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JonnesTT

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  1. JonnesTT
    JonnesTT
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    Please post bug reports in the "bugs" section. I can not guarantee to find everything in the comments.

    
  2. AVerySillySausage
    AVerySillySausage
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    I honestly would like a heavily reduced version of this that just makes Pistols benefit from all trees and does nothing else. I just don't like how cool gets bonuses to a larger variety of weapons and how so many iconics are Pistols as well. It just makes sense to me that Pistols would be a default secondary option for all trees.
    1. JonnesTT
      JonnesTT
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      I get where you're coming from.
      Sadly, that'd be an entirely new project in my books, as it would need a completely new balance approach. Or no rebalance at all if you feel like it.

      Perk modding is pretty simple if you want to make that yourself. That for example should be handled by a single TweakDB entry for each tree. The hard part is finding that entry :P
  3. KiraShade
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    Is there currently an issue with the mod causing displays to work incorrectly? Cause it says that Rip and Tear only affects Revolvers, Precision Rifles, and Sniper Rifles, without saying anything about Shotguns, LMGs, or HMGS
    1. CinnaChomik
      CinnaChomik
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      +1

      Tho to clarify, do you have any other mods that make perk changes like Dark Future?
  4. MrChertopoloh
    MrChertopoloh
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    perk changes works(like Finisher: Bladerunner/Slaughterhouse swap).
    But perks dont apply to more weapons :(
  5. MEidOmachine
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    dunno if its just my modlist causing issues, but been having crashes everytime i run using this mod ever since 2.13.
    aside from the normal game crash log none of the frameworks give me any info on what causes the crash, and i have no idea how to read the normal game one, so if needed, i can post it here or somewhere else for troubleshooting.
    1. Y4SH1R0M
      Y4SH1R0M
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      Hey! I'm having the same type of crashing, no logs in any dependencies and the crash log from CDPR says this.

      Error reason: Unhandled exception
      Expression: EXCEPTION_ACCESS_VIOLATION (0xC0000005)
      Message: The thread attempted to read inaccessible data at 0xFFFFFFFFFFFFFFFF.
      File: <Unknown>(0)

      Is it the same for you? I've been trying to troubleshoot this for many hours by now lol
    2. ElPasoNoTexas
      ElPasoNoTexas
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      Hey can you be sure if it's only when using this mod? Having the same error too but have a big mod list. Would like to know where to start
    3. CinnaChomik
      CinnaChomik
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      Yeah it's from this mod. A while ago I had to bisect my modlists until I found my crashing culprit. It was this. Ran multiple test runs once I found it was this, and even on it's own it causes CTD's. Unfortunate cause it was such a good balancing concept.

      Seems to be fixed tho in 1.10 so I'll keep you updated.
  6. Bullthedozer
    Bullthedozer
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    Is it possible to make a version that unlocks all ranged perks for all ranged weapons?
    1. JonnesTT
      JonnesTT
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      dnbnhlp already made that. It's More Guns More Fun
      
    2. Jmolinares03
      Jmolinares03
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      JonnesTT this mod does the same right? unlocks all ranged perks for all ranged weapons and more, or not?
    3. Bullthedozer
      Bullthedozer
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      No if you look at what its saying in the photo only some of the other weapon types get added to the perks. I believe the author's intent was to keep in game balance to a degree. Also thank you JonnesTT that's exactly what I had in mind.
    4. Jmolinares03
      Jmolinares03
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      JonnesTT another question. Are both compatible? More Guns More Fun and this mod?
    5. JonnesTT
      JonnesTT
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      I haven't tried myself, but I highly doubt it.
      Both mods edit many of the same things, so your mod manager might refuse to load them together at all. And if it does, the mod later in the load order will overwrite many of the changes done by the one loaded first.
  7. ThatAnnyoingZoe
    ThatAnnyoingZoe
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    Cant say for sure, but it's likely that this mod in my specific load order is causing problems. Specifically, when loading there is a high chance that some of your equipped weapons end up breaking and downgrading to tier 1. Other than that its a super fun mod to use, although I wish the in game text explained a bit more. (And honestly that might not be intentional anyways.)
    1. ThatAnnyoingZoe
      ThatAnnyoingZoe
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      Ignore this, After 3 hours of testing with success the issue popped up again without this active, sigh.

      edit: i dont think i deactivated the mod correctly so this meant nothing.
    2. ThatAnnyoingZoe
      ThatAnnyoingZoe
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      No wait I was onto something, believe this mod has some few funky interactions with weapons and will occasionally nerf your weapons. Its especially easy to make knives (throwing knives) mess up on load. Gonna keep testing.

      Edit: Not actually nerfing the weapons, but does break knife finisher. Getting bashed/stunned while aiming can make the knife disappear. Throwing a dagger and entering sandevistan also accentuates breaking the dagger. So I need to continue my hunt for the mod thats resetting my weapons to tier 1.

      Side Note: Blunt/ Blade weapons are working flawlessly though.
    3. ThatAnnyoingZoe
      ThatAnnyoingZoe
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      If you want to be able to perform knife finishers again, go into the init.lua file and delete the following block:

      Override("NewPerkFinisherCondition", "NewPerkFinisherThrowableEnabled", function(self, activatorObject, hotSpotObject, equippedWeapon) -- returns bool
          statsSystem = GameInstance.GetStatsSystem()
          distanceFromHotspot= Vector4.Length2D( subtractVector(hotSpotObject:GetWorldPosition() , activatorObject:GetWorldPosition()) )
          minDistance = statsSystem:GetStatValue( activatorObject:GetEntityID(), gamedataStatType.NewPerkFinisherCool_TargetDistanceMax )
          if PlayerDevelopmentSystem.GetData( activatorObject ):IsNewPerkBoughtAnyLevel( gamedataNewPerkType.Reflexes_Right_Perk_3_4 ) then
            minDistance = minDistance * TweakDBInterface.GetFloat( "NewPerks.Reflexes_Right_Perk_3_4.distanceMult", 2.0 )
          end
          minDistance = minDistance + ( TweakDBInterface.GetFloat( "NewPerks.Cool_Inbetween_Right_3.distanceBase", 5.0 ) * ClampF( GameInstance.GetStatsSystem().GetStatValue( hotSpotObject.GetEntityID(), gamedataStatType.Cool_Inbetween_Right_3_Stacks ), 0.0, TweakDBInterface.GetFloat( "NewPerks.Cool_Inbetween_Right_3.distanceMaxStacks", 3.0 ) ) )
          if distanceFromHotspot > minDistance then
            return false
          end
          return true
        end)

      As for the knife breaking on occasion, Can't really help there.
    4. JonnesTT
      JonnesTT
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      Just uploaded a fix for the throwable finisher.

      When it comes to the item reverting, I did not expect to be able to replicate the item breaking, but I did. I have no idea how this mod changes the inventory data, so it'll probably take some time to fix.
      What I can say already is that the result looks similar to when the inventory data of modded items breaks. Needless to say, I'll look into it. Until then, giving yourself the upgrade components and a new version of that item if its upgrade chain broke with a CET console command is probably the fairest solution.
      Game.AddToInventory("[itemDB record name]", [optional: count])

      Thanks for the info on both these errors!
    5. ThatAnnyoingZoe
      ThatAnnyoingZoe
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      Hi! First I wanna go ahead and apologize for the wall of text! I'm pretty new to posting, I usually don't leave comments so I wasn't all too aware of the bugs tab. Secondly, thanks for the quick reply and fix! This mod is super fun, and I was willing to do whatever I could to keep using it, but this is the optimal solution.
  8. YaBroAlex
    YaBroAlex
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    I might be dumb but i cant see the changes, neither in the perk changes nor the text. Is there more to this then installing it?
    Edit: Ahhh, it cant run with other mods i just realized. mbmb
    1. JonnesTT
      JonnesTT
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      Can you tell me what mods don't work with it?
      I might be able to make them compatible.
    2. YaBroAlex
      YaBroAlex
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      ohh boy, i think the main mod would be Cyberware-EX since all all other cyberware mod pretty much require this and it uses some of the perks at access point for opening up cyberware slots. lmk mate
    3. JonnesTT
      JonnesTT
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      Cyberware-EX (and the extra slot addons it comes with) itself works on my side.
      I've also checked their code. Nothing that should interfere with this one.
    4. YaBroAlex
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      Well then. The only other thing that comes to mind is Raito Labs - Custom Cyberware or Cyberware - EX - Preem Config.
      If not? well i guess i cant use the mod :(
    5. JonnesTT
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      I can't replicate the error with those either.
      Unless this is the redmod DLC, all I can recommend now is checking yet another time if it's installed correctly.
    6. YaBroAlex
      YaBroAlex
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      Installed the mod again, this time to problem with cyberware but the text is the same on the perks as base game nor does any of them work on other gun. Imma be honest, im kinda giving up by now, awesome mod if it works for others im sad that i cant make it work. For your info, i used vortex for installing so no way i have messed that up, best of luck mate.
    7. dnbnhlp
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      Vortex can even mess with some simple mod so you should try manually install this mod and see if it work.