Cyberpunk 2077
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Zako1989

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  1. Zako1989
    Zako1989
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    Locked
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    Detailed list of weapon changes in the Articles tab.


    Version History moved to Changelog.
  2. Nirvaneyr
    Nirvaneyr
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    Would you consider changing the lock on time for smart weapons? For shotguns and SMGs could have shorter lock on times than the sniper, or similiar?
    1. Zako1989
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      Not for now. Lock-times are already near null between perks, ping and recon grenades, and instant with overclock. That would leave heavily nerfing them for weapons like snipers etc. to make a meaningful change, which i'm not willing to do atm.
  3. Dogemods666
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    I wanna give SOR-22 some love
    Gotta try this mod
    1. Dogemods666
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      OK with this mod damage's bit better, but I can't just love SOR-22
      It's such a mundane weapon

      I also tried to use it as sniper rifle with unlock scope mod, but the scopes are buggy and aim point shake a lot
    2. seraphael
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      Apparently mostly compatible with Modified Weapons 2.1 which turns the SOR-22 into a proper sniper rifle using sniper ammo and scopes plus another +100% headshot damage multiplier.
  4. ThatGamerGuy52
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    Will this conflict with the Weapon Conditioning mod?
    1. Zako1989
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      Should be compatible.
  5. gtech0
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    Any plans for cyberware rebalance? Though I imagine it would be harder to balance than guns
    1. Zako1989
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      No plans as of now. I wouldn't want to half-ass it and simply don't have the time right now.
    2. gtech0
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      Fair enough
  6. Kiro9200
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    Great mod, been enjoying the extra variety in how the guns handle. Don't want to be *that* guy, but have you considered looking into bullet spread at all? Assault rifles genuinely feel awful to use with the random bullet spread. In my ideal world there would be no spread and there'd only be recoil, but that's wishful thinking and probably beyond the scope of a request
    1. Zako1989
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      I believe spread is tied to NPC accuracy, not sure if there is a good way to edit that without turning every enemy into the terminator. I agree that ARs still need some love though, such as maybe a recoil reduction or further damage buff. i'll look into it for the next update.

      Edit: Settled on damage after testing. While spread is a legitimate concern i'm not super enthusiastic about the side effects. It's on the list of things to look into though.
    2. Kiro9200
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      Makes sense. I think there's probably a middleground where it would feel better while not overly buffing NPCs. In fact sometimes I feel like NPCs miss too much. After all we have the mitigation stat to help with reduction of damage. Recoil itself has felt mostly fine to me, used the Kyubi the most which had virtually 0 recoil (but plenty of spread). A further damage increase would probably help make it worth using. Fully skill tree pistol setups are much more viable than even the full AR skill tree imo
    3. seraphael
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      I'd prefer a straight damage boost over lessened recoil for ARs since less recoil is redundant if you spec to get rid of recoil/sway by using Immovable Force (cyberware) + Ready Steady (weapon mod).
    4. Kiro9200
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      Agreed that recoil is totally manageable as-is. Reducing it would make it too trivial
  7. Phoenixyboy
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    The npc optional file don't affect their melee weapons, right? I just want to be sure because you said "Applies the changes from the Main file to all NPC enemies" and I thought maybe you could have added the option to tweak npcs melee weapons too. I guess you will release in the future another optional file in regards to that. If you do, keep them separately and If you want to merge both firearms tweaks and melee weapons tweaks, at least also let the option of having firearms tweaks separated from melee weapons tweaks because I, and maybe other people, personally don't want the melee weapons tweaks. Thanks in advance.
    1. Zako1989
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      Thank you for spotting that. Those were unused tweak files and have been removed.
  8. Didyfinkis12
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    Amazing mod! Quick question, what value would I have to change in order to uncap the Unity's fire rate?

    (Nevermind, figured it out.)
  9. seraphael
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    Assuming this isn't compatible with Modified Weapons 2.1?
    1. Zako1989
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      The Grad Mag tweak from Modified Weapons will be overridden, but its otherwise compatible.
  10. OtsukiSamael
    OtsukiSamael
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    Hi. Thanks to this mod, I'm enjoying my favorite guns, made more attractive within their natural balance.

    I would like to ask you one thing.
    The mod changes damage, magazine capacity, rate of fire, etc., but is it possible to change the headshot multiplier, for example?

    The revolver Metel is one of my favorites, and its iconic Bald Eagle headshot multiplier makes not a small difference. I wondered if it would be possible to reduce this difference.

    If there is a way to do this, I would like to learn it.

    Sorry if this is hard to read, I'm using a translation tool.
    Thank you.
    1. Zako1989
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      Revolvers have a base 200% headshot multiplier that is individually modified with a parameter per weapon. Meaning Metel has a stat that reduces the base multiplier by an additive 25% (200%-25%=175%), while Bald Eagle's increases it by 50% (200%+50%=250%).

      To edit them simply open the WTaB_Metel.yaml from this mod with a text editor like notepad++ and copy paste the blocks you want from below:

      Metel:
      Spoiler:  
      Show

      Items.Base_Metel_Constant_Stats_inline9:
        $type: gamedataConstantStatModifier_Record
        value: -0.25
        modifierType: Additive
        statType: BaseStats.HeadshotDamageMultiplier

      Bald Eagle:
      Spoiler:  
      Show

      Items.Base_Metel_Kurt_Constant_Stats_inline8:
        $type: gamedataConstantStatModifier_Record
        value: 0.5
        modifierType: Additive
        statType: BaseStats.HeadshotDamageMultiplier

      E.g. If you want the Metel to have the same 250% Headshot Multiplier as Bald Eagle, copy paste the first statblock and set the value from -0.25 to 0.5.
    2. OtsukiSamael
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      Thank you for replying so quickly.

      I see!
      It was very easy to understand thanks to the detailed explanation of how the calculation formula works.

      I'll be very grateful for the code you gave me and will put it to good use.

      You have helped me many times. I can't thank you enough.Thank you so much for enriching my cyberpunk life! !
  11. RetroHero5
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    Big ty for all the effort here, rebalance mods like these always make games feel so much better.

    I was wondering, it says that you've increased shotgun's effective range (hallelujah) but does that thin the pellet spread too? I'm a bit picky when it comes to video game shotguns and I hate when devs just make them confetti canons past point blank.
    1. Zako1989
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      There are currently no planned changes to pellet spread. Reason being at the distances you usually fight in Cyberpunk giving them tighter spreads would make them borderline OP considering their damage output.