Sorry it is not working. I'm currently running the non-Redmod version option 2 in my playthrough and it appears to be working for me. Are you using the Redmod or non-Redmod version of #2?
I dont know if its working. I am still on ver. 2.02 and at lvl16 all hard doors (access point too) require a stat at 11. If your math is ok, hard require must be 10 (9 minimal, every 10 lvl +1, so at lvl16 it must be only 10, not 11).
Not using any other mod, thats modified checks (using only Clear Skill Checks to see what i need to pass the check).
Cool, thank you for the detail. Let me go do some more testing. Would you please give me an example door or access point that I can try, so I can test against the same use-case?
For example, in Gig: Dirty Biz (Gottfried), back door is different stat check (body check). Another one: Gig: Troublesome Neighbors, one access point is lvl11 stat intel check (downstair).
If i remember well, doors (body or tech check) in motel in Gig: Flight of the Cheetah, but not 100% sure.
In Gig: Monster Hunt, all hard door (one downstair and two upstair) is working correctly (10 body check at lvl15 char). So dont know, why some hard check not working with mod math.
Ah, I found my mistake - I failed to include it in the description, which I will update momentarily. Option 2's curve uses a rounding up function, and does not use a perfect stepped increment (the "1 point per 10 levels" part). Here is a screenshot of Option 2's Hard curve in WolvenKit:
The X axis (labeled as T: in the tool for some reason) represents the player's level, and the Y axis (labeled as V:) is the difficulty level of the check. DarkSakuraMatou's example, being level 15 would equal approximately 10.43.
The function will round up to the nearest whole number on the V: value, setting the difficulty check at 11. Similarly, with perin225's example being at player level 16, the hard check equates to 10.52, which also rounds up to a difficulty check of 11. I conducted my test at player level 17 on the same back door to Gottfried's lair (Gig: Dirty Biz), and my difficulty equated to 10.66; again, rounded up to a difficulty check of 11. By my calculation on the curve, the Hard Difficulty check would increase to 12 at Player level 21.
Apologies for the confusion - teaching myself how these curves work has been challenging. As mentioned earlier, I will get the mod description updated for clarity. Hope this helps!
I tried installing the non-REDmod version of the mod, putting the .archive file into the Cyberpunk 2077/archive/pc/mod folder, but when I launch the game, hitting the Play button on the launcher immediately throws up a 'Mods executable has crashed' error.
I am not able to reproduce this error. There are no extra executables or dependencies involved with this mod, so it is likely that this error is being thrown by something else.
Hi all, what happens if this is added mid play through - how does it affect values of doors and such? I'd just noticed the scaling and found this mod to address it.
The mod should go into effect, but if you load a save directly in front of the object/npc with the check, then you may need to leave the area until it can reload the object.
I have tested option 1 against vanilla and the main file and can confirm it does nothing, while the main file works. I have submitted a bug report and noticed this same issue was present in option 2 before being fixed.
Thank you for flagging and I will check later tonight, but would you please clarify what you are seeing? Are you saying:
Option 1 does not modify the check values at all? What was your player level and which check(s) were you testing against, so that I may try to replicate what you are seeing?
Regarding Option 2 what do you mean that the "same issue was present in option 2 before being fixed?" Did you fix something or are you talking about a previous version of the mod?
Your first bullet point is correct. I was in the high 20s in levels, and there was a medium door check in the We Have Your Wife gig, body 13 both with and without option 1, as well a tech 17 door check in Tyger and Vulture at this same level.
Regarding your second bullet point, there is a resolved bug report regarding Option 2, indicating this same behavior: unchanged skill check scaling versus vanilla.
"Sorry for my delayed reply." No apologies necessary! Thank you for the context! I have not changed anything in the files, but I will download the versions and check the copies I have uploaded to Nexusmods. I will also go over to those sample doors you mentioned.
Out of curiosity, are you loading both the main file mod and Option 1 at the same time?
I definitely screwed something up somewhere, so I rebuilt each mod file manually, tested successfully, and uploaded them to the Files tab. @Mechcentric, please redownload whichever version you were planning on using and lemme know if you still see any issues. I am very grateful you caught this - I was completely flummoxed as to how my maths were so off.
Using Option 1 now, it appears that the Hard curve is now working (tested on the gas station door in Rocky Ridge during Ghost Town, body 16 at level 35, versus 18 before).
Second, the instructions say when not using redmod to...
Move the .archive file in the .zip into the ...\Cyberpunk 2077\archive\pc\mod folder. The Cyberpunk 2077\archive\pc folder exists. Do I just make the mod folder and pop it in there and it will work at that point without me doing anything else?
I only ask because so many other mods require all sorts of other stuff added in and this mod seems so easy to install compared to others, so I just wanted to make sure.
yes, the mod still works, and correct, make the ...\Cyberpunk 2077\archive\pc\mod folder, if it does not exist on your install. Then place the .archive folder in there and you are good to go.
thanks very much, appreciate the info, going to install it now. This will make things a bit easier, that new scaling they added is brutal, well, too brutal for me.
Hi, this seems like a really good compromise with vanilla. You get some scaling but it has a cap so things don't get crazy. Only small thing is Hard, until you get to level 10 or so it will be "harder" than vanilla. The other 2, easy and medium scale up from the start, but a bit easier than vanilla.
Now that this and the other mod (hard caps) have been out for a while. Any issues using them? I'm doing a new playthrough, first since launch and this kind of mod seems a must have. I don't mind some scaling of the checks but from what I've read it gets out of hand at higher levels and really kills the gameplay.
Oh and now that PL is part of the game, would the PL version of this mod be recommended? I think the vanilla cap is still 40 for checks, so perhaps not needed.
Actually Optional #1 - Balanced Attribute Checks - Slow Inc - Higher Cap seems like a nice tweak of vanilla, basically takes the edge off but remains "in spirit". Think I'll give it a try.
Thank you for feedback! Lemme see if I can add clarity to your questions/concerns if I am understanding them correctly:
Now that this and the other mod (hard caps) have been out for a while. Any issues using them? I am not sure which other ones you are looking at, but my gut feeling is that our mods would be modifying the same attribute_checks.curveset object, and that the mods would be in conflict. I would suggest using one of the flavors of this sort of mod at a time.
Oh and now that PL is part of the game, would the PL version of this mod be recommended? My version was designed with the level 60 cap introduced with Phantom Liberty in mind. I did not create a version that specifically works with pre-Phantom Liberty game versions, however with the way the attribute_checks.curveset object works, I would believe my mod would work with those older game versions. I believe you were correct with your observation that the vanilla pre-PL cap being at 40, so the curveset check would not be able to progress past that point, respecting the required skill check value at that point in the curve. I have not tested this, and had not planned to, but feel free to share your experiences here if you do.
Thanks for the reply. I was just wondering if your mod, or others sort of similar in effect had any unintended gameplay consequences that popped after being used by lots of people over the last few months? Or is it all stable?
I was wondering if I should use Option 1 or Option 2? For a full fresh playthrough inc. PL, which I've never actually played before. Which would be more "in spirit" of vanilla while making the leveling/challenge more acceptable? For example, I play the in-game difficulty on Hard, which seems a good balance for me.
No crashes or unintended side effects have been reported to me, nor have I encountered any during my gameplay while using the mod. You will see a comment in the thread below about freshly loading the mod into an existing save while directly in front of the skill check will cause the mod to not take effect - I believe this has to do with how a world cell is cached in a save file, as I have seen similar behavior with other mods with different functions, so this is more of a side effect of how RedEngine handles save files. Fortunately, this is a rare problem with very specific criteria to reproduce though. The workaround is to grab a save that occurred before a world cell with the problem check. A fresh playthrough should not have this problem.
I believe Optional #2 is most aligned with the spirit of vanilla, but this is purely subjective. It still keeps the skill checks dependent upon measured skill point investment by the player and can exclude players from passing higher checks if the player opted out of the requisite skill, but the mod will reach that inflection point later in the playthrough.
It seems to me if the game still caps at level 40 for skill check increases option 1 is more closely aligned, since they both would stop at 40. But, if the game now scales checks all the way up to level 60, then option 2 seems like the better choice since it also goes up to 60.
Do you know which it is is? Level 40 or all the way 60 for scaling in the vanilla game?
Vanilla skill checks stop increasing in difficulty at player level 40 for Easy, Medium, and Hard difficulty checks. After player level 40, they just maintain a static plateau at max difficulty of 10, 15, and 20, respectively
Thanks for the info, think I'll go with option 1 for now then and see how that "feels". Probably a little harder than pre 2.0, but not crazy hard as vanilla. Thanks again! :)
Made a spreadsheet to compare this versus vanilla; in vanilla, your character gets overall weaker/dumber/slower until level 40, where you're finally able to start making headway on skill checks difficult progression as compared to your level. With this mod, you overall start getting better at level 10 in comparison to skill checks.
Assuming you want to master 2 hard checks, 2 medium checks, and have points left over for an easy check, in vanilla that's only possible once you're level 59. With this mod, it's possible starting at level 34, with the ability to master 3 hards, a medium, and an easy at level 44.
There's actually *progression* from the get go with this mod, as opposed to vanilla where you'll have to grind to level 40 to start progression. It allows you to pick stat progression based off of what feels natural for combat growth, as opposed to worrying whether or not you need to keep a bunch of attribute points in reserve to make sure you pass an attribute check later on after quicksaving/quickloading (which is what I did).
Oh wow not only a reply but was stickied too! Anyways thast makes more sense that you explained it to me, I am using the non redmod version btw. Also is it possible to get it rounded down instead of up for option 2? If not I understand, also not 100 percent sure if this is working on dialog checks as I have been getting a ton of 20 difficulty ones. TY again for your hard work and we all learn somewhere :)
The rounding function is happening somewhere else beyond where I modify the curves and I have not been able to find the option. I will keep a look for where this piece may be.
These curves should be covering dialogue checks, and I do not remember any Impossible difficulty (20) dialogue checks. Do you have an example of a dialogue specific check requiring a 20 skill level? I can go there and test to see if I am getting the same.
Yeah 2 off the back after I cheated a character to 60 for testing ((the character I was playing before when I made the report is at endgame now, so made a new one for testing)). The joke with T-Bug when you are in Delamain was a check of 20, as well as when you meet Evelyn in the Mox bar, both of those checks with her were 20s. The boosted character I am using for testing with option 2 is showing all attribute checks not related to Dialogue are working as intended. Have a Merry Christmas!
I hope you have a Merry Christmas as well :) I just started a new playthrough and I can test when I get to the Delamain and Evelyn (I'm presuming the latter are the reflex and cool checks both at the bar near Mateo and in the private room)
Out of curiosity, does your Boosted character have a 20 attribute stat? When your character's attribute is over the required stat to pass a check then it will just show your current stat level and not the level required to pass the check. I think being able to see what the original check value is what inspired rmk1234's Clear Skill Checks mod.
I just went through Evelyn's Hard checks at her intro at the Mox, and they are skill level 9's with my character at level 7 as expected. Will report back when I get to Konpeki
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I really hate this skill check scaling it ruined the game for me, thanks for your efforts thoughl
If your math is ok, hard require must be 10 (9 minimal, every 10 lvl +1, so at lvl16 it must be only 10, not 11).
Not using any other mod, thats modified checks (using only Clear Skill Checks to see what i need to pass the check).
EDIT: Using non-redmod version.
Another one: Gig: Troublesome Neighbors, one access point is lvl11 stat intel check (downstair).
If i remember well, doors (body or tech check) in motel in Gig: Flight of the Cheetah, but not 100% sure.
In Gig: Monster Hunt, all hard door (one downstair and two upstair) is working correctly (10 body check at lvl15 char). So dont know, why some hard check not working with mod math.
function, and does not use a perfect stepped increment (the "1 point per 10 levels" part). Here is a screenshot of Option 2's Hard curve in WolvenKit:
The function will round up to the nearest whole number on the V: value, setting the difficulty check at 11. Similarly, with perin225's example being at player level 16, the hard check equates to 10.52, which also rounds up to a difficulty check of 11. I conducted my test at player level 17 on the same back door to Gottfried's lair (Gig: Dirty Biz), and my difficulty equated to 10.66; again, rounded up to a difficulty check of 11. By my calculation on the curve, the Hard Difficulty check would increase to 12 at Player level 21.
Apologies for the confusion - teaching myself how these curves work has been challenging. As mentioned earlier, I will get the mod description updated for clarity. Hope this helps!
Your first bullet point is correct. I was in the high 20s in levels, and there was a medium door check in the We Have Your Wife gig, body 13 both with and without option 1, as well a tech 17 door check in Tyger and Vulture at this same level.
Regarding your second bullet point, there is a resolved bug report regarding Option 2, indicating this same behavior: unchanged skill check scaling versus vanilla.
No apologies necessary! Thank you for the context! I have not changed anything in the files, but I will download the versions and check the copies I have uploaded to Nexusmods. I will also go over to those sample doors you mentioned.
Out of curiosity, are you loading both the main file mod and Option 1 at the same time?
Second, the instructions say when not using redmod to...
Move the .archive file in the .zip into the ...\Cyberpunk 2077\archive\pc\mod folder. The Cyberpunk 2077\archive\pc folder exists. Do I just make the mod folder and pop it in there and it will work at that point without me doing anything else?
I only ask because so many other mods require all sorts of other stuff added in and this mod seems so easy to install compared to others, so I just wanted to make sure.
Now that this and the other mod (hard caps) have been out for a while. Any issues using them? I'm doing a new playthrough, first since launch and this kind of mod seems a must have. I don't mind some scaling of the checks but from what I've read it gets out of hand at higher levels and really kills the gameplay.
Oh and now that PL is part of the game, would the PL version of this mod be recommended? I think the vanilla cap is still 40 for checks, so perhaps not needed.
Actually Optional #1 - Balanced Attribute Checks - Slow Inc - Higher Cap seems like a nice tweak of vanilla, basically takes the edge off but remains "in spirit". Think I'll give it a try.
Enjoy the mod!
I was wondering if I should use Option 1 or Option 2? For a full fresh playthrough inc. PL, which I've never actually played before. Which would be more "in spirit" of vanilla while making the leveling/challenge more acceptable? For example, I play the in-game difficulty on Hard, which seems a good balance for me.
Thanks for any advice!
I believe Optional #2 is most aligned with the spirit of vanilla, but this is purely subjective. It still keeps the skill checks dependent upon measured skill point investment by the player and can exclude players from passing higher checks if the player opted out of the requisite skill, but the mod will reach that inflection point later in the playthrough.
It seems to me if the game still caps at level 40 for skill check increases option 1 is more closely aligned, since they both would stop at 40.
But, if the game now scales checks all the way up to level 60, then option 2 seems like the better choice since it also goes up to 60.
Do you know which it is is? Level 40 or all the way 60 for scaling in the vanilla game?
Thanks again, appreciated!
Assuming you want to master 2 hard checks, 2 medium checks, and have points left over for an easy check, in vanilla that's only possible once you're level 59. With this mod, it's possible starting at level 34, with the ability to master 3 hards, a medium, and an easy at level 44.
There's actually *progression* from the get go with this mod, as opposed to vanilla where you'll have to grind to level 40 to start progression. It allows you to pick stat progression based off of what feels natural for combat growth, as opposed to worrying whether or not you need to keep a bunch of attribute points in reserve to make sure you pass an attribute check later on after quicksaving/quickloading (which is what I did).
These curves should be covering dialogue checks, and I do not remember any Impossible difficulty (20) dialogue checks. Do you have an example of a dialogue specific check requiring a 20 skill level? I can go there and test to see if I am getting the same.
I just went through Evelyn's Hard checks at her intro at the Mox, and they are skill level 9's with my character at level 7 as expected. Will report back when I get to Konpeki