Gonna track this for now but would be nice if there was file set for the vanilla weapons.
Edit: 2 years later doing my playthrough, I realized whats all included with the instructions. However, the code the mod uses errors out with nil value ("Game" in line 25 game.getplayer() etc etc - I read in the code book that this is one of the broken commands 2.0 and beyond).
Got a syntax error doing it the way it was explained. Correct way is as described, creating folders for each scope, editing the lua, and renaming scopes.lua to init.lua. Launch game, unequip any scopes, open CET console, and click reload mods. Not sure if someone already said this but I was confused a bit. Hopefully this is a little simpler.
i create 11 folders with init.lua for any scope eg. in ../CET/mods/ ../scope01/init.lua .. to ../scope11/init.lua ========= and edit init.lua ../scope01 - in init.lua local newZoom = 0.25 -- For guidance, sniper default zoom is 3.0. Gimlet is 0.2 local mods = { { "Items.w_att_scope_short_01", "Gimlet", 0, 0.25 }, } ========== ../scope02 - local newZoom = 0.3 -- For guidance, sniper default zoom is 3.0. Gimlet is 0.2 local mods = { { "Items.w_att_scope_short_02", "Hyakume", 0, 0.3 }, } etc. to ../scope11/ Now mod works with all scopes at any start game
image with few scope https://drive.google.com/file/d/1LtstmaG9CdnSFa9i3FMJhEO3HjvSbypj/view?usp=sharing
anyway to completely remove the forced zoom when pressing the aim button (i.e. without weapon in hands)? it's completely unnecessary and it'd make a perfect walk key without zooming.
Great idea. I'd totally second that. Why zoom without a weapon, anyway? By removing zoom, the mouse button would become the perfect 'walk' key without having to mess with other key bindings. Is this POSSIBLE?
I think it only changes the weapon mods, but it will work with a red-dot or any other sight if you set the zoom to "-1" EDIT: I commented on the post below yours with some instructions for how I got it to work.
EDIT: This worked fine while the game was running, but this mod really didn't like to be run when the game was launched. I had crash at startup until I removed it. This mod was never meant to be used this way, so I don't blame the author. So basically, using the below method, you can get the mod to work WHILE THE GAME IS RUNNING, just know that you need to delete/rename init.lua before you try to launch the game again.
You only need to run this mod once for each scope you want to change, the changes persist for the specific scopes you modified.
--
Some changes with the new CET update. Place the file in a *folder* in the directory the author mentioned. I put mine here: Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\Scopes
Rename the file to "init.lua". If the lua file extension is hidden, just name it "init".
Follow the rest of the instructions on the description page.
Launch the game, if it is not already. If the game is currently running, you just have to open the console and click "reload all mods".
Also you may have to unequip the sight for the zoom level to change.
Hi, thanks for working on this mod. I followed instructions, and I tried to change a zoom level of some of scopes. I have unattached scopes of given type in inventory. I uncommented just one line at once, as described. But the script always ends with "Updated 0 SO 21" or "Updated 0 Percipient" and no scope is changed, neither quality nor zoom level. Like it couldn't detect the scopes in inventory.
23 comments
Edit: 2 years later doing my playthrough, I realized whats all included with the instructions. However, the code the mod uses errors out with nil value ("Game" in line 25 game.getplayer() etc etc - I read in the code book that this is one of the broken commands 2.0 and beyond).
dofile("scope.lua")
or
dofile("bin/x64/plugins/cyber_engine_tweaks/mods/scope.lua")"
what???Correct way is as described, creating folders for each scope, editing the lua, and renaming scopes.lua to init.lua.
Launch game, unequip any scopes, open CET console, and click reload mods. Not sure if someone already said this but I was confused a bit. Hopefully this is a little simpler.
eg. in ../CET/mods/
../scope01/init.lua
.. to
../scope11/init.lua
=========
and edit init.lua
../scope01 - in init.lua
local newZoom = 0.25 -- For guidance, sniper default zoom is 3.0. Gimlet is 0.2
local mods = {
{ "Items.w_att_scope_short_01", "Gimlet", 0, 0.25 },
}
==========
../scope02 -
local newZoom = 0.3 -- For guidance, sniper default zoom is 3.0. Gimlet is 0.2
local mods = {
{ "Items.w_att_scope_short_02", "Hyakume", 0, 0.3 },
}
etc. to ../scope11/
Now mod works with all scopes at any start game
image with few scope
https://drive.google.com/file/d/1LtstmaG9CdnSFa9i3FMJhEO3HjvSbypj/view?usp=sharing
EDIT: dofile command don't work in Cyber Engine Tweaks v1.9.6
You only need to run this mod once for each scope you want to change, the changes persist for the specific scopes you modified.
--
Some changes with the new CET update. Place the file in a *folder* in the directory the author mentioned. I put mine here: Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\Scopes
Rename the file to "init.lua". If the lua file extension is hidden, just name it "init".
Follow the rest of the instructions on the description page.
Launch the game, if it is not already. If the game is currently running, you just have to open the console and click "reload all mods".
Also you may have to unequip the sight for the zoom level to change.