to being borderline unusable again, i guess.
Have you made sure to update to a latest version of CET btw?
Thanks for your work anyway!
EDIT:
Oookey, apparently, my CET, while being downloaded and installed correctly as an updated 2.2 version, got somehow broken and was not working at all. No error massages, no incompatabilities, nothing. And since your mod was the only mod i was trying to use it i thought the problem was in your mod.
Apparently, it is not. I reinstalled the same CET archive i've downloaded on 14 Dec and it started to work. Even without the talent.
Can anyone tell me if there is a way to have the max charge benefit, without removing the time window before max charge? Meaning: I want to have the ability to bolt at about 60% all the way up to 100% (just example numbers, don't know what the right ones are), to prevent some perks to become useless and some weapon mods to become absolutely must haves.
THANKS IN ADVANCE!
Maybe it's a glitch that very rarely happens with things like RaitoLabs Tool Hand that makes Tech Weapons retain 12% weapon charge after shooting a max charge shot once (like Gaki scope) - but even after shooting like 70 cops at varying levels of charge and at full charge I can't seem to reproduce the bug on purpose.
It's most visible (and annoying) with weapons like Wilson's Sparkler (mod revolver that fires like a shotgun on full charge, like a revolver otherwise) - getting stuck in shotgun mode until you switch to another weapon and back.
I don't know if that makes any sense to you, lord knows it doesn't to me.. it only happened to me like 3 times so far, always in a pitched firefight, so I have no idea what combination of conditions actually trigger it.
Although I think Bolts at Max Charge work reliably as always, the Very Fast Charge as a whole is not working. Not sure if it's Preem Weaponsmith 2 overwriting this change or something else messing it up, but any tech weapon I have needs to charge a pretty long time (like, exactly what wiki/UI claims they need) - except for Achilles precision rifle and it's iconics, which for some reason charge up for at least twice as long as their UI tells you (like Widow Maker needs full 2 seconds to charge up a shot, it's ridiculous lol).
I'm assuming it doesn't work anymore because it generates a log file in the folder which pretty much just repeats:
[2024-07-19 11:32:12 UTC+02:00] [18468] [TweakDB::SetFlat] Failed to convert value for NewPerks.Tech_Right_Milestone_3_inline14.effectors. Expecting: array:TweakDBID
[2024-07-19 12:00:13 UTC+02:00] [11624] [TweakDB::SetFlat] Failed to convert value for NewPerks.Tech_Right_Milestone_3_inline14.effectors. Expecting: array:TweakDBID
[2024-07-19 14:06:15 UTC+02:00] [15900] [TweakDB::SetFlat] Failed to convert value for NewPerks.Tech_Right_Milestone_3_inline14.effectors. Expecting: array:TweakDBID
Edit: ah, I see that you need to take the 2 bolt perks that seemed to do nothing to get that working properly. Now my revolver charges to full in like 0.32 sec. Tho it seems a bit risky to have a function that spams errors all the time until you take a certain perk.
I also used just the Max Bolt file alone and that also charges it at the normal rate (which is what it's supposed to do).
The only way I can get it working is If I enable both the 'Very Fast' and the 'Max Charge' (and have the bolt perk) then it will charge up quickly.