1.16 Updated the main Pyromania Expanded file to be compatible with 2.1. The Dezerter & HMG have been added to the main file. Corrected the folder name from PyromaniacExpanded to PyromaniaExpanded, as the perk is actually called Pyromania, not Pyromaniac. Removed the Gas and EMP code from both main files, as this has now been added with 2.1!
1.15 Updated the main Pyromania Expanded file to include Seraph and all normal Metels, not just Bald Eagle. The MA70 HB has also been moved into the main file, as it's description mentions explosive rounds.
1.14 Updated the main Pyromania Expanded file after a bug was reported with Psalm 11:6. New version is working perfectly.
1.13 Updated the MA70 HB Addition optional file after a bug was reported. New version is working perfectly.
1.12 Fixed an exploit where firing Doom Doom directly at your feet outside of combat could give you Pyromania stacks. Fixed a bug where firing Smart weapons directly at your feet wouldn't harm you. Added an alternate main file which only makes changes to Divided We Stand, EMP Grenades, and Gas Grenades for people that find the main version to be overkill. Added an optional file which makes the HMG fire explosive rounds. This can be used on its own, or in addition with either version of "Pyromania Expanded". Added an optional file which makes the Malorian Arms 3516's quick melee attack stack Pyromania stacks. This can be used on its own, or in addition with either version of "Pyromaniac Expanded". Added an optional file which makes the MA70 HB fire explosive rounds. This can be used on its own, or in addition with either version of "Pyromania Expanded". Added Psalm 11:6 to the main file.
1.11 Fixed the file path.
1.1 Fixed Oguo's explosive projectiles not smart targeting. Added Prototype: Shingen Mark V, Kappa X-MOD2, and Bald Eagle.
I know you didn't bother including the firecracker mod because there's already a mod for it, however both the Firecracker Pyromaniac Fix and Firecracker Expanded (2.1 Compatible) don't seem to work on the current patch version and I don't think either of those are going to be updated any time soon. Either way great work.
Can you add a code to your file (tech_new_perks.tweak) to edit the level 3 buff of pyromaniac? (ManiacPerkBonusSpeed / GrenadeExplosionBonusDamage / ExplosionDamagePercentBonus / ManiacStatCounter(dunno what this do) )
Level 1 and 2 buff can already be modified (valueHealingItemsChargesRegenMult: 0.08f / GrenadesChargesRegenMult: 0.08f) within this file, but only level 3 buffs don't have this.
I'm asking for this entirely because I want to make ManiacPerkBonusSpeed to 0 (personally I don't like the speed bonus feature, also already got rid of reflex speed bonus through other mod)
I tried putting the code from firecracker fix mod (new_perks_status_effects.tweaks) into your file (tech_new_perks.tweaks) but my character still get speed bonus with ManiacStack. Sorry to ask for help again
Hi, I've looked into this and I think I know what needs to be done.
You need to go to the new_perks_status_effects.tweaks file located in tweaks\base\gameplay\static_data\database\status_effect. Copy it and put the copy elsewhere. Don't touch the original again. In the copy, find the PostManiacStatusEffect section. Only copy the entire PostManiacStatusEffect section and put it and the end of the new_perks_status_effects.tweaks file from the Pyromanic Fix tweakxl version. Edit the ManiacPerkBonusSpeed of both the PostManiacStatusEffect and Tech_Left_Milestone_3_Buff to 0f. You'll also want to add the ExplosionDamagePercentBonus of the Pyromaniac Fix's Tech_Left_Milestone_3_Buff section to PostManiacStatusEffect so that your PLS is getting the correct buff.
You can test that this is working by instead setting the two ManiacPerkBonusSpeed values to a minus number, like -0.5f, to see if you'll start to go slower. This is how I tested it was working for me.
I tried adding the PostManiacStatusEffect section to my tech_new_perks.tweak, but that didn't work. I don't really know if I can upload this, as it is someone else's mod we need to edit, so let me know if you have any problems with the instructions above.
First of all, thank you for your hard work and answer! There's something I forgot in the first comment; my mitigation chance doesn't increased at all! I thought the cause was due to the unupdated firecracker mod. so I asked you, got the new method, expected the mitigation chance bonus to work properly, but hell no.
I tried changing speed bonus to minus number as you said. then 'movement speed' disappeared from status menu with mitigation chance! conversely, when I set the speed bonus to 0.001f, both movement speed and mitigation chance increased only slightly (4.72 -> 4.73 / 35% -> 36%), and when I set it to 5.00f, V gets very fast with just one maniac buff, and got 100% miti chance. It's obvious these two are related, and it applies to actual games as well as the values on the menu.
summary: BaseStats.ManiacPerkBonusSpeed also affects miti.chance. stupid game. also, Burn This City perk probably works fine.
honestly I'm frustrated. cannot understand why this game is so obsessed with extreme speed bonus... sorry for bother you man.
found solution, both [new_perks_status_effects.tweaks] and [tech_new_perks.tweaks] files are required.
Edit [new_perks_status_effects] as follows; Modify the value of BaseStats.ManiacPerkBonusSpeed from 0.05 to 0.00
Edit from [tech_new_perks] as follows; in ther [Tech_Left_Perk_3_4: NewPerk], replace the "refStat"(reference stat) of [statType = "BaseStats.MitigationChance"] from [ManiacPerkBonusSpeed] to [ManiacStatCounter], and modify the value from 200f to 50.0f
this two affect to Pyromania and Heat Shield.
Back to new_perks_status_effects, in the [PostManiacStatusEffect : BuffStatusEffect], replace [statType = "BaseStats.ManiacPerkBonusSpeed"] to [statType = "BaseStats.MitigationChance"] and modify the value from 0.25f to 50.0f this affact to Burn This City.
I don't know the modding CP2077 well, so I'm afraid if it's worth uploading this in a separate mod or just post it as a small tip in the post section like now.
and don't know why CDPR designed the skill like this, the enumComment says "You also get damage mitigation chance equal to double the amount of Maniac speed bonus.". why refer to double amount maniac speed bonus? can't just with maniac stack? actually I tried [BaseStats.MaxStacks] first but didn't work, so used [BaseStats.ManiacStatCounter]. I reached my goal after all...
It hasn't been needed since 2.1, really. That update clarified that Pyromaniac is not meant to proc on weapons. Still, I keep this mod up for those that like it.
My apologies, I didn't know about this new weapon. I've uploaded a new main file which will give the MA 70HB x-MOD2 explosive rounds that are affected by Pyromania, hope you enjoy.
Good afternoon, at the moment the modification only activates the effect of the skill, or can it already add the effect of bonus damage to the damage from gunshots?
Hi, it's just the activation. Pyromania only buffs grenade explosive damage. I'm not sure how to get it to buff weapon explosive damage at the moment. Kind of related, if you want Pyromania to buff PLS explosion, I'd suggest Firecracker Pyromaniac Fix, which is fully compatible with this mod!
Hey! Thanks for making this mod - it makes investing in the consumables path much more interesting.
Update 2.1 added another weapon which states it has exploding rounds - the MA 70HB x-MOD2 (wiki). I noticed that this weapon is not mentioned as being touched by this mod, nor could I find the base ID of the weapon anywhere in the .tweak files. Does this mod enable the explosive rounds on the MA 70HB x-MOD2 to proc Pyromania, either somewhere I didn't look or through inheritance through the base weapon? If not, is this something you might adjust, or have resources you could direct me to so that I can adjust it myself?
Edit: The more I look through this code the more interested I am in how this actually works. I've noticed the Prototype: Shingen Mark V, Kappa x-MOD2, and Oguo do not seem to be mentioned directly anywhere. Those are clearly working, so do they get proper functionality from the block of code under BulletSmartBulletHighExplosion in explosions.tweak?
My apologies, I didn't know about this new weapon. I've uploaded a new main file which will give the MA 70HB x-MOD2 explosive rounds that are affected by Pyromania, hope you enjoy. The mod enables Pyromania for Power weapons by changing the RangedAttacks package to "Attacks.ExplodingBulletLightPackage", which is used by Hypercritical, NDI Osprey, and a few other weapons. You're completely correct about BulletSmartBulletHighExplosion in explosions.tweak. I use that for all Smart Weapons, except Divided We Stand. Divided We Stand gets Pyromania from simply adding "attackType = "AttackType.Explosion" to its unique explosion, "BiotechGrenadeV2", mentioned in explosions.tweak. Edit: Update 2.1 also added an inverted HitFlag to tech_new_perks.tweak to remove bullet explosions from triggering Pyromania (hitFlag = "BulletExplosion";), so all tech_new_perks.tweak in my mod is doing is removing that HitFlag. Do note that the Yinglong, Hercules 3AX, and Ba Xing Chong aren't affected by this and can still proc Pyromania without my mod. I'm not sure if them being unaffected is intentional or not.
Thank you for the quick fix and all the details! You're awesome! Always lovely to see a modder so engaged, and I'm glad that someone has managed to sort out the ever-evolving mess that is explosions in Cyberpunk (seriously - why would they call the Divided We Stand explosion effect a grenade lol).
65 comments
Added the MA 70HB x-MOD2.
1.16
Updated the main Pyromania Expanded file to be compatible with 2.1.
The Dezerter & HMG have been added to the main file.
Corrected the folder name from PyromaniacExpanded to PyromaniaExpanded, as the perk is actually called Pyromania, not Pyromaniac.
Removed the Gas and EMP code from both main files, as this has now been added with 2.1!
1.15
Updated the main Pyromania Expanded file to include Seraph and all normal Metels, not just Bald Eagle. The MA70 HB has also been moved into the main file, as it's description mentions explosive rounds.
1.14
Updated the main Pyromania Expanded file after a bug was reported with Psalm 11:6. New version is working perfectly.
1.13
Updated the MA70 HB Addition optional file after a bug was reported. New version is working perfectly.
1.12
Fixed an exploit where firing Doom Doom directly at your feet outside of combat could give you Pyromania stacks.
Fixed a bug where firing Smart weapons directly at your feet wouldn't harm you.
Added an alternate main file which only makes changes to Divided We Stand, EMP Grenades, and Gas Grenades for people that find the main version to be overkill.
Added an optional file which makes the HMG fire explosive rounds. This can be used on its own, or in addition with either version of "Pyromania Expanded".
Added an optional file which makes the Malorian Arms 3516's quick melee attack stack Pyromania stacks. This can be used on its own, or in addition with either version of "Pyromaniac Expanded".
Added an optional file which makes the MA70 HB fire explosive rounds. This can be used on its own, or in addition with either version of "Pyromania Expanded".
Added Psalm 11:6 to the main file.
1.11
Fixed the file path.
1.1
Fixed Oguo's explosive projectiles not smart targeting.
Added Prototype: Shingen Mark V, Kappa X-MOD2, and Bald Eagle.
(ManiacPerkBonusSpeed / GrenadeExplosionBonusDamage / ExplosionDamagePercentBonus / ManiacStatCounter(dunno what this do) )
Level 1 and 2 buff can already be modified (valueHealingItemsChargesRegenMult: 0.08f / GrenadesChargesRegenMult: 0.08f) within this file, but only level 3 buffs don't have this.
I'm asking for this entirely because I want to make ManiacPerkBonusSpeed to 0
(personally I don't like the speed bonus feature, also already got rid of reflex speed bonus through other mod)
I tried putting the code from firecracker fix mod (new_perks_status_effects.tweaks) into your file (tech_new_perks.tweaks) but my character still get speed bonus with ManiacStack. Sorry to ask for help again
You need to go to the new_perks_status_effects.tweaks file located in tweaks\base\gameplay\static_data\database\status_effect.
Copy it and put the copy elsewhere. Don't touch the original again.
In the copy, find the PostManiacStatusEffect section.
Only copy the entire PostManiacStatusEffect section and put it and the end of the new_perks_status_effects.tweaks file from the Pyromanic Fix tweakxl version.
Edit the ManiacPerkBonusSpeed of both the PostManiacStatusEffect and Tech_Left_Milestone_3_Buff to 0f.
You'll also want to add the ExplosionDamagePercentBonus of the Pyromaniac Fix's Tech_Left_Milestone_3_Buff section to PostManiacStatusEffect so that your PLS is getting the correct buff.
You can test that this is working by instead setting the two ManiacPerkBonusSpeed values to a minus number, like -0.5f, to see if you'll start to go slower. This is how I tested it was working for me.
I tried adding the PostManiacStatusEffect section to my tech_new_perks.tweak, but that didn't work.
I don't really know if I can upload this, as it is someone else's mod we need to edit, so let me know if you have any problems with the instructions above.
There's something I forgot in the first comment; my mitigation chance doesn't increased at all!
I thought the cause was due to the unupdated firecracker mod. so I asked you, got the new method, expected the mitigation chance bonus to work properly, but hell no.
I tried changing speed bonus to minus number as you said. then 'movement speed' disappeared from status menu with mitigation chance!
conversely, when I set the speed bonus to 0.001f, both movement speed and mitigation chance increased only slightly (4.72 -> 4.73 / 35% -> 36%),
and when I set it to 5.00f, V gets very fast with just one maniac buff, and got 100% miti chance.
It's obvious these two are related, and it applies to actual games as well as the values on the menu.
summary: BaseStats.ManiacPerkBonusSpeed also affects miti.chance. stupid game.
also, Burn This City perk probably works fine.
honestly I'm frustrated. cannot understand why this game is so obsessed with extreme speed bonus... sorry for bother you man.
Edit [new_perks_status_effects] as follows;
Modify the value of BaseStats.ManiacPerkBonusSpeed from 0.05 to 0.00
Edit from [tech_new_perks] as follows;
in ther [Tech_Left_Perk_3_4: NewPerk], replace the "refStat"(reference stat) of [statType = "BaseStats.MitigationChance"] from [ManiacPerkBonusSpeed] to [ManiacStatCounter], and modify the value from 200f to 50.0f
this two affect to Pyromania and Heat Shield.
Back to new_perks_status_effects,
in the [PostManiacStatusEffect : BuffStatusEffect], replace [statType = "BaseStats.ManiacPerkBonusSpeed"] to [statType = "BaseStats.MitigationChance"] and modify the value from 0.25f to 50.0f
this affact to Burn This City.
I don't know the modding CP2077 well, so I'm afraid if it's worth uploading this in a separate mod
or just post it as a small tip in the post section like now.
and don't know why CDPR designed the skill like this, the enumComment says "You also get damage mitigation chance equal to double the amount of Maniac speed bonus.". why refer to double amount maniac speed bonus? can't just with maniac stack? actually I tried [BaseStats.MaxStacks] first but didn't work, so used [BaseStats.ManiacStatCounter]. I reached my goal after all...
Seems that author of that mod have no plan to update it, Can you fix it instead? Really need that, Thanks a lot.
Update 2.1 added another weapon which states it has exploding rounds - the MA 70HB x-MOD2 (wiki). I noticed that this weapon is not mentioned as being touched by this mod, nor could I find the base ID of the weapon anywhere in the .tweak files. Does this mod enable the explosive rounds on the MA 70HB x-MOD2 to proc Pyromania, either somewhere I didn't look or through inheritance through the base weapon? If not, is this something you might adjust, or have resources you could direct me to so that I can adjust it myself?
Edit: The more I look through this code the more interested I am in how this actually works. I've noticed the Prototype: Shingen Mark V, Kappa x-MOD2, and Oguo do not seem to be mentioned directly anywhere. Those are clearly working, so do they get proper functionality from the block of code under BulletSmartBulletHighExplosion in explosions.tweak?
The mod enables Pyromania for Power weapons by changing the RangedAttacks package to "Attacks.ExplodingBulletLightPackage", which is used by Hypercritical, NDI Osprey, and a few other weapons.
You're completely correct about BulletSmartBulletHighExplosion in explosions.tweak. I use that for all Smart Weapons, except Divided We Stand.
Divided We Stand gets Pyromania from simply adding "attackType = "AttackType.Explosion" to its unique explosion, "BiotechGrenadeV2", mentioned in explosions.tweak.
Edit: Update 2.1 also added an inverted HitFlag to tech_new_perks.tweak to remove bullet explosions from triggering Pyromania (hitFlag = "BulletExplosion";), so all tech_new_perks.tweak in my mod is doing is removing that HitFlag. Do note that the Yinglong, Hercules 3AX, and Ba Xing Chong aren't affected by this and can still proc Pyromania without my mod. I'm not sure if them being unaffected is intentional or not.