Good replacement for all the stuff that needs other stuff or is outdated, but multiple big problems: - No way to edit, and I want 4x or 5x -Using mid-save doesn't give the cap that I'm owed, and idk of any way to do that, not going to restart either just to play 30 something hours to get back to where I'm at, that's ridiculous. If I knew how to reset my levels, I could use something to get them back, but idk if there is a way. - You yourself have said a few times this doesn't do anything about the 450 hard-cap, if that's the case.. what the f*#@ is the point??? Contradicts the mod description. Also means that 4x and 5x wouldn't even do anything anyways. 3x Doesn't even do anything if that's true, instead of getting 603 you just get 450! Again, this makes the mod useless, which is sad bc there's a mod that does increase the cap and remove the engine limit, but it requires an extremely buggy outdated dependency that I'm not willing to risk installing. The entire point of cyberware cap shard drops in 2.0 is to get the cap up to 450. If that's all this does, may as well take it down because it's basically in base game. Just scrolling through the comments, clearly most others also want more than 450, not an extra way to get to 450 quicker lmao. -Tbh can't even tell if it's working
This is the exact reason I made this mod. It's fully compatible, but must be loaded after it. I'm using it with cyberware-ex. Best just throw it at the end of your mod load order.
Cyberware-EX has a different file structure than your mod. Your mod is a RedMod so how do I place it at the bottom of my L/O when your mod loads differently? I've followed your installation instructions and your mod is installed in the 'Mods/CyberCap-Ext folder'. Cyberware-EX is a normal manually installed mod loaded from the r6 folder. I'm at Level 59 with a max cyber capacity of 500 using your standard 3x mod no matter how many extra capacity shards I get the level doesn't go higher. Ideas? Cheers.
You don't need to do anything in that case. Redmods, are loaded by default after "raw" mods. As for the max cap, my mod increase it, but it won't magically add anything to the cyberware level you currently have.
500 cyberware is the current game hard cap (since 2.11) that's impossible to cross by "normal" means. No amount of shards will help you here. This mod will only increase the base max (as in discription), so the cyberware level won't bug out when you cross certain level. If you wan't to cross that mark, sorry I won't help you here since for me even crossing 400 is already to OP and I didn't reasearch if there's even a way to go pass 500.
this is very confusong. The description says that the base capacity, aka without shards and extras and stuff, is 603 at max level. But here you say that this doesn't help with the 500 cap limit that came with an update and can only be reached with shards and stuff? Which is it?
this is very confusong. The description says that the base capacity, aka without shards and extras and stuff, is 603 at max level. But here you say that this doesn't help with the 500 cap limit that came with an update and can only be reached with shards and stuff? Which is it?
If I unzip it into the game directory, I end up with this: [game]\mods\CyberCap-Ext\archives\mod.archive But archive mods should be installed like this: [game]\archive\pc\mod\mod.archive
In case I didn't miss anything, for example it doesn't say use redmod and installations seems to be made manually, the file is wrongly packed.
This mod doesn't seem to work. I loath redmod but risked it for this mod, but it doesn't work. I was at 450 cap already, but using this mod didn't fix anything. Do I need to start a new save? I tried uninstalling all mods that mess with cybercap like the more cybercap per level mod, but still does not work. No error or anything just stuck at 450 and no changes when giving more cybercap shards.
You need to deploy it, right now it's only enabled. Also it seems you have some other problems here. If you have no other mods installed, I would double check if there are no leftover files, especially from older mods that often leave something behind after deleting through mod manager. Than verify the game files and reinstall Red4Ext along with all of its dependencies.
There should be no errors while you load only cybercap ext or using red4ext.
I don't know how much work it might entail, but is it possible to do a Non-RedMod version of this mod? I try to use all old-school mods. I don't know if it has been fixed yet, but RedMod used to cause all kinds of issues and I avoid using those mods for that reason.
It's possible, but unfortunately I won't be able to test it since I don't have the time to manually manage mods for each version. Releasing untested mods isn't something anyone should do, so I would rather avoid it if possible. Even if I will do it, anything that happens after it is on the user, I can't guarantee it won't brick the save file.
hey, love this mod but for some reason whenever I use it the addtional stats cyberware gives you disappear for me and I was just wondering if that was a bug or an intentional balance thing
Whenever I look at the cyberware page either through the menu or going to a ripperdoc, the extra bonuses disapper and when I go to upgrade, I'm only able to see one bonus out of the three on the two extra cyberware upgrade options you get from the Chipware Connoisseur perk but nothing shows up on the first of the three upgrade options. They come back whenever I load the game without redmod but when it's active all my extra reload speed and quickhack bonuses are gone and I can't tell if it's just a UI issue or if they just don't work because I'm not exactly sure how I would go about testing that. I have screenshots demonstrating what I mean if you need them but I'm having trouble uploading them.
Found the problem and unfortunately alongside few other changes, I had to limit the compatibility of this mod to fix the issue (see the info on the main mod page). If you find any other strange behaviours, give me a heads up. Thanks for the feedback.
Strange, because the only thing that's modified by it is the curve base max level. It shouldn't change anything related to prices ... unless you have a mod that changes both base max cyberware level AND prices in one file. If you have something like this, than you load my mod after it and the game may loose the prices changed in that previous mod, so it's probably defaulting to 0.
Please check if you have any mods that could do that and disable them (it may even be a mod that changes exp curve and has leftover code that changes other things, so called dirty mod ... which isn't hard to find lately). I have almost 200 mods in my save, including this one and have zero issues whatsoever.
I tried to avoid conflicts with any other mods, but if you have something that changes base curves and it's a sloppy mod (read: a LOT of changes contained in one mod file or it still can have the code from original files, making it impossible to coexist with anything that touches those aspects), it can unfortunately conflict with CyberCap extended.
I don't use any mod manager to mod cyberpunk. I am not aware of any method of setting up a loading order across all mod types (redscript, cet, redmod) when installing manually. The two other mods I use which could have an impact are Cyberware-EX and Iconic Vendors.
I am not able to use Vortex Mod Manager with CP2077 because it only works reliably when you set it up for hardlink deployment, which I cannot use (my game/VMM installation does not fulfil the necessary requirements). All other deployment methods, especially symlink deployment, are simply too error prone.
Try to reainstall iconic vendors and load it after my mod. I'm not using it so I can't say what impact it may have ... other than that, I'm out of ideas.
PS. If you're not using any load manager, you will need to modify the load order by hand, easiest way to do it is by adding 0_ prefix to the name of the file in mod folder. In a nut shell, you start with 0_xx, 00_xx, 000_xx etc. the more zeroes you add, the later they will load, assuming there are more files with that prefix of course :) This is a way when you want to manage only few files, if you want to manage the whole mod list, you will need a bit more info about the whole process, here's a nice guide:
How should I do this? Your mod is based on redmod and Iconic Vendors on redscript. I can only try to put zzz_ in front of the folder name.
EDIT: Tested it and doesn't work.
EDIT 2: The instructions are fine but refer to archive mods and that you can also do this with cet and redscript based mods. It is not clear whether cet, redscript, redmod or archive mods are prioritised for loading.
Ok, I think one important key info has escaped you :) You don't want to manually set the load order of all those folders, just mod folder. Tweaks, and all the other folders are more like libraries or scripts that are compiled when the game starts and the load order in those does not matter (and if someone installs two mods that modify the same thing, it's the user mistake because they will always overwrite one another).
Maybe you should try to go other way around. I use vortex for CP2077 because it has few key functionalities Mod Orginizer 2 lacks for this game only. But when it comes to orginizing you load order outside of vortex, you wont find anytning better than Mod Organizer 2 which is my go to, when mod load organization comes to play. Try it, install all the mods via this piece of art work and your problems should be gone if you do it properly (it doesn't need hardlinks). Your main problem comes from the inability of organizing your mods. Even without user input, vortex has a basic idea of what it should do and it does its function reliably (in most situations), if you throw all your mods in the mod folder without laod order lists, the game will load them as is .. which in most situations ends as a crash.
Symlink instead of hardlink deployment may not be a problem with small mod lists, but there are always problems with larger lists. This may be based on my personal experience, but it is confirmed repeatedly by others. I'm certainly not going to do everything from scratch to test MO2 and then be disappointed again. Especially when removing one mod is the much easier and less time-consuming solution.
Incidentally, the prices also change if I remove Iconic Vendors.
Your choice mate, but it may be only the tip of an iceberg. Mod organization is important, more so if you use dozens or even hundreds of mods. That's my experience ... from the last 20 years or so, when I first started to twinkle in this biz :)
The organisation of mods is only ever important if there are overlaps and these can be clearly identified. That's my experience of the last thirteen years of game modding. That's why I always try to keep my setups as small as possible and only use mods that I know I'll use when playing. I've long since given up the idea of having to try out everything that sounds and look good.
EDIT: Btw I have now removed all mods that could have any impact on Cyberware, but the prices haven't changed. However, if I remove your mod, all prices are immediately back to their normal price level.
Please don't get me wrong. I certainly mean you no harm. On the contrary, I'm grateful that you created the light version at my request. I can only test and report what I notice.
Maybe it would help to create a legacy version of the mod. Then we would at least know that it has something to do with redmod.
And I also didn't mean to sound rude or stubborn, so sorry for the problems. I have found the culprit and it seems the problem only shows when you exceed the 425 level of humanity(thus I didn't find it earlier, since I play on fresh save). I have added few additional curves to fix it, now everything seems to work fine, new version is uploaded and the prices are back to normal. Thanks for the feedback!
44 comments
- No way to edit, and I want 4x or 5x
-Using mid-save doesn't give the cap that I'm owed, and idk of any way to do that, not going to restart either just to play 30 something hours to get back to where I'm at, that's ridiculous. If I knew how to reset my levels, I could use something to get them back, but idk if there is a way.
- You yourself have said a few times this doesn't do anything about the 450 hard-cap, if that's the case.. what the f*#@ is the point??? Contradicts the mod description. Also means that 4x and 5x wouldn't even do anything anyways. 3x Doesn't even do anything if that's true, instead of getting 603 you just get 450! Again, this makes the mod useless, which is sad bc there's a mod that does increase the cap and remove the engine limit, but it requires an extremely buggy outdated dependency that I'm not willing to risk installing. The entire point of cyberware cap shard drops in 2.0 is to get the cap up to 450. If that's all this does, may as well take it down because it's basically in base game. Just scrolling through the comments, clearly most others also want more than 450, not an extra way to get to 450 quicker lmao.
-Tbh can't even tell if it's working
I've followed your installation instructions and your mod is installed in the 'Mods/CyberCap-Ext folder'.
Cyberware-EX is a normal manually installed mod loaded from the r6 folder.
I'm at Level 59 with a max cyber capacity of 500 using your standard 3x mod no matter how many extra capacity shards I get the level doesn't go higher.
Ideas?
Cheers.
As for the max cap, my mod increase it, but it won't magically add anything to the cyberware level you currently have.
500 cyberware is the current game hard cap (since 2.11) that's impossible to cross by "normal" means. No amount of shards will help you here. This mod will only increase the base max (as in discription), so the cyberware level won't bug out when you cross certain level. If you wan't to cross that mark, sorry I won't help you here since for me even crossing 400 is already to OP and I didn't reasearch if there's even a way to go pass 500.
Cheers.
[game]\mods\CyberCap-Ext\archives\mod.archive
But archive mods should be installed like this:
[game]\archive\pc\mod\mod.archive
In case I didn't miss anything, for example it doesn't say use redmod and installations seems to be made manually, the file is wrongly packed.
I only have this mod and the requirement installed but the lvl 1 cap is still 24.
Do I need to do something else to make this mod work?
I paste the text below just in case helps.
Copyright (c) 2022-23 CD Projekt Red. All Rights Reserved.
Created in collaboration with CD Projekt Vancouver and Yigsoft LLC
Core: App instance InitializeCore in 0.00 ms
Continuing without global backend resource depot.
Core: App instance InitializeResources in 0.00 ms
[DEPLOY] Stage 1/5 - Initialization
Folder Documentation is not a valid mod: Missing info.json! Skipping...
Found mod "CyberCap-Ext" (v1.0) in folder "CyberCap-Ext" (enabled; not deployed; )
Needs deployment: true (FORCE)
[DEPLOY] Stage 2/5 - Script Compilation
default control path does not return a value: cyberpunk\UI\mappins\minimapMappins.script:618
Unknown opcode: SyntaxFloatConst
Unknown opcode: SyntaxArrayPopBack
Unknown opcode: SyntaxArrayPopBack
Unknown opcode: SyntaxConstructor
default control path does not return a value: cyberpunk\UI\mappins\minimapMappins.script:618
Unknown opcode: SyntaxBoolConst
Unknown opcode: SyntaxBoolConst
File 'G:\GOG Galaxy\Games\Cyberpunk 2077\r6\cache\modded\final.redscripts' (15657100 bytes) written.
[DEPLOY] Stage 3/5 - TweakDB Compilation
Also it seems you have some other problems here. If you have no other mods installed, I would double check if there are no leftover files, especially from older mods that often leave something behind after deleting through mod manager. Than verify the game files and reinstall Red4Ext along with all of its dependencies.
There should be no errors while you load only cybercap ext or using red4ext.
I'm using Vortex, I just right clicked the uninstalled mod then left click Unpack (as-is).
Tried the game and it ran, not sure if the mod works but at least the game runs.
I don't know how much work it might entail, but is it possible to do a Non-RedMod version of this mod? I try to use all old-school mods. I don't know if it has been fixed yet, but RedMod used to cause all kinds of issues and I avoid using those mods for that reason.
Please check if you have any mods that could do that and disable them (it may even be a mod that changes exp curve and has leftover code that changes other things, so called dirty mod ... which isn't hard to find lately). I have almost 200 mods in my save, including this one and have zero issues whatsoever.
I tried to avoid conflicts with any other mods, but if you have something that changes base curves and it's a sloppy mod (read: a LOT of changes contained in one mod file or it still can have the code from original files, making it impossible to coexist with anything that touches those aspects), it can unfortunately conflict with CyberCap extended.
I am not able to use Vortex Mod Manager with CP2077 because it only works reliably when you set it up for hardlink deployment, which I cannot use (my game/VMM installation does not fulfil the necessary requirements). All other deployment methods, especially symlink deployment, are simply too error prone.
PS. If you're not using any load manager, you will need to modify the load order by hand, easiest way to do it is by adding 0_ prefix to the name of the file in mod folder. In a nut shell, you start with 0_xx, 00_xx, 000_xx etc. the more zeroes you add, the later they will load, assuming there are more files with that prefix of course :) This is a way when you want to manage only few files, if you want to manage the whole mod list, you will need a bit more info about the whole process, here's a nice guide:
Manual Modding and Load Order : r/cyberpunkgame (reddit.com)
EDIT: Tested it and doesn't work.
EDIT 2: The instructions are fine but refer to archive mods and that you can also do this with cet and redscript based mods. It is not clear whether cet, redscript, redmod or archive mods are prioritised for loading.
Maybe you should try to go other way around. I use vortex for CP2077 because it has few key functionalities Mod Orginizer 2 lacks for this game only. But when it comes to orginizing you load order outside of vortex, you wont find anytning better than Mod Organizer 2 which is my go to, when mod load organization comes to play. Try it, install all the mods via this piece of art work and your problems should be gone if you do it properly (it doesn't need hardlinks). Your main problem comes from the inability of organizing your mods. Even without user input, vortex has a basic idea of what it should do and it does its function reliably (in most situations), if you throw all your mods in the mod folder without laod order lists, the game will load them as is .. which in most situations ends as a crash.
Incidentally, the prices also change if I remove Iconic Vendors.
EDIT: Btw I have now removed all mods that could have any impact on Cyberware, but the prices haven't changed. However, if I remove your mod, all prices are immediately back to their normal price level.
Please don't get me wrong. I certainly mean you no harm. On the contrary, I'm grateful that you created the light version at my request. I can only test and report what I notice.
Maybe it would help to create a legacy version of the mod. Then we would at least know that it has something to do with redmod.