can somebody mod the Spread Distance, i found this at the cyberdeck, but do not understand how to put it to the quickhack # Spread Distance Items.HauntedCyberdeck_LegendaryPlusPlus_inline5: value: 6.0
This still works with update 2.12a. Though like I seen you discussing with exploiteddna, the issue with spread and upload time is a factor. I'm not sure if you applied his fix for your mod, but what I can confirm from my messing with the quickhack is it will spread to 2 targets, both at the same inital slow speed, but after that, the quickhack stops. I assume the hiccup being overclock being active.
I hope you keep up with this mod and grant an update soon. Its wonderfully done mod, and story friendly for the game.
It doesn't seem to work after 2.1. Even using console commands it will say it was added to my inventory but it doesn't appear. Any word if it'll be updated or a workaround?
Most likely just extracted the folder directly. Move the archive and r6 folders out of the BlackwallQuickhackItem and into your Cyberpunk 2077 Directory. Old version works with 2.1 for me, and the one Im working on right now broke completely for some reason
to be fair, there are a lot of errors in tweakxl log, so some of the code needs to be cleaned up.
after closer inspection at the code, many of the errors can easily be fixed by changing your float notation. maybe that works if youre using EU language in windows or something, but for me, you can't write a float like 0,725 .. it needs to be 0.725 otherwise tweakxl will throw errors.
Youve also got an ambiguous definition error, which either means you didnt define the record type propery ($type: ), didn't clone it correctly ($base: ), or there is a typo in the record name.
There are also some properties that are incorrect, like generationPrereq should be generationPrereqs ..
your new crafting package record isnt defined, need to add $type: gamedataCraftingPackage_Record as the first line property.
some of your properties are using an array where an array isn't used (i.e. Items.BlackwallGateway_Songbird.craftingData doesnt use array)
Need to define your recipe element records with $type: gamedataRecipeElement_Record for both Items.LegendaryProgramCraftingPackage_blackwall and Items.LegendaryProgramCraftingPackage_blackwall_inline0
EquipmentGLP.BlackwallBreachProgramLvl4_inline0 ... one of the properties for this that you defined (maxFactor) just doesnt exist for this GLP UIdata record, so i removed it. Some of the other properties were out of order.. best to keep them in the same order as tweakdb, so i rearranged them
Anyways, im gonna fix it for myself, happy to give it to you to upload if it will save you some time. EDIT: theres a lot more to fix than i originally thought. but im working on it now I'm finished with all the fixes, testing now
If you wanna look at an unpublished mod i wrote last year that made new craftable weapon mods with recipes, and added them to vendors, i can share that with you privately to serve as a good example
(I might take a closer look at everything later just to see if the logic needs any tweaking, but prob not til this weekend)
That was very helpful! Thanks a lot, the recipe is a bit of leftover that I never got around to fixing as the raven issue has been driving me mad. Also probably 90% of the tweak can be removed, I have most of it in so I don't have to go digging through the DB Browser every time I'm looking for a single line or something. And I'm always glad to learn from other's, in case you use DC you can reach my alt alice_662. Thanks again for going out of your way of fixing this mess. Just to finish up the raven thing now.
hah no problem, happy to help. checking the tweakxl.log file in Cyberpunk 2077\red4ext\plugins\TweakXL can be very useful for debugging and testing. Most of the time you can figure out what the error is telling you and fix it, but if you aren't sure, you can always ask me and ill help out. Or, in the "Cyberpunk 2077 Modding Community" discord server, there is a #TweakXL channel that is a great place to ask for help.. I have used it myself many times. Also, I am in all of the major cyberpunk modding discord servers, same username exploiteddna.
Edit: i wanted to reply to your comment about having lines of code there so you dont have to go check tweakdb in game. I know it is tedious going back and forth from text editor to tweakdb .. I also write a lot of code for things i dont need, especially during development process because i dont know which ones i will need/want to edit. What I recommend is disabling that code using the yaml "comment" function, which is just a # symbol. Put a # at the start of any line and it completely disables that line from being executed. Once im finished making the mod, I comment all the lines I want to save for reference but do not want to be executed in the mod. One other thing: anytime you clone a record (like $base: Items.BlackWallProgramLvl4), you do not need to define every property in the record. Any property you do not define, it will automatically use the property value from the cloned record. For example, if you clone Items.BlackwallProgramLvl4, you do not need to define icon atlasResourcePath unless you want to use a different icon
Also, if you want some help debugging the Raven, maybe I can. You said "unfortunately still has same upload speed and RAM usage, for each jump, when in OC mode" .. what behavior are you trying to get instead?
With the Raven it doesn't jump at all. Currently trying out a crude workaround with startEffects, the Raven seems to work by applying BaseStats.SpreadQuickhacksOnStart to the player, which disabled spread on completion. The issue is that, this spreadEffector doesnt seem to properly work several times in a row. It uses the upload time of the first jump triggered by it for each. So even if the stats of the 4th jump say, 1 second upload time it will take that of the first which is considerably higher. RAM usage is the same, with the default being -1 (So adding a RAM instead of using any). Even weirder is, the effector has to be both in start and completionEffects, if it is missing in one it breaks completly, and with both it jumps at the end of the upload.
Did you guys ever figure this out? Fixed spread sounds exciting because no one else seems to be able to fix it. Any chance for an updated, fixed version of this mod based on exploiteddna's pastebin?
For compatibility with the blades from the bits mod, should I set the "LootTables.ep1_q305_haunted_deck_recipe.maxItemsToLoot" value to 6 (as in BFTBs yaml) or the reverse, and use your mods values?
You say we need to edit LootTables.ep1_q305_haunted_deck_recipe.maxItemsToLoot if we want it to work with blade from bits, but what do we edit it to/from? Or whatever. That is not specified. Make them both 0? Make them same as blade from bits? Any help would be appreciated.
go into tweaks, open the blade and this mod, search for the param and then just copy them over to the other file so they match. Game crashes for me tho
41 comments
i found this at the cyberdeck, but do not understand how to put it to the quickhack
# Spread Distance
Items.HauntedCyberdeck_LegendaryPlusPlus_inline5:
value: 6.0
I hope you keep up with this mod and grant an update soon. Its wonderfully done mod, and story friendly for the game.
GOOOOOOD mod but is crashed my game if I have 3 or 4 stars with NCPD. Anyone have a solution ?
- after closer inspection at the code, many of the errors can easily be fixed by changing your float notation. maybe that works if youre using EU language in windows or something, but for me, you can't write a float like 0,725 .. it needs to be 0.725 otherwise tweakxl will throw errors.
- Youve also got an ambiguous definition error, which either means you didnt define the record type propery ($type: ), didn't clone it correctly ($base: ), or there is a typo in the record name.
- There are also some properties that are incorrect, like generationPrereq should be generationPrereqs ..
- your new crafting package record isnt defined, need to add $type: gamedataCraftingPackage_Record as the first line property.
- some of your properties are using an array where an array isn't used (i.e. Items.BlackwallGateway_Songbird.craftingData doesnt use array)
- Need to define your recipe element records with $type: gamedataRecipeElement_Record for both Items.LegendaryProgramCraftingPackage_blackwall and Items.LegendaryProgramCraftingPackage_blackwall_inline0
- EquipmentGLP.BlackwallBreachProgramLvl4_inline0 ... one of the properties for this that you defined (maxFactor) just doesnt exist for this GLP UIdata record, so i removed it. Some of the other properties were out of order.. best to keep them in the same order as tweakdb, so i rearranged them
Anyways, im gonna fix it for myself, happy to give it to you to upload if it will save you some time.EDIT: theres a lot more to fix than i originally thought.
but im working on it nowI'm finished with all the fixes, testing nowerrors have been debugged and fixed, it runs like a happy mod now :)
If you wanna look at an unpublished mod i wrote last year that made new craftable weapon mods with recipes, and added them to vendors, i can share that with you privately to serve as a good example
(I might take a closer look at everything later just to see if the logic needs any tweaking, but prob not til this weekend)
Also probably 90% of the tweak can be removed, I have most of it in so I don't have to go digging through the DB Browser every time I'm looking for a single line or something.
And I'm always glad to learn from other's, in case you use DC you can reach my alt alice_662.
Thanks again for going out of your way of fixing this mess. Just to finish up the raven thing now.
Edit: i wanted to reply to your comment about having lines of code there so you dont have to go check tweakdb in game. I know it is tedious going back and forth from text editor to tweakdb .. I also write a lot of code for things i dont need, especially during development process because i dont know which ones i will need/want to edit. What I recommend is disabling that code using the yaml "comment" function, which is just a # symbol. Put a # at the start of any line and it completely disables that line from being executed. Once im finished making the mod, I comment all the lines I want to save for reference but do not want to be executed in the mod.
One other thing: anytime you clone a record (like $base: Items.BlackWallProgramLvl4), you do not need to define every property in the record. Any property you do not define, it will automatically use the property value from the cloned record. For example, if you clone Items.BlackwallProgramLvl4, you do not need to define icon atlasResourcePath unless you want to use a different icon
Also, if you want some help debugging the Raven, maybe I can. You said "unfortunately still has same upload speed and RAM usage, for each jump, when in OC mode" .. what behavior are you trying to get instead?
You say we need to edit
LootTables.ep1_q305_haunted_deck_recipe.maxItemsToLoot
if we want it to work with blade from bits, but what do we edit it to/from? Or whatever. That is not specified. Make them both 0? Make them same as blade from bits? Any help would be appreciated.
Game crashes for me tho