Cyberpunk 2077
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jack

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paktojack

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  1. paktojack
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    Guys, there's a setting menu for you to set stuff up, so go thru that if you're in question. The default setting were done in a way I *believe* is best for story telling and sorta assume the gameplay would work with some levels of evidence.

    for example, this setting allows you to set up what to display in the ripper's vendor menu:
    Mod Settings/Ripperdoc Service Charge/Service Charge - Basic/Unique Ripper's CW Stock Tier/
    ***Also let me know if you can still see the debt value in Journal during Paid In Full. I removed it with ArchiveXL for many languages, but I certainly didn't cover all of them.
  2. Pnubs
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    Such an excellent mod with a lot of cool nuances, well done! Particularly like the vendor tier scaling and how you can set it so that they sell items at all tier levels up to the player level. I would love to have this feature with weapon vendors (and other vendors too), since I'm playing with a mod that removes your inventory on death, so it'd be cool to have the flexibility to buy lower tier, lower cost stuff. I do I have experience modding so might have to see how you did that :P Anyways, it's really cool how far you took this and it really helps balance out the economy. Much love!
    1. paktojack
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      I don't think it's too complicated to change items' tiers on a vendor inventory, though iirc Ripperdoc has a slightly different inventory thing than other vendors. In case you need help or sth, find me over discord. (I'll help when I'm free lol)

      both Weapon Conditioning and this mod were created to kinda balance the economy in relatively complex ways. Glad some users get it instead of just treating them more like a hardcore mod xD
    2. Pnubs
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      Good to hear, I'm going to look into it soon. Thanks for the offer and I'll def reach out if I'm stuck. Awesome that you made that mod as well. Recently starting using it and love the customization and balance it brings to the economy as well. Really do align with your design. As much as I love hardcore mods, the economy needs the most attention since the player can become so OP through it. You did a really great job integrating the systems such that they feel like an organic part of the game. Very inspiring! 
    3. paktojack
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      Yeah imo mods built as if it's a part of vanilla game is the best. It though created a bit of issue like user may be confused when they try to use Cyberdeck with Weapon Conditioning, etc. I probably need to make a Q&A later, but for now I lack motivation.

      I still can't settle on some balancing settings, so if you have a good setting, do post it on the discussion tab there. It'd be great if you would mention installed mods that affect enemy difficulties as it also affect the balancing. For a more vanilla kinda experience, I think the current durability settings were fine but I prefer setting the condition stats bar invisible.
    4. Pnubs
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      For sure, yea I'm still messing around with the settings since it's my first playthrough with it, but when I get ideal settings, I'll post them. Also, I figured out the vendor stock tiers (kinda), just had one question. Not sure what your Discord is, but I friended someone with your Nexus name, hopefully it's you, lol.
  3. geftsu
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    Really great mod. In fact, I love and use most of the mods you made!

    One question, though. You mentioned that the max quality of Cyberware sold by Rippers is now Epic (Tier 4). How does that impact Cyberware that does not exist in Tier 4 variants (like Apogee Sandie)? Will it appear in the rippers inventory at all?

    Nvm, I'm stupid. I saw that you can toggle it in settings, and apparently if I don't want it appearing in rippers inventory at all, it can randomly spawn in the world at high levels.
    1. paktojack
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      you can also change individual ripper setting by accessing r6/scripts/RipperdocServiceCharge/UniqueRipperdoc.reds with any text editor but do make a backup just in case your new config got override or sth in the future. (I don't wanna put it in the Mod Settings to keep the services by each Ripperdoc feel a bit more obscured.)

      I don't think Weapon Conditioning would affect Cyberware loot in case you're also using it, so you'd randomly get it I think.
  4. xN1NJAWOLFx
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    Great mod. 
    1. paktojack
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      thx ;D
  5. jacksonayech
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    Is there a way I could disable this for RipperDeck? I installed a ripperdoc glove accessory to make RipperDeck more "realistic", thus doing it myself shouldn't cost anything.
    1. paktojack
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      I did something similar to what you want in Weapon Conditioning. I used the blackboard system in game to make the mod knows whether player was in the Ripperdeck or regular Ripperdoc. If you can code, just check the `Weapon Conditioning/UpgradePanel/UpgradeCWFix', and search for 'WeaponConditioning.isRipperDeck' to see how I did it.

      I don't wanna add this type of work to this mod, as that may messed up all the annoying compatibility work I made between Weapon ConditioningRipperDeckRipperdoc Service Charge, and Restrict Crafting, and I don't wanna do it again...

      edit: I guess you can also manually disable the first option in Mod Setting menu when you don't think you needa pay.

      edit2: I just recalled a little bit of the logic behind. I suspect this may be possible to remove the condition
      NotEquals( this.m_VendorDataManager.GetVendorID(), t"")
      in func OnInitialize() in PaymentSystem.reds
      Unlikely gonna try myself, but I guess you can DIY and see.
  6. mix73
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    When accessing rippers, crash out of the game version 2.11.
    I delete the mod, everything is fine.
    1. paktojack
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      Try load without the archive file for localization? I’ve heard there may be a thing about packing archive with certain versions of WolvenKit, but I haven’t yet checked the version number on my PC. 

      I may have a little bit of time this weekend to update the game and test stuff around. 
    2. mix73
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      Downloaded the latest version without the localization file, the game still crashes.
    3. paktojack
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      hmm weird. let me ask around before I've time to test it.

      Usually it's some kinda conflict that I can't quite test (as it requires the other mod that create the conflict) unless many user rush to the comment section to post the bug or something.

      Do keep me update if you figure out whether it's a conflict or sth (I won't be able to test it at least before the weekend)

      Edit: friend used the mod on 2.11 game and visited Viktor and Ryder without issue. It could be conflict with another mod, specific some game sequence if you had the crash during those, or some interactions I wrote in my mod(s) to make it comply with other mods. Either way, let me know if anyone somehow know the cause as I don't have much time to test.
    4. mix73
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      Your mod is not the culprit, the crashes were due to another mod.
      I'm sorry.
    5. dframed
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      aaaaaand what was the mod?
  7. ItsTheNewMang
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    edit: Great mod! works perfectly fine frfr 
    1. paktojack
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      There’s no English audio file in this mod. 

      though audio mod requires redmod in general. 
    2. ItsTheNewMang
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      Not sure how it happened but my comment was meant for another mod, I'm very sorry about that.
  8. AbessiaMalktho
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    Anyone know if this is working with 2.11?
    1. paktojack
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      Friend only told me my Weapon conditioning wasn’t working on 2.11 (patched already), so I expect all my mods besides that one do not need an update. Do let me know if there’s any issue though. 
    2. AbessiaMalktho
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      Oh you got that one patched!  Nice.  I'm looking forward to adding additional complexity / difficulty to the economic choices of the game.  Have you by chance tried either of these mods with Economy of 2077?
    3. AbessiaMalktho
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      Quick update: so far this is looking good on 2.11
    4. paktojack
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      I was also using economy 2077 (you can probably see me down the comment section too lol)

      I set the money multiplier (?) to 3 as recommended and felt alright, and my friend told me it’s very tough when he played at 1. It felt fine but tbh I didn’t have time to play much. :/
  9. mix73
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    Hello !
    After installing the mod, visiting V, at the moment when he installs the implant in his hand, the game freezes, the video does not end.The mod is installed correctly, I'm playing Gog version 2.1.
    How to fix ?
    1. paktojack
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      I don't have a save to test it so I checked on two fds using the mod and started a new game a lately, but both didn't have any issue. They're also using my Weapon Conditioning that has further changed the code a little, thou it shouldn't make any real differences that can freeze a scene imo.

      Perhaps you needa check on other mods you're using or just test run the scene again?
    2. mix73
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      The mod works well, it’s my own fault, I had to set the hud to press the button)
      Thanks !
  10. kromancer
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    this mod is giving me a startup redscript error

    [ERROR - Tue, 2 Jan 2024 15:13:42 -0500] [TYPE_ERR] At D:\SteamLibrary\steamapps\common\Cyberpunk 2077\r6\scripts\RipperdocServiceCharge\PaymentSystem.reds:123:20:
            canEquip = wrappedMethod(itemData);
                       ^^^^^^^^^^^^^^^^^^^^^^^
    can't coerce Void into Bool
    [ERROR - Tue, 2 Jan 2024 15:14:16 -0500] REDScript compilation has failed.
    This error has been caused by mods listed below:
    - RipperdocServiceCharge
    You should check if these mods are outdated and update them if possible. They may also be incompatible with the current version of the game, in which case you should remove them and try again.


    does this mean it could be a mod conflict? running the latest version
    1. kromancer
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      Update: the culprit is recently updated mod "Addicted" https://www.nexusmods.com/cyberpunk2077/mods/7480?tab=posts&BH=1
    2. paktojack
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      just checked the repo. That wrappedMethod() is
      private final func EquipCyberware(itemData: wref<gameItemData>) -> Bool
      and should always return a Bool on game version 2.10. Not sure why it's causing an issue, and I don't have enough time to check on other mods and do compatibility thing at the moment. :')
    3. kromancer
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      No worries and thanks for the info 👍 thanks for everything that you do, and Happy Near year 💪
  11. VanessaGamingX
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    I'm very sorry if I'm just very dumb but I don't understand what ''You will need this file to remove Viktor debt's value from Journal during the quest Paid In Full'' means. What exactly does it change in game? Do I NEED it or is it ok to leave it out?. Sorry again if I'm just VERY dumb ^^''.
    1. paktojack
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      I packed the archive in 1.1 and forgot to do so in the latest version, so i just uploaded it separately...

      that file was created to remove part of the text in Journal for quest "Paid In Full", where in English version it was "Pay off your debt to Viktor - 21000 €$". With this archive, the last part of it was removed and become "Pay off your debt to Viktor". Just something to make it less confusing (thou I forgetting to pack the file for 1.1-fix1 itself is very confusing)
    2. VanessaGamingX
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      Ohhh okay now I understand! ^^ Thank You for answering/explaining! ^-^ Oh also: Great Mod! Absolutely love it ^-^
    3. paktojack
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      am glad you love it :)
    4. Omno25
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      Can you, at some point, update the archive so that the text "Pay the good doc his 21 thou." is removed? The title is fixed, but the text for the quest still reflects the wrong amount. Thank you!
    5. paktojack
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      Plan to, but no time atm when there're so many languages I hv to cover...

      Some weeks later I guess after I update Weapon Conditioning