Cyberpunk 2077

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Pzikhedelic

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Pzikhedelic

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About this mod

Unlocking iconic weapons' special abilities as usable weapon mods form.

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UPDATE:
Given how weapons mod slots were nerfed from four slots pre-2.0 to only maximum of two slots post-2.0, combining with the fact that there haven't been any alternatives to bypass that limitation that I've known of at the time of me writing this. I found it greatly disappointing how limiting in creativity it is. So I decided to create new legendary range-weapon mods that hold two range weapon mod effects to workround it instead.

- Mod effects that can be found on these new weapon mods includes all range-iconic weapon mods, all gun type weapon mods(AR/SMG/LMG, Handguns, etc.), and all range weapon type mods(Power, Smart, Tech)

-Typical placement restriction of these effects on the new weapon mods are removed. You can place these in any slot as long as it's a gun and the slots are not for scope and muzzle

-These can be brought via Virtual Atelier shop I've included, looks for  "Cracked Out Modsmith 2", 7,500 eds a pop

-I didn't put the correct descriptions for these effects in these new weapon mods as it required too much work. However, each of new weapon mod name will show the names of the iconic weapons the effects belong to. While the description will tell you what type of weapon it is if you don't recognize the names. I'm sorry for any inconvenience :(

-With Unlock Me 2 Slots installed, it'd allowed you to put two weapon mods into iconic weapons. This means that you can have 5 iconic effects on a single gun being the maximum

-Lastly, same deal like before, some of these iconic weapon mods would be non-functional because they weren't designed to be used like this. There is absolutely nothing I can do about it.

I'll do one for melee weapons mods later sometime. Go nut and tweaked-out your favorite shooters, enjoy :^)
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This mod is extremely similar to psiberx's Weapon Mod Overdrive. It unlocks special effects of iconic weapons as weapon mods which you can put into other weapons. The keys differences being:

-Weapon Mod Overdrive haven't been update for a long while now before patch 2.00. I made this for v 2.02 with Phantom Liberty in mind

-Being an amateur script-kiddie, I don't know how to implement giving these mods to player with custom CET menu like how Psiberx did it.
 You'll have to either add them to inventory via CET command yourself, or buy them through the Virtual Atelier store I've included in the files(I suggest the latter)

-I originally made this for my own usage with Preem Weaponsmith 2.0 in mind, so there is this quirk that, besides range and melee weapon mods still being restricted to be only installable to its corresponding type, all other weapon mods restriction have been removed.
Ex: Tech gun mod in a power gun, pistol mods on an LMG, blunt weapon mods on blade weapons etc.

Note: It should goes without saying, but to be clear, just like with Weapon Mod Overdrive before I made this, the game wasn't designed with these iconic special effects to interact together in mind. Some combination of these weapon mods might work, some might not. Some of these special effect might outright not be functional without it being place in the weapon it was made for even. This is beyond anything I could do. I merely made it possible to acquire them and removed their placement restriction. It's already a miracle I got this far with how little I understand what I was doing, as evidenced if you take a look at how atrocious and tedious I implemented this lol