This is not a "simple" mod, it contains a lot of modified code. There may be bugs and incompatibilities that I am not aware of yet.
In addition, recipes for crafting items have been removed from the game, because there is still a lot of work on this part. This is not a bug, it's a temporary solution.
2.2 mod works i know it works with: Wannabe Edgerunners well, works with Synthdose and addict, if ur consumable is broken check any other mods except those 3
Note: Seems to work pretty well for 2.2 the only issue is if u got mods that interfere with the code this mod changes (WHICH not many mods actually tweak this at all not even adding more drugs or granades) than the healing items might not work and u gotta redownload the mod
It works for 2.2 yes i tested it, it even works with: Addicted, W3D more drugs, Wanna be edgerunner, Synthdose, and other mods that add more drugs or granades i believe
just installed to check, grenades cost about 2000$ to 3000$ for me. Haven't played in so long that I don't remember if that was the original price or not
I fixed the bug where using the final healing consumable doesn't heal any HP. The game by default removes healing buffs if the healing item is removed from the inventory. I got around this limitation by giving consumables a 10 second cooldown and discarding them 10 seconds after usage.
Ok tested it and its an amazing mod in term of balancing gameplay but here are two major problems: 1. the price of grenades are unchanged, legendary grenades are up to 19k still (i have no price changing mods and im level 48, maybe something is wrong with price scaling with level) 2. Special grenades such as ozos nose cannot be purchased and once used are gone forever (maybe make this ones infinite like original OR add them to vendors)
1) isnt 19k too much for a single consumable grenade when legendary weapons are around 50k? Considering: other prices in the game, the money player earn and spend DURING the gameplay, consumables having cd and how grenades are not always hit and win... i think this kind of prices are more reasonable: common: 500 uncommon: 1000 rare: 2000 Epic: 4000 legendary: 6000 (in case of specials such as ozo 8000) 2) well ozos didnt magickly summon that grenade from thin air, im sure we can figure out how to craft it or find where he did buy it right? :P in short i think a customization option for grenade prices and making ozo nose buyable would make this mod much better.
No, in Survival System settings min value for damage grenade from EC = 0.3 (1.0 in vanilla) same as here. Prices for damage grenades have been reduced by 70% compared to vanilla. Effect grenade price = 0.2 (in vanilla 0.7).
Though that it is possible by tweaking user.ini. I didn't test it though, so I may be wrong.
It would be nice to have a possibility to go lower than 0.3/0.2 for grenades prices with Mod Settings. I am playing with reduced loot/economy 2077/Weapon conditioning and granade prices are still quite high for me.
this mod creator are too arrogant to give a solution so im giving one: go to yaml file, change the number of price damage grenade and price effect grenade to 0.1. if you using survival system mod, disable the price setting so the change can be inplemented. it should be there in the mod setting option.
for this mod creator, ive been using hardcore mod and enc combined with dmg scaling 2x for npc dmg multiplier. it makes me heavy rely on flashbank. also im using economy tweak and rebalance for lowering the prize per mission. so 60k cost for just only flashbank in one single mission is not reliable for the role play aspect of the game itself.
just be nice and give a solution that already added in the mod you've been build. remember, being nice doesn't cost you anything.
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In addition, recipes for crafting items have been removed from the game, because there is still a lot of work on this part. This is not a bug, it's a temporary solution.
It very unbalanced with this mod
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You should rather put your Patch Mod on the Nexus, it's more secure, to say the least.
My bank details are ultra-secret, even my bank doesn't know it
1. the price of grenades are unchanged, legendary grenades are up to 19k still (i have no price changing mods and im level 48, maybe something is wrong with price scaling with level)
2. Special grenades such as ozos nose cannot be purchased and once used are gone forever (maybe make this ones infinite like original OR add them to vendors)
2) Ozos has only one nose.
Considering: other prices in the game, the money player earn and spend DURING the gameplay, consumables having cd and how grenades are not always hit and win... i think this kind of prices are more reasonable:
common: 500
uncommon: 1000
rare: 2000
Epic: 4000
legendary: 6000 (in case of specials such as ozo 8000)
2) well ozos didnt magickly summon that grenade from thin air, im sure we can figure out how to craft it or find where he did buy it right? :P
in short i think a customization option for grenade prices and making ozo nose buyable would make this mod much better.
2) Before 2.00 we have only one Ozos nose per game, and no one complained about it.
I didn't test it though, so I may be wrong.
It would be nice to have a possibility to go lower than 0.3/0.2 for grenades prices with Mod Settings.
I am playing with reduced loot/economy 2077/Weapon conditioning and granade prices are still quite high for me.
for this mod creator, ive been using hardcore mod and enc combined with dmg scaling 2x for npc dmg multiplier. it makes me heavy rely on flashbank. also im using economy tweak and rebalance for lowering the prize per mission. so 60k cost for just only flashbank in one single mission is not reliable for the role play aspect of the game itself.
just be nice and give a solution that already added in the mod you've been build. remember, being nice doesn't cost you anything.