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  1. paktojack
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    - Share Your Mod Settings Here -


    Potential issue:

    • Negative/zero damage-per-hit. It seems quite rare and can be fixed by storing it in stash and/or a quick save-and-load? If this is a reoccurring issue for you, turn off DPS Penalty AND contact me over Discord if you're willing to test things for me (I haven't encountered it again, so I can't find the cause)
    • Not fully compatible to pre-2.0 save that does not have the plus tier thing. The scaling method will mess with the vanilla code in upgrading pre-2.0 savedata to 2.0 structure in a way that weapons can be affected. Users MUST upgrade a pre-2.0 save with the latest game version before installing this mod to avoid this problem.

    Please comment to let me know if you think jamming effect needs to be disabled during certain quest (just drop its name and section without spoilers), and I will handle it later. Meanwhile, just manually turn it off through Mod Settings if you run into trouble.

    Pinning these as well:
    How to make Cyberware arms introduced by other mods compatible to Weapon Conditioning (no longer needed after 1.16)
    Compatibility with RipperDeck - integrated to either allow self-maintenance on Cyberware arms OR its original function (check Mod Settings).
  2. paktojack
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    let me know if there're other issues. hopefully the condition dependent weapon price wouldn't cause compatibility issues.

    if it's causing issue, just remove \Cyberpunk 2077\r6\scripts\Weapon Conditioning\VendorPrice.reds and the mod would still work

    damn I forgot about the iconic weapon mods... will deal with it tmr or the day after...
    1. paktojack
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      fixed improper maintenance material tier bug in version 1.1.2
      let me know if you can't maintain newly dropped non-iconic weapons
      I'm gonna talk to UdonSoup to see if we can fix it or sth.
      edit: riiiight. I forgot I also added a little code to the 1.1.2 while testing. It prevents the game from allowing free maintenance as well xD
    2. paktojack
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      on 1.1.5:

      played with this new default setting for a bit and feels fine. I went through some big missions without needing to repair stuff or get hurt by the weapon (I think they're big anyway. e.g., the first PL mission, meeting the Voodoo to killing all Animals and Voodoos, etc.)

      about 2x more durable and 2x more expensive in upgrading and repairing stuff.

      feel it's alright to play with the condition bar turned off now
  3. Canopy666
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    Would it be possible to introduce a way to downgrade crafting component? I'm playing with mods that reduce my maximum ammo by alot and force me to craft my ammo however i'm mostly finding tier 2 and 3 weapon leading to a severe lack of tier 1 comp for crafting ammo. 
  4. lenova
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    Hello Paktojack,
    thank you for this mod, I consider it a must have for the reasons you detail on the description page. Unfortunately for me, the scope of your mod is too large for my taste (I don't want the jamming, condition DPS penalty and loot stuff). With your mod options, can you tell me if I can - and if that makes sense - to activate only weapon level drop to the previous quality tier when condition reach 0, with downscaled statistics and 100% restored condition ?
    This way, Tier 1 weapon conditionning would be useless (pernalty only comes from level downscale which in this case is impossible) but that's ok for me.
    1. paktojack
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      Loot system
      - Enable Rarity Based Loot System: off
      - Set Tier Scaling Mode: Vanilla scaling
      - Skippy Initial Quality: pick whatever you like
      DPS penalty
      - Enable DPS Penalty: off
      Jamming
      - Enable jamming system: off
  5. 9tfall
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    Recently, my tier 2 weapons always maintain the same condition values and can only be maintained, yet cannot be consumed by any means.
    And my tier 3 weapons always have ridiculously high DPS values and DPH values, which can only be fixed by selling and buying back.
    1. 9tfall
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      Some of the weapons I loot from enemies have fake tiers. Once I fire, they turn to tier 1 with 0 condition value from tier 2 or tier 3, and I have no idea why they become like this.
    2. 9tfall
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      just fyi, and has anyone encountered the same issue as me? Any reply or advice will be much appreciated.
    3. paktojack
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      have you installed any new/updated mods lately? I didn't come across this kinda issues when I was playing a week ago. Though speaking of damage, someone told me Weapon Damage Scaling Rebalance was messing with a few mods including mine in the latest build (latest at that moment anyway)
    4. 9tfall
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      Speaking of the mods, I have installed so many mods and I keep installing them all the time – that's the major way I play this game, and I've done so for quite a long time. I haven't used that WDSR mod lately – in fact, I haven't used it for a long time. And I'm not bothered by the issue I reported now, I disabled them. I just want to say that the DPS reduction function and weapon tier degradation system could have some mutual interaction with other mods.
    5. paktojack
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      Some mods change statsdata without understanding what they are. e.g., there are two stats data in each weapon for storing tier information for non-iconic weapon, but there're three when it's an iconic weapon. If these stats data were changed without respecting the vanilla format, the game is basically bugged. I believe this has caused bugs you'd observed.

      It generally requires a compatibility patch for these kinda mods or a fix from the modder. These days, I'm not too interested in compatibility issue with mods I don't use, but tbh I believe the modder should be informed for these issues and fix them accordingly.
  6. bigzach
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    edit: nvm this effect is from another mod. just had the boss fight with Royce and 2 guns began jamming, perfect timing xD
    1. paktojack
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      while bad conditions are entirely possible to avoid from my experience, accident happens :p
  7. expressfreely
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    Can't tell if a bug, or if I'm not understanding something: I loaded the mod into an existing save. Two weapons I had were noted as having a condition in the 60s, but the text said 'Perfect Condition'. Another weapon I bought, a new one, had less than 100 condition, and the text read 'Service Soon' (or something similar). I repaired that gun, and it still said 'Service Soon.' Meanwhile, I shot the pants off the other guns, getting their conditions in the near 60s, and they never stopped saying 'Perfect Condition.' Is something wrong or...?
    1. paktojack
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      There’s a figure in the description page to explain it. My guess is you repaired a tier 1 weapon
    2. expressfreely
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      If I'm reading it right, a Tier 1 is always going to be at lower condition even at 100 condition?
    3. paktojack
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      Yes, Tier 1 weapons are gonna jam all the time.
  8. k2000a
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    Можно ли внедрить систему поломки, для конкретных оружий, а глобально оставить всё как есть ? Я бы даже занялся этим сам. Моя идея, что например desert eagle из мода, вписывается в cyberpunk 2077, как и porche, но! Пусть тогда он - как старинный антиквариат, и не релевантное оружие -ломается, пока остальные пушки из новых нет. Хочешь стиль ? Страдай 
    1. paktojack
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      Assuming you know the syntax and coding for RedScript, you can open DamageManager.reds and find all the "UpdateWeaponHP" and "UpdateArmHP". You can add a if-condition to prevent the code from running these two type of functions based on the weapon it's about to modify. You need to verify the weapon base on TweakDBID.

      There're also other ways like injecting a new gamedataStatType with TweakXL for all the weapons you care, and then simple quit functions "UpdateWeaponHP" and "UpdateArmHP" if the weapon has such gamedataStatType.
  9. Tidega
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    Looking for some clarification on the jamming settings.
    I think I get what you are implying with stage one being tier 1+ and <=20%, and then stage two going back up to 100% and scaling down from there.

    This means that if a weapon degrades from tier 1+ down to tier 1, it won't be treated as going back up to 100% quality, but will function as though the guns overall condition is continuing to drop, correct? 
    If it's the latter, then that means all guns at tier 1 are meant to have a chance to jam even at 100% quality, correct? 

    Also, does this mean that higher tiers can degrade and go back to being treated as 100% condition, as long as the tier it degrades to is higher than 1+? 
    Example: Tier 4 degrades down to tier 3+. As a tier 4 at 0 condition, it had a chance to jam because it lost more than 80% condition, but now that it is a tier 3+ at 100%, it won't jam until it falls below 20% condition again. 

    Since the sliders only mention tier 1, does that mean that everything tier 1+ and higher uses the jamming chance at higher tier slider?
    If so, that means the stage 1-5 sliders only effect tier 1 weapons?
    How do we see the chance for higher tier weapons to jam once they have lost the 80% condition?

    Also, just a question that I thought of while typing this, apologies if this is mentioned in the description, but does the jamming chance effect enemies as well?
    1. paktojack
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    2. paktojack
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      felt like doing stuff lately, so here's a simple infographic to answer how it works.

      The descriptions on the sliders were a bit... off?? lol. the math was kinda hard to explain in a single sentence for me.

      and no, I didn't feel like giving enemies debuffs.
    3. Tidega
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      This is fantastic, much appreciated choom. Sorry for the barrage of questions lol 
  10. Verxxes101
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    This mod is fricken awesome i love how much consideration it gives me with my survival-ish low carry weight playthrough.

    Im wild curious about the enemy rarity based loot system, because at level 8 im finding tier 3 and 4 weapons from regular goons im worried about it breaking balance?  it was just such a huge OP gap between my tier 1 weapons that i was getting worried.

    I so then considering turning off the enemy rarity based loot system, but wanted to know your thoughts on balance with this?
    (im also using EconomyPunk mod for economy balance)

    Thank you !!!! <3
    1. paktojack
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      some mods have changed the npc pool or stats, so you will get more higher tier weapons with my default settings compared to vanilla. To begin, I'm never a fan of leveling system or any scaling kinda gameplay -- I believe the world should be more or less constant unless there's a lore-friendly event to level up everyone or the game simply ask player to enter high risk zones. Skills and equipment make player stronger and give them a different playstyle as they make progress. Anyway, this is the background/ philosophy when I write any mod or mod my games in general.

      Now, back to this mod. In vanilla setting, you'd see mostly tier 2/3 weapons and occasionally tier 4. If you've PL and/or at high level, you may find tier 5 quite constantly. This makes sense for my default settings as tier 1 weapon is supposed to be bad and jammy, and tier 2/3 is a good starting point (in fact I also made the starting weapon a tier 2 iirc.)

      The balancing act was indirect. Users can get high tier weapon very soon, but they won't last for 2-3 battles without the crafting components. Until player are higher in character levels, higher tier components can only be obtained by dismantling the loot. This practically limit player's weapon tier, but leave some leeway to fetch a high tier weapon from stash before a big battle.

      From my personal experience, limiting loot drop to lower tiers forces me to dismantle every loot to supply to weapon and CW maintenance and upgrade, and this balances the in-game loot economy. It used to be picking up all loot and selling them all to make bank. It paid V better than the fixer, so much better that I created this mode to indirectly fix this part of the economy. (Yes, I wrote this system only to fix the loot economy.)
    2. Verxxes101
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      That is the deepest poetry!  You fixed a broken economy with your desire to have a scaleless world, so you repurposed material mats as barriers of entry to use high tier gear, ultimately created a progression system for this scaleless world you seek!

      this is my first time playin this game and its starting to make sense and matches my philosophy of "the power shouldn't mostly be equipment based" ;D  haha ! I gotta try this
    3. paktojack
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      Feel free to adjust the settings though. I made a Mod Settings menu for a reason.
  11. TRARZS
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    Love this mod and have been playing with it for months. Had to disable it because ba xing chong is broken but still great mod. some things that this mod can seriously use tho are weapon stores fixing your gun and repair kits. Repair kits would fix one of the most annoying part of this mod and that's long mission like the beginning of PL or others.
    1. paktojack
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      This interested me so I tested a little. Apparently ba xing chong is something that can't be OP with my default settings. This weapon has three unique features:
      1. high damage output (9x of a single hit of a katana or 19x of a single shot from an AR.)
      2. firing 2 shots at once
      3. explosion damage to player (it naturally hurts V with the smart targeting & firing at nearby enemies can also cause explosion damage on V)

      Besides the explosion degradation, the first two practically cause the weapon to decay at 48x the rate of an AR. In my game, a Tier 5 ba xing chong drains 6 condition points per 1 trigger (and 7 conditions at Tier 5++.) Each shot translates to 3 condition points, and the yeah this shottie won't last for 17 attacks/ 34 shots even without aiming at anyone...

      On top of this, explosion damage to player hurts the equipped items' condition (both weapon and CW arms.) So, it decays much more rapidly in fights.

      Yet, if it didn't last for 2 shots, the odds is you fired at close-quarter and received a s#*! tons of explosion damage or you have another mod that upped the damage of these weapon(s). After all, my mod calculates the condition degradation based on damage output.

      I aim at balancing high damage weapons with faster degradations. (i.e., more expensive to use and shorter time of operation.) It actually did what I wanted this mod to do apart from the explosion to self thing... From my mostly vanilla game, I get through the PL prologue mission while missed three opportunities to shut that giant robot down without repairing anything, and it only resulted in some imo-minor jammings, so I guess the default settings was working right for my style. 

      If you still wanna use the mod while rocking the ba xing chong as the main weapon, go to mod settings and adjust the following parameters:
      Mod Settings\ Weapon Conditioning\ Durability System - Degradation\ Cost Multiplier - From shooting (lower it)
      Mod Settings\ Weapon Conditioning\ Durability System - Degradation\ Cost Multiplier - From explosion (lower it)
      Mod Settings\ Weapon Conditioning\ Durability System - Upgrade & Maintenance\ Upgrade material - Tier x (raise them)

      You should be able to maintain your weapons anywhere if you didn't enable the Restrict Maintenance setting as well.
  12. TRARZS
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    ba xing chong breaks in like one or two shots very sad