Cyberpunk 2077
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Kingpin RBD

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Kingpin26

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  1. Kingpin26
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    As of 1.3.1, you can safely remove the files "GorillaGrip.archive" & "GorillaGrip.archive.xl" from "archive/pc/mod" & ignore downloading ArchiveXL as a requirement for this mod. Of course, ArchiveXL is a dependency for a lot of other mods though so you should probably keep it installed anyway. Most of my mods will probably be transitioning to using KingCode for custom text & translations. Hope you guys come to appreciate the effort it took to get its Translation Template system set up. Should save a lot of heartache for both mod authors & translators. Almost everything is micromanaged internally by KingCode.

    To mod authors: Please refer to my edited template file here if you need an example of how to edit the base template file from KingCode's page.

    Simplified breakdown for mod translators:

    1. Download the Translation Template for this mod. (Don't follow the mod author instructions in the file.)
    2. Rename the file to the name of your desired language. (For example: "Russian.reds".)
    3. Open the file, then change the suffix of the module ID at the very top to the same thing. (i.e., ".English" to ".Russian" for this example.)
    4. Find the matching language code from the list at the bottom of the file & sub that in towards the top where you see "en-us". (Make it "ru-ru".)
    5. Edit the "fVariant" values, or female text values, you see under "CreateArchive" with proper translated text using characters/letters from the target language.
    6. Save the file, then place it in 'r6/scripts/GorillaGrip/translations'.
    7. Start your game & hover your Gorilla Arms. Barring any unforeseen bugs, the new text should show there where before it would've been "LocKey#" values.

    That's it. That's how to add translations to a mod like GorillaGrip using KingKode Translation Templates. More complicated mods with more custom/edited text will expectedly take a bit more effort on your part to translate, but it should all prove very doable. There's no archives to rebuild or anything. Just set up this file up properly & put in the right folder. No muss or fuss translations.

    Note: The text may seem a bit confusing in this mod's Translation Template due to the fact that a lot of the text is highlighted(colored + bold). This is done by style tags basically. If you have no familiarity with using such tags, then you could always replace the lines with plain text. It won't break anything in-game to not have stylized text.
  2. NoahofArc
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    "REDScript compilation has failed.
    This error has been caused by the mods listen below:
    - GorillaGrip

    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.

    The game will start but no scripts will take effect.
    If you need more information, consult the logs."

    How do I fix this?
    1. LyDraac
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      I was having this issue, make sure all requirements are up to date
  3. kuronekosan
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    First of all, thank you so much for the great mod.
    Secondly, forgive my impudence, I have a question. Is it possible to add (possibly optionally) the effect of the Zero-G mod for throwing weapons?
    1. Kingpin26
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      I'm not familiar with the mod you're referring to.
    2. kuronekosan
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      This is an in-game modification of throwing weapons. Gravity does not affect the trajectory. I.e. when I throw a knife with the gorilla hands, it flies so fast that it does not have time to descend before hit the target.
    3. Kingpin26
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      I'd need to look at the code to figure out how things work under the hood, but it otherwise shouldn't be hard to add. Currently been trying to get over the flu for the past week & I'm still not doing great so I don't know when I'll likely get around to doing it. I'm also a bit concerned over the change basically removing all use for that mod.
    4. kuronekosan
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      Thank you. I wish a speedy recovery. As for the actual replacement of the Zero-G, the existing characteristics of the Gorilla Grip partially overlap the Javelin, Parallax and Ready Steady mods, so i think no problem with another one ;) But it all up to you.
  4. THEmagnitOla
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    is that me, or the mod needs an update? my game isn't even launching with this mod enabled :c
    1. Kingpin26
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      Works fine on my end with all the latest updates, so no it doesn't. Check your logs: 'r6/scripts'.
    2. THEmagnitOla
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      well i decided to enabled kingcode and gorilla grip just to check my logs as u suggested, and the game launched and works well O_o
      thanks I guess.. for fixing my game xD
  5. Pavlu4ini
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    Hello! Translated your mod into Russian. I don't know how to contact you, so I just left a link: https://drive.google.com/drive/folders/1fkAbH2DFB-cM1BrzmsZ0kM80NVCmfo7G?usp=drive_link
    1. Kingpin26
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      Best to contact me on the Discord. Search Kingpin & you'll see me. A publically accessible link would've been nice. You could just send me the file on Discord so I can download it directly on my own time. I'm rarely logged into any email accounts.
  6. TheUnknownHumanBeing
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    btw does the armor penetration buff, affect mantis blades, if you have the config set so the buffs are always active? 
    1. Kingpin26
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      No, it doesn't. Though mantis blades are considered "Melee" in certain circumstances, they aren't considered a "Weapon". They're "Cyberware". Only "Melee Weapons" get that buff.
    2. TheUnknownHumanBeing
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      would it be possible to add an option, to make it affect other cyberwear arms?
    3. Kingpin26
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      Yeah, it's possible, but I'm not inclined to do it. In my eyes it would defeat the point of making this mod. If I was ready to tackle making a mod like this for the other arms then mantis blades could end up with scaling penetration, but outside of that I won't be adding it. And before you ask, my plate is too full for that atm.
  7. Dyuharev
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    With the latest 1.3.2 archive, installed using Nexus, I'm getting this message every time I start the game. Maybe I did something wrong?

    REDScript compilation has failed.
    This error has been caused by mods listed below:
    - GorillaGrip


    logs:

    [ERROR - Fri, 23 Feb 2024 12:51:48 +0300] [UNRESOLVED_IMPORT] At H:\Cyberpunk 2077\r6\scripts\GorillaGrip\GorillaGrip.reds:2:1:
    import KingCode.ItemTracking.*
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    module KingCode.ItemTracking has no members or does not exist
    [ERROR - Fri, 23 Feb 2024 12:51:48 +0300] [UNRESOLVED_TYPE] At H:\Cyberpunk 2077\r6\scripts\GorillaGrip\GorillaGrip.reds:46:5:
        protected let m_activeArms: DetailedItemRef;
        ^^^^^^^^^^^^^^^^^^^^^^^^^^
    unresolved type DetailedItemRef
    [ERROR - Fri, 23 Feb 2024 12:51:48 +0300] [UNRESOLVED_TYPE] At H:\Cyberpunk 2077\r6\scripts\GorillaGrip\GorillaGrip.reds:47:5:
        protected let m_activeWeapon: DetailedItemRef;
        ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    unresolved type DetailedItemRef
    [ERROR - Fri, 23 Feb 2024 12:51:48 +0300] [UNRESOLVED_TYPE] At H:\Cyberpunk 2077\r6\scripts\GorillaGrip\GorillaGrip.reds:59:5:
        protected let m_cyberarmSlotTrackers: array<ref<ItemInSlotTracker>>;
        ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    unresolved type ItemInSlotTracker
    [ERROR - Fri, 23 Feb 2024 12:51:48 +0300] [UNRESOLVED_TYPE] At H:\Cyberpunk 2077\r6\scripts\GorillaGrip\GorillaGrip.reds:61:5:
        protected let m_weaponTracker: ref<ItemInSlotTracker>;
        ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    unresolved type ItemInSlotTracker
    [ERROR - Fri, 23 Feb 2024 12:51:48 +0300] [UNRESOLVED_REF] At H:\Cyberpunk 2077\r6\scripts\GorillaGrip\GorillaGrip.reds:77:29:
            this.m_activeArms = DetailedItemRef.Invalid();
                                ^^^^^^^^^^^^^^^
    unresolved reference DetailedItemRef
    [ERROR - Fri, 23 Feb 2024 12:51:48 +0300] [TYPE_ERR] At H:\Cyberpunk 2077\r6\scripts\GorillaGrip\GorillaGrip.reds:91:9:
            ArrayClear(this.m_cyberarmSlotTrackers);
            ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    invalid use of ArrayClear, unexpected ref<IScriptable>
    [ERROR - Fri, 23 Feb 2024 12:51:48 +0300] [UNRESOLVED_TYPE] At H:\Cyberpunk 2077\r6\scripts\GorillaGrip\GorillaGrip.reds:115:9:
            let slotTracker: ref<ItemInSlotTracker>;
            ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    unresolved type ItemInSlotTracker
    [ERROR - Fri, 23 Feb 2024 12:51:48 +0300] [UNRESOLVED_TYPE] At H:\Cyberpunk 2077\r6\scripts\GorillaGrip\GorillaGrip.reds:142:9:
            let activeArms: DetailedItemRef = ItemInfoHelper.CreateItemRef(EquipmentSystem.GetData(this.m_owner).GetActiveMeleeWare(), this.m_owner);
            ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    unresolved type DetailedItemRef
    [ERROR - Fri, 23 Feb 2024 12:51:48 +0300] [UNRESOLVED_REF] At H:\Cyberpunk 2077\r6\scripts\GorillaGrip\GorillaGrip.reds:152:31:
            this.m_activeWeapon = ItemInfoHelper.GetItemInSlotInfo(t"AttachmentSlots.WeaponRight", this.m_owner);
                                  ^^^^^^^^^^^^^^
    unresolved reference ItemInfoHelper
    [ERROR - Fri, 23 Feb 2024 12:51:48 +0300] [UNRESOLVED_TYPE] At H:\Cyberpunk 2077\r6\scripts\GorillaGrip\GorillaGrip.reds:172:9:
            let equippedCyberarms: array<DetailedItemRef> = ItemInfoHelper.GetEquipAreaItemInfo(gamedataEquipmentArea.ArmsCW, this.m_owner);
            ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    unresolved type DetailedItemRef
    [ERROR - Fri, 23 Feb 2024 12:51:48 +0300] [UNRESOLVED_MEMBER] At H:\Cyberpunk 2077\r6\scripts\GorillaGrip\GorillaGrip.reds:190:26:
                if NotEquals(this.m_activeArms.itemType, gamedataItemType.Cyb_StrongArms) {
                             ^^^^^^^^^^^^^^^^^^^^^^^^^^
    member itemType not found on IScriptable
    [ERROR - Fri, 23 Feb 2024 12:51:48 +0300] [UNRESOLVED_MEMBER] At H:\Cyberpunk 2077\r6\scripts\GorillaGrip\GorillaGrip.reds:220:39:
            let weaponID: StatsObjectID = this.m_activeWeapon.itemData.GetStatsObjectID();
                                          ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    member itemData not found on IScriptable
    [ERROR - Fri, 23 Feb 2024 12:51:48 +0300] [UNRESOLVED_MEMBER] At H:\Cyberpunk 2077\r6\scripts\GorillaGrip\GorillaGrip.reds:228:37:
            let armsID: StatsObjectID = this.m_activeArms.itemData.GetStatsObjectID();
                                        ^^^^^^^^^^^^^^^^^^^^^^^^^^
    member itemData not found on IScriptable
    [ERROR - Fri, 23 Feb 2024 12:51:48 +0300] [UNRESOLVED_MEMBER] At H:\Cyberpunk 2077\r6\scripts\GorillaGrip\GorillaGrip.reds:242:37:
            let armsID: StatsObjectID = this.m_activeArms.itemData.GetStatsObjectID();
                                        ^^^^^^^^^^^^^^^^^^^^^^^^^^
    member itemData not found on IScriptable
    [ERROR - Fri, 23 Feb 2024 12:51:48 +0300] [UNRESOLVED_MEMBER] At H:\Cyberpunk 2077\r6\scripts\GorillaGrip\GorillaGrip.reds:270:39:
            let weaponID: StatsObjectID = this.m_activeWeapon.itemData.GetStatsObjectID();
                                          ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    member itemData not found on IScriptable
    [ERROR - Fri, 23 Feb 2024 12:51:48 +0300] [UNRESOLVED_MEMBER] At H:\Cyberpunk 2077\r6\scripts\GorillaGrip\GorillaGrip.reds:278:37:
            let armsID: StatsObjectID = this.m_activeArms.itemData.GetStatsObjectID();
                                        ^^^^^^^^^^^^^^^^^^^^^^^^^^
    member itemData not found on IScriptable
    [ERROR - Fri, 23 Feb 2024 12:51:48 +0300] [UNRESOLVED_MEMBER] At H:\Cyberpunk 2077\r6\scripts\GorillaGrip\GorillaGrip.reds:287:39:
            let weaponID: StatsObjectID = this.m_activeWeapon.itemData.GetStatsObjectID();
                                          ^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    member itemData not found on IScriptable
    [ERROR - Fri, 23 Feb 2024 12:51:48 +0300] [UNRESOLVED_TYPE] At H:\Cyberpunk 2077\r6\scripts\GorillaGrip\GorillaGrip.reds:311:9:
            let itemRef: DetailedItemRef = ItemInfoHelper.CreateItemRef(itemID, this.m_owner);
            ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    unresolved type DetailedItemRef
    [ERROR - Fri, 23 Feb 2024 12:51:48 +0300] [UNRESOLVED_TYPE] At H:\Cyberpunk 2077\r6\scripts\GorillaGrip\GorillaGrip.reds:323:9:
            let itemRef: DetailedItemRef = ItemInfoHelper.CreateItemRef(itemID, this.m_owner);
            ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    unresolved type DetailedItemRef
    [ERROR - Fri, 23 Feb 2024 12:51:59 +0300] REDScript compilation has failed.
    This error has been caused by mods listed below:
    - GorillaGrip
    1. Kingpin26
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      You need to install KingCode. It's one of the requirements.
    2. Dyuharev
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      KingCode is already installed version 1.2.0
    3. Dyuharev
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      I tried the manual installation of KingCode and there is no error anymore
    4. Kingpin26
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      Glad you got it sorted.
  8. bytorphoto
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    With the latest 1.3.1 archive, installed using Nexus, I'm getting this message every time I start the game.

    REDScript compilation has failed.
    This error has been caused by mods listed below:
    - GorillaGrip

    Help. Gonna downgrade to 1.3.0 for now.
    1. Kingpin26
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      I need to know the actual error codes. 'r6/logs'
    2. HighOnez
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      According to my log at least, apparently HasStrongArms function is not found, error at line 185 col 17 in GorillaGrip.reds
    3. Kingpin26
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      Ah ok. I see the issue. Gonna have to release a 1.3.2.

      Edit: Try v1.3.2 & let me know how it goes.
    4. HighOnez
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      No errors, ty for quick fix
    5. bytorphoto
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      That fixed it, thanks for a speedy response.
  9. TheUnknownHumanBeing
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    you should make it a config option, so if gorilla arms requires to be active or not to have the effects

    (im on 1.2.0, and saw in the change log that you made it so it only now takes affect if you have them active in 1.3.0)

    idk if thats already a config option or not, but ill stay on 1.2.0, until i find out more
    1. Kingpin26
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      I decided to include the option in the recent update.
    2. TheUnknownHumanBeing
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      where is the option located? in game or ina  file? because i looked in all the files, and cant find it
    3. TheUnknownHumanBeing
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      nevermind, just saw the new text on the mod page
    4. TheUnknownHumanBeing
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      nevermind once again, im confused, the only thing in that file is

      "module GorillaGrip
      public func Version() -> Float = 1.0"

      so how do i make it so the effects are always active?
    5. Kingpin26
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      My bad, I forgot to copy the updated file to the archive. Gonna have to re-upload it.
    6. Kingpin26
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      You should see the option now if you re-download it.
    7. TheUnknownHumanBeing
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      alright thank you, and just to make sure:

      false= the passive are only active when gorilla arms are active

      true= the passives are always active, as long as you have the gorilla arms installed

      ?
    8. Kingpin26
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      Yeah, that's correct. Had to re-upload the file again though. Some technical issues made things fail to update properly before now. Everything looks fine this time though.
  10. THEmagnitOla
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    hey!
    is there any way to add back a bit of recoil?
    its kinda weird that I don't have any recoil using shotguns)
    1. Kingpin26
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      I suggest either using an earlier version without kickback removal, or using 1.3.0 since in that version kickback removal only applies while Gorilla Arms are active so you could always switch to a different cyberarm & experience recoil, sway, & all that expected jazz. As far as no recoil with Gorilla Arms active, I won't be changing that. I want them to act as stabilizers and/or shock absorbers when used versus other cyberarms.
    2. THEmagnitOla
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      understood, thanks for the reply :)
      love your mod btw!
  11. nmarecommiefacists
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    How would i go about reducing the amount of armor penetration? 100% just makes the game faceroll. would like to set it at like 10% or 25%
    1. Kingpin26
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      All melee weapons outside of throwing knives already have 25% to 75% armor penetration by default in the vanilla game. The only realistic way to upgrade all melee weapon penetration at once was to raise it to 100%. Makes no sense for gorilla arms to nerf melee weapons they're holding or provide no benefit to only some.