Cyberpunk 2077
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Pyrexo

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Pyrexo

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106 comments

  1. katalysis
    katalysis
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    Is it possible to create a version of this mod that maintains the fixed spawns in the game and only replaces the RNG 54 shards that drop in the base game? Those are a headache, while the former is fun to collect.
    1. CalebMenge
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      Delete ep1_cyberjunkies_loot.tweak, ep1_quest_loot.tweak, quest_loot.tweak from the download (these control the 5 cyberjunkie shards, the EBM parking lot shard, and the cyberpsycho reward shard). Then optionally adjust the values in player_base_stats.tweak to account for the additional 17-20 capacity you'll gain (personally I kept the values the same to allow the full 450 capacity to be reached).

      Could also compare the edited ep1_quest_loot.tweak, quest_loot.tweak to the vanilla files of the same name and edit them so you always get the highest tier reward. This is what I did and I'm pretty damn happy with this now
    2. katalysis
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      Is there a way to tell how many RNG cw capacity shards the game has dropped so far, regardless of whether I picked them up? I imagine this information has to be in the save file somewhere, else how would the game track and stop dropping shards once it has hit the cap, but I don't know where it is.
  2. ayylmaoyya
    ayylmaoyya
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    I noticed Regina's cyberware capacity shard is still there and I'm not sure if I should take it lol.
  3. Lordfireguy3
    Lordfireguy3
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    Started a new character after downloading this mod and the default Cyberware was 39, which seemed off by 6 where it should be. Has the calculation changed since 2.12?
    1. Pyrexo
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      Nope, that's right. At Level 1, you should start with 39 Cyberware Capacity.
      E.g. In Vanilla at Lvl 1: (1*3)+21 = 24
      E.g. With this mod at Lvl 1: (1*4)+21+14 = 39
  4. ANiK3T
    ANiK3T
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    hello. I'm sorry if this is a stupid question but what does RNG means?
    1. deleted203549423
      deleted203549423
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      Random number generator, that means its totally random when and where the game will give you a cyber capacity shard. And with number of shards apparitions limited, if you miss one, thats some cyber capacity lost forever. That why i use this mod.
  5. dveralazo2
    dveralazo2
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    Is 80 in shards still the intended CW capacity gained from shards?

    First, checking the file you mentioned,it no longers specifies a max total CW capacity per TIER in EP1_standalone, just a max per level. 2.0 version of thst file had the same quantity you wrote in the section Description though.

    Second, someone in Reddit claimed that the max CW capacity intended according to an answer from CDPR (support?) was 424, including all the sources of CW in game. This was before Chrome Compressor got buffed to +70 CW capacity.
    1. Pyrexo
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      I did notice that the maxDrops stat for the EP1_standalone shards was removed in Update 2.1, but I wasn't able to find where its new maximum is set. I know what it was set as in 2.0, so until I find the new maxDrops stat for EP1_standalone shards, I think keeping it as what it was in 2.0 is fine.
      The alternative is that EP1_standalone shards have no maxDrops stat and can drop forever, which I doubt is the intention.

      I also remember coming across that reddit post, (this one?) but I'm unsure how Support came to that conclusion. I've messaged them before, and they haven't been able to provide any information.
    2. Freonat
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      Could it be the PL shards were removed instead 
    3. Pyrexo
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      No, PL shards are still mentioned in the code, just the maxDrops stat is missing.
    4. Nooneyouknow
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      The random dropped shards added by PL are gone in 2.1. There's a single box in Dog Eat Dog that has a rare or epic shard depending on your level now, and the 5 shards on the cyberjunkies were set to 100,000% drop chance, actually guaranteeing they drop. So it looks pretty intentional, even if all of the controlled loot groups weren't removed. I've been playing with 100% shard drop chance to test, and it's absolutely only the base shards that drop. So current max shard bonus is 67 if you start PL under 25, 68 if you start PL at 25+. This does put us to that 424 figure with the buffed compressor. 450 would make more sense since it's the actual visual max of the meter in game, but changing to hand placed shards for PL looks very deliberate.
    5. dveralazo2
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      Oh no. Where was that box in Dog eat Dog?

      Also,checked that the CW shards don't drop anymore in PL
    6. Nooneyouknow
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      In the parking garage, it's in the back of a van V will say something along the lines of "hope this isn't rigged to blow" when you open it.
    7. Pyrexo
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      Nooneyouknow Thanks for this, seems pretty concrete. I've now updated the main file to give the player 68 Cyberware instead of 80, which means that 424 Cyberware Capacity is now the maximum.
    8. Nooneyouknow
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      So, I just checked the files after the 2.11 update, and it's the same as 2.1. So while the functional max was changed to 450, the obtainable max is still 424.
    9. danyalzia
      danyalzia
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      @Nooneyouknow Obtainable max is now 430 because of that extra legendary shard.
    10. Nooneyouknow
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      They actually did add another legendary? Where?

      Edit: Nevermind, I see where it is now.
  6. agm89
    agm89
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    Just tried to use this mod, unfortunately I crash immediately upon trying to load the game after editing the save. Instructions were simple, don't think I'm doing anything incorrect. 
  7. dnbnhlp
    dnbnhlp
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    Hi, how do you think about (level * 1.25) instead of (14 + level * 1)?
  8. danyalzia
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    Hi again :)

    I am getting these warnings from TweakXL logs:

    [2024-03-01 11:54:58.398] [warning] LootTables.cyberpsychos_reward.lootItems$33FF6F63.itemID refers to a non-existent record or flat.
    [2024-03-01 11:54:58.398] [warning] LootTables.cyberpsychos_reward.lootItems$2121EFDA.itemID refers to a non-existent record or flat.
    [2024-03-01 11:54:58.398] [warning] LootTables.cyberpsychos_reward.lootItems$1B95AC07.itemID refers to a non-existent record or flat.
    [2024-03-01 11:54:58.398] [warning] LootTables.cyberpsychos_reward.lootItems$9DCD95EE.itemID refers to a non-existent record or flat.
    [2024-03-01 11:54:58.398] [warning] LootTables.cyberpsychos_reward.lootItems$44B4F8BA.itemID refers to a non-existent record or flat.
    [2024-03-01 11:54:58.398] [warning] LootTables.cyberpsychos_reward.lootItems$7C46C505.itemID refers to a non-existent record or flat.
    [2024-03-01 11:54:58.398] [warning] LootTables.cyberpsychos_reward.lootItems$B573E001.itemID refers to a non-existent record or flat.
    [2024-03-01 11:54:58.398] [warning] LootTables.cyberpsychos_reward.lootItems$FA972A6C.itemID refers to a non-existent record or flat.

    You may want to update this mod for 2.12 version :)
    1. Pyrexo
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      Thanks, I've updated the mod now, we shouldn't be getting that warning anymore.
    2. danyalzia
      danyalzia
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      Thank you! Btw, just curious, did they change cyberware capacity shards location again in 2.12?
    3. Pyrexo
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      No problem, no new shards were added with 2.12. I just removed the disabled content that was causing that warning message in the logs.
    4. Nauks
      Nauks
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      You're the best! =)
  9. Nauks
    Nauks
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    Great mod, works as intended, just DL'd it the other day and then the damn patch hit and undid it, lol. :) 
  10. Hampe332
    Hampe332
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    Hello, is it needed to edit the save file with the editor if you have already looted a shard or is it just optional? i dont want to edit save file in case of it breaking.
    What would happen if you just have the 2 other dependencies and use this mod ? without editing stuff, would it break ?
    1. Pyrexo
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      Hi, you don't need to edit the save file if you don't want. I only suggest that because this mod increases your Cyberware Capacity per level to make up for the shard drop rate being set to 0.
    2. Hampe332
      Hampe332
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      Thanks <3