Why mad with a requested mod? Why target this mod while there thoundsands of more OP mod out there? Can you give me the reason? Edit: I was asked for this mod and I take my free time doing it, asking nothing and only hoping requester having fun experience with it. Hope you understand.
I greatly appreciate someone adding something to the game that allows me to stretch my enjoyment of it. Every time a modder adds something different to the game, it lets me come back and experience something new, and I don't have to spend more money on the new experience.
Then, don't install it. It's a single-player game, and if you've played it once and decide "I'd like to try having all my guns shoot poisons!" the next time, who's it going to effect? You, that's all.
Finally a poisonous shooter build! I haven't picked up the Parasite perk yet but it seems to me that 10 heals from each headshot is very strong. How about making the healing conditions the same as Accelerated Toxin Absorption? And how about making the stinger have a different chance of triggering for different weapon classes? For example 15% for submachine guns and 100% for revolvers and semi-automatic rifles
Parasite only trigger on the first shot that cause poison, other shots after that wont heal, its like a 5s cooldown so i dont think it need a more complex mechanic. Wdym stinger with difference weapon type?
Oh, that's how it works I mean is that each headshot only has a chance to inflict poison, so a fast SMG would be just as difficult as a slow revolver (or a throwing knife)
Hi @dnbnhlp :) just in case your might be interested and got time - i have this idea since a while:
i want blade dmg to feel different to bullet dmg etc - have them be less op but still a useful tool. so i thought of damage over time - which isnt really a huge thing in this game. but what if blades primarily offer bleeding DOT? so they could be a fun tool for engagement of (mini)bosses and have them bleed throughout the fight. so theyre not as versatile/op anymore, especially in stealth. and im forced to combine them with other ways to deal dmg quick, like bullets.
theres already easy ways for me to reduce blade dmg - but i couldnt figure a way out how to add a 100% bleeding chance to all blade weapons... any chance youd be interested? would you happen to know how i could realize the 100% bleeding chance?
best wishes - thanks for reading and sharing your work - again :)
I'm new to CP2077 modding so this is just my 2 cents:
Immersive way: You can add a 100% bleeding chance modifier to a core throwable perk, like Scortion Sting, or even Killer Instinct if you want an early access.
Innate way: There are 7(?) base weapon type in throwable category, or 2(?) sub-category (knife and axe), which share some basic stats that stored in some stat groups. Example there is Proficiencies.Weapon_CoolSkill_Passives group that any affect any throwable weapons or Items.Base_Knife_Handling_Stats that affect all knifes. You can add your 100% bleeding chance modifier to either group.
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Edit: I was asked for this mod and I take my free time doing it, asking nothing and only hoping requester having fun experience with it. Hope you understand.
The only thing I can say to that is thank you.
I haven't picked up the Parasite perk yet but it seems to me that 10 heals from each headshot is very strong. How about making the healing conditions the same as Accelerated Toxin Absorption?
And how about making the stinger have a different chance of triggering for different weapon classes? For example 15% for submachine guns and 100% for revolvers and semi-automatic rifles
Wdym stinger with difference weapon type?
I mean is that each headshot only has a chance to inflict poison, so a fast SMG would be just as difficult as a slow revolver (or a throwing knife)
i want blade dmg to feel different to bullet dmg etc - have them be less op but still a useful tool. so i thought of damage over time - which isnt really a huge thing in this game. but what if blades primarily offer bleeding DOT? so they could be a fun tool for engagement of (mini)bosses and have them bleed throughout the fight. so theyre not as versatile/op anymore, especially in stealth. and im forced to combine them with other ways to deal dmg quick, like bullets.
theres already easy ways for me to reduce blade dmg - but i couldnt figure a way out how to add a 100% bleeding chance to all blade weapons... any chance youd be interested? would you happen to know how i could realize the 100% bleeding chance?
best wishes - thanks for reading and sharing your work - again :)