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cyberpsycho77

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cyberpsycho77

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  1. cyberpsycho77
    cyberpsycho77
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    Version 2.1 - 2.3 ✅

    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
  2. wangpeikun
    wangpeikun
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    can a cyberware have more than three stats, I want more stats in my cyberware
  3. corpseletter
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    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?
    1. cyberpsycho77
      cyberpsycho77
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      You must reroll all your Cyberware if you change the selection of available modifiers.
    2. InvertedButt
      InvertedButt
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      So we can't. Got it.
    3. Naegling
      Naegling
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      Yes, but no.

      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.
  4. jjamfd
    jjamfd
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    I must be missing something.  No matter how many times I re-roll the gear all it does is remove the stats.  
  5. TianShanTengLao
    TianShanTengLao
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    I upload a chinese trans for this,Thanks for your wonderful work.
    1. TianShanTengLao
      TianShanTengLao
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      https://www.nexusmods.com/cyberpunk2077/mods/21503
      Here it is!
      could you link this with your mod? I'll be very appreciate for that.
    2. cyberpsycho77
      cyberpsycho77
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      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 :)
  6. toraccess
    toraccess
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    great mod
  7. Tidega
    Tidega
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    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.
    1. cyberpsycho77
      cyberpsycho77
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      The values in the slider are correct .. the tooltip isn't .. when i set 0.1 to 1.00 (slider) i get rolls around 0.73, 0.65, ... so should be fine.
    2. Tidega
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      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.
  8. SurferOtter
    SurferOtter
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    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. 
  9. breakbeatscientist
    breakbeatscientist
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    I installed via Vortex cant see the menu 2.21
  10. IamHulkkk
    IamHulkkk
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    do the modifiers also work for iconic cyberware that was spawned through CET?
  11. BlackLight23
    BlackLight23
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    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?
    1. cyberpsycho77
      cyberpsycho77
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      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?
    2. BlackLight23
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      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
    3. cyberpsycho77
      cyberpsycho77
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      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.