ONLY WITH ACTIVATED MODIFIER SELECTION As soon as the mod is active and you save the next time, changes on cyberware are saved in the savegame and the original stats of the cyberware can't revert later. Vanished/Missing stats on Cyberware will happen (in “modifier selection" mode) with cyberware that you already have equipped and in your inventory. Normal behavior. Simply reroll as intended.
If you uninstall or deactivate the modifier selection later most of the stats will also disappear and you must reroll your cyberware again.
If you want to change the selection of available modifiers later because you want to get rid of some modifiers, you must reroll your cyberware again.
Be careful not to apply the Aim Speed stat too extensively on your cyberware. It can lead to rendering problems with scopes or sights.
Presets will not load automatically by the lifepath .. these names should only help to remember.
Say I have enough of effects A, B,C and want to put effects X, Y, Z instead. How do I got about this without rewriting the effects on the other cyberware I want the first three effects on?
You cannot enable ONLY stats A, B, and C then disable then in the menu and then enable only X, Y, and Z. To get the desired outcome you would have to enable all six stats in the menu and then reroll until the desired stats are on the desired cyberware.
Hey, thank you for the translation. As I can see, it is already listed under translations in the mod description but without a flag icon (language other?). I just linked it in my mod description as well :)
The values for ram on kill are doing some wild math. The menu says I can roll between 3 and 105, yet most of my rolls are less than 1.
My goal is to get the roles between .25 and 1.5 at the highest level with all bonuses applied. Any idea what a good range for that would be? I can't figure out what this formula is. All the others are pretty straight forward, it's just ram on kill that's crazy.
I did eventually manage to get the values I wanted, but I saw that you made an update to fix this. Just wanted to say thank you! Your work is greatly appreciated.
Idk how your mod works so Im removing it, I thought by the pictures I could just disable the number editing and just disable certain stats like Carry Capacity from appearing. Im also using the Fresh Start Corpo/Nomad lifepath so I have no idea how that factors in.
Got two problems and can't wrap my head around them. 1. The stat boni for every cyberware are fixed on the first ripperdoc visit (hi vic) and stay the same at every ripperdoc even on restock. Also they are doubly boosted (2x200% = 400 %) 2. All stat rolls are always at max value with 200 % boost, no variance.
Did an uninstall an re-install with NMM without effect. Did I miss a file or is it working as inteded?
Sounds weird and is not intended ;) The calculation on the right for modifiers should show what you will get on you cyberware. Delete / backup the *.json files in the folder \x64\plugins\cyber_engine_tweaks\mods\CyberwareStatsControland try again. Maybe there are other mods installed that change the stats?
Took a while to locate the folder because of NMM installations, but deleting the .json files worked.
Just out of curiosity, do you think its possible to bind specific cyberware stats to slots? Frontal Cortex/Face = All about Quickhacking and damage/crit on "X...." - kind of analytics based Skeleton/Integumentary System = health, resistance, armor, mitigation ArmCW/Hands = melee and ranged attack stats Nervous System = crit chance/damage and mitigation Circulatory System = All about health items and grenades
I already tried to improve it, but there are things in the code that are not used by the game itself... maybe with rewriting some functions with redscript but I'm not into that... I end up with just selected all the modifiers I found useful and then rerolled until I had the ones on the cyberware as you described for example.
126 comments
ONLY WITH ACTIVATED MODIFIER SELECTION
As soon as the mod is active and you save the next time, changes on cyberware are saved in the savegame and the original stats of the cyberware can't revert later.
Vanished/Missing stats on Cyberware will happen (in “modifier selection" mode) with cyberware that you already have equipped and in your inventory. Normal behavior. Simply reroll as intended.
If you uninstall or deactivate the modifier selection later most of the stats will also disappear and you must reroll your cyberware again.
If you want to change the selection of available modifiers later because you want to get rid of some modifiers, you must reroll your cyberware again.
Be careful not to apply the Aim Speed stat too extensively on your cyberware.
It can lead to rendering problems with scopes or sights.
Presets will not load automatically by the lifepath .. these names should only help to remember.
Mod for rerolls above 5++ Chipware Connoisseur - Infinite Cyberware Stat Rerolling
You cannot enable ONLY stats A, B, and C then disable then in the menu and then enable only X, Y, and Z. To get the desired outcome you would have to enable all six stats in the menu and then reroll until the desired stats are on the desired cyberware.
Here it is!
could you link this with your mod? I'll be very appreciate for that.
My goal is to get the roles between .25 and 1.5 at the highest level with all bonuses applied. Any idea what a good range for that would be? I can't figure out what this formula is. All the others are pretty straight forward, it's just ram on kill that's crazy.
Just wanted to say thank you! Your work is greatly appreciated.
1. The stat boni for every cyberware are fixed on the first ripperdoc visit (hi vic) and stay the same at every ripperdoc even on restock. Also they are doubly boosted (2x200% = 400 %)
2. All stat rolls are always at max value with 200 % boost, no variance.
Did an uninstall an re-install with NMM without effect. Did I miss a file or is it working as inteded?
The calculation on the right for modifiers should show what you will get on you cyberware. Delete / backup the *.json files in the folder
\x64\plugins\cyber_engine_tweaks\mods\CyberwareStatsControl
and try again. Maybe there are other mods installed that change the stats?Just out of curiosity, do you think its possible to bind specific cyberware stats to slots?
Frontal Cortex/Face = All about Quickhacking and damage/crit on "X...." - kind of analytics based
Skeleton/Integumentary System = health, resistance, armor, mitigation
ArmCW/Hands = melee and ranged attack stats
Nervous System = crit chance/damage and mitigation
Circulatory System = All about health items and grenades