If by "incompatible" you mean that the custom OS cyberwares of that mod don't inherit changes made by other mods, then yes. That modder designed that mod that way
Yeah, I thought as much Anyway, I implemented your mod with his using Deepseek. Thanks for your mods. I like many of them and appreciate your reply and efforts
Hey, Seijax, big thanks for your cool mods! Curious, would it be possible for you to make an optional file that also unlocks Savage Sling finisher during Berserk? At first I thought it would be easy to implement, just need to tweak the behaviour that vanilla Berserk uses to unlock basic melee finishers, but after a few evenings of trying I have to admit that I must suck at modding, lol.
Edit: I've actually managed to do it! I'll leave the instructions here in case someone would need it: 1. go to r6\tweaks 2. create new text file, name it BerserkSavageSling.yaml 3. open it with notepad and paste this inside:
Thanks for that. Weird that vanilla Berserk doesn't proc Savage Sling; throwing your enemies at their buddies as missile weapons is exactly the sort of thing a borg with gorilla arms might do when hulked out.
hey if your still active, can you figure out a way to either:
1. when you activate sandevistan while berserk is active, itll hide the sandevistan screen effect or 2. when you activate sandevistan while berserk is active, itll hide the berserk screen effect
i found the file in the mod that handles the overclock(where overclock screen effect is hidden, so ii feel like replicating it wouldnt be to hard, but idk how)
There's an optional file for it now, since their stacking seems less problematic than the one with Overclock and more of a personal preference. Sandevistan's visual effect will have precedence
Hi, there aren't many separate features in the Unchained file. Do you mean the lifting of melee limitations and the ui retention? I had them bundled because being able to throw grenades and seeing their cd/count seemed correlated
Yeah I'm planing for a berserk gun run with this mod as the start point but I afraid the using gadget feature can kill the fun. I will give it a try though :D
Do you know why the crit chance buff from biodyne berserk reflex attunement appears to be bugged? Equipping/unequipping Biodyne berserk does not visibly change my crit chance on the stats page. Other reflex attunement cybereware that also buff crit chance (e.g. dense marrow), do visibly increase my crit chance on the stat screen when equipped. I am on patch 2.12a which claims to have fixed this bug but to no avail for me
I use vanilla militech berserk, and no mods related to cyberware other than this and "https://www.nexusmods.com/cyberpunk2077/mods/9688". I tried this mod after removing that other mod, still didn't work for the UI, rest is perfect though. It's not a big problem, just for guns really.
The berserk cooldown mod is amazing, just what I needed. They made it work in vanilla for sandevistan, should work for the berserk too. Thanks for the mod bro
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I believe this mod is incompatible with that one. OP Cyberdecks
thanks
That modder designed that mod that way
Anyway, I implemented your mod with his using Deepseek.
Thanks for your mods. I like many of them and appreciate your reply and efforts
* I ended up fixing this on my own(By deleting the Reds file), but thanks.
Edit:
I've actually managed to do it! I'll leave the instructions here in case someone would need it:
1. go to r6\tweaks
2. create new text file, name it BerserkSavageSling.yaml
3. open it with notepad and paste this inside:
Takedown.NewPerkFinisherBluntHold:
$type: gamedataObjectAction_Record
actionName: NewPerkFinisherBluntHold
hackCategory: HackCategory.NotAHack
interactionLayer: NewPerkFinisherLayer
objectActionType: ObjectActionType.Direct
objectActionUI: Interactions.NewPerkFinisherBluntHold
priority: 0
activationTime: []
completionEffects: []
costs: []
durationTime: []
instigatorActivePrereqs: []
instigatorPrereqs:
- Takedown.GameplayRestrictions
- Prereqs.BluntWeaponHeldPrereq
- Prereqs.CanPerformBluntFinisher
interruptionPrereqs: []
rewards: []
startEffects: []
targetActivePrereqs: []
targetPrereqs:
- Takedown.IsTargetEnemy
- Takedown.NewPerkFinisherBluntHold_inline1
- Takedown.NewPerkFinisherBluntHold_inline2
- Takedown.NewPerkFinisherBluntHold_inline3
- Takedown.NewPerkFinisherBluntHold_inline4
- Takedown.NewPerkFinisherBluntHold_inline5
- Takedown.NewPerkFinisherBluntHold_inline6
- Takedown.NewPerkFinisherBluntHold_inline7
- Takedown.NewPerkFinisherBluntHold_inline8
- Takedown.NewPerkFinisherBluntHold_inline13
- Takedown.NewPerkFinisherBluntHold_inline18
1. when you activate sandevistan while berserk is active, itll hide the sandevistan screen effect
or
2. when you activate sandevistan while berserk is active, itll hide the berserk screen effect
i found the file in the mod that handles the overclock(where overclock screen effect is hidden, so ii feel like replicating it wouldnt be to hard, but idk how)
Sandevistan's visual effect will have precedence
Thank you!
Do you mean the lifting of melee limitations and the ui retention?
I had them bundled because being able to throw grenades and seeing their cd/count seemed correlated
It works now after putting "0_" before the archive files, prioritzing them. The UI file still doesn't work tho.
Do you also have a custom Cyberdeck? Would be nice to know which
The berserk cooldown mod is amazing, just what I needed. They made it work in vanilla for sandevistan, should work for the berserk too. Thanks for the mod bro
like if you have sandevistan active and beserk active, itll hide the beserk screen effect?
(i have all 3 OS systems, and beserk and sandevsitan screen effects stacking is kinda buggy)