Greetings all. I appreciate each and every feedback. I have made the mod customisable based on suggestions and fixed all reported bugs. Choose 1 main file OR mix optionals for features you specifically desire.
Mod is updated with UI reflecting changes to perks, some QOL (refer changelog) and no more input issues. InputContexts now in a mostly vanilla state aside from faster disassemble, upgrading perks, holster timings and weapon swap timers.
This mod breaks a few keybindings like being able to aim down sights and open the pocket radio due to deleting/altering some lines that were in the original InputContexts. I used a text compare and merge to revert/re-implement those lines and I can now ADS, but the mod author may have made changes specifically for this mod to work.
Here's the edited InputContexts if anyone needs it, use at your own caution. Not sure if reverting and re-adding things might cause issues with getting things to function with this mod. Hopefully the mod author can make a proper fix if/when they return.
So what's the deal with this mod after 2.1+? I really enjoyed it during 2.0 but noticed some small issues after further game updates. I play on gamepad so I don't need to worry so much about keybinds
It's such a great mod.I have a question. If v exceeds a certain speed, sprint attack will not be activated. For example, when Adrenaline Converter and Berserker Pyromaniac speed overlap, the speed becomes very fast. What number should I change to solve this symptom?
+1, having too much movement speed ruins this specific fun part of the attacks
Edit: a sort of simple fix, activate the attack button half a second after you begin sprinting. It's not hella reliable, the timing is quick, but you basically have to attack before the sprint starts all the way and you'll get an almost immediate whirlwind cut.
That being said, I'm going to swap out some chrome and see if reducing movement speed fixes the issue.
Edit2: swapped out my legs, problem ended. Using Cyberware combined, which adds charge/double jump and the jenkin's tendons effect to the Leroy ligament system. Had a hunch, edited out the jenkin's tendons effect in the mod and the sprint-attack works again properly. Even with a set bonus of 15% speed and the Leroy ligament epic level 16% speed.
So I'm not sure if it's the Jenkin's tendons effect specially or if it just pushes you past a certain speed threshold. I'm going to try upgrading the kleeroy ligaments and see if higher speeds still break things.
Edit3 (I'm so sorry): upgrading to 5++ Leroy ligament still worked with the sprint-attack. With the modded set bonus I have, that brings my bonus speed to 35%. It makes me think that the jenkin's tendons effect itself may be the issue, not the max speed. Can't think of much to test further though, happy enough that I've found a solution.
My Aim function(Mouse Right Button) just don't work with the mod on.
I found it is the "Faster InputContexts" part has the problem, while other 5 - New Katana Move, Monowire, Perk, Slow MO Rework, Stamina - works fine with all together.
You seem to have deleted some codes. Vanilla one has about 80 more lines.
+ Edit. I've verified integrity, and then put only this mod on and checked. Can be different if I fully re-install the game.
Is it right that vanilla game's original Dodge impulse value is 2 as included your mod file? (not increased from vanilla value?) if so, I'm gonna decrease Dash impulse value to same one. 2.5 is quite good decreasing but I want more XD I always frustrated vanilla games had too long dash distance and no solution, but now I have! preem work man!
Idk if this was intentional or a bug of sorts, but whenever I sprint attack with Gorilla Arms, I sort of Doomfist punch and fly across a city block. It's actually really cool with Jailbreak relic perk because my victim gets Team Rocketed.
Anyway, it's caused me to yeet myself into the ocean a couple times. Just though it might warrant a look .
115 comments
Choose 1 main file OR mix optionals for features you specifically desire.
Mod is updated with UI reflecting changes to perks, some QOL (refer changelog) and no more input issues. InputContexts now in a mostly vanilla state aside from faster disassemble, upgrading perks, holster timings and weapon swap timers.
Here's the edited InputContexts if anyone needs it, use at your own caution. Not sure if reverting and re-adding things might cause issues with getting things to function with this mod. Hopefully the mod author can make a proper fix if/when they return.
If v exceeds a certain speed, sprint attack will not be activated.
For example, when Adrenaline Converter and Berserker Pyromaniac speed overlap, the speed becomes very fast.
What number should I change to solve this symptom?
Edit: a sort of simple fix, activate the attack button half a second after you begin sprinting. It's not hella reliable, the timing is quick, but you basically have to attack before the sprint starts all the way and you'll get an almost immediate whirlwind cut.
That being said, I'm going to swap out some chrome and see if reducing movement speed fixes the issue.
Edit2: swapped out my legs, problem ended. Using Cyberware combined, which adds charge/double jump and the jenkin's tendons effect to the Leroy ligament system. Had a hunch, edited out the jenkin's tendons effect in the mod and the sprint-attack works again properly. Even with a set bonus of 15% speed and the Leroy ligament epic level 16% speed.
So I'm not sure if it's the Jenkin's tendons effect specially or if it just pushes you past a certain speed threshold. I'm going to try upgrading the kleeroy ligaments and see if higher speeds still break things.
Edit3 (I'm so sorry): upgrading to 5++ Leroy ligament still worked with the sprint-attack. With the modded set bonus I have, that brings my bonus speed to 35%. It makes me think that the jenkin's tendons effect itself may be the issue, not the max speed. Can't think of much to test further though, happy enough that I've found a solution.
I found it is the "Faster InputContexts" part has the problem,
while other 5 - New Katana Move, Monowire, Perk, Slow MO Rework, Stamina - works fine with all together.
You seem to have deleted some codes. Vanilla one has about 80 more lines.
+ Edit.
I've verified integrity, and then put only this mod on and checked.
Can be different if I fully re-install the game.
if so, I'm gonna decrease Dash impulse value to same one. 2.5 is quite good decreasing but I want more XD
I always frustrated vanilla games had too long dash distance and no solution, but now I have! preem work man!
Anyway, it's caused me to yeet myself into the ocean a couple times. Just though it might warrant a look .