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.
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
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
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.
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
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.
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.
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.
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.)
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.
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])
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.
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
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
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.
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.
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.
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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
Tho to clarify, do you have any other mods that make perk changes like Dark Future?
But perks dont apply to more weapons :(
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.
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
Seems to be fixed tho in 1.10 so I'll keep you updated.
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.
edit: i dont think i deactivated the mod correctly so this meant nothing.
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.
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.
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!
Edit: Ahhh, it cant run with other mods i just realized. mbmb
I might be able to make them compatible.
I've also checked their code. Nothing that should interfere with this one.
If not? well i guess i cant use the mod :(
Unless this is the redmod DLC, all I can recommend now is checking yet another time if it's installed correctly.