5,000 unique downloads and counting! That's a lot of solid-gold netrunners ripping and tearing through Night City. To celebrate the milestone, I'll be adding a new cyberdeck in the next few weeks: the NetWatch Sentinel.
Thanks for sticking with it, chooms.
Notice: If you're upgrading to 1.1.0, I have eliminated the optional files to clear Vik's inventory, adjust the base-game netrunning cyberware to match your installation type, and correct the potential Kiroshi bug forces them into a ghost slot. You can remove these mods from your game as they're either implemented in the base installation or no longer relevant.
Notice: If you plan on making full use of the Biotech Σ Salamander, please download the mod Bug Fix - Base Fists and Arm Cyberware Attack Speed Fix in order to address the fact that attack speed bonuses to not apply to cyberarms by default. This will allow the attack speed bonus to monowire attacks to take effect.
This mod has been added to the requirements as a strong recommendation.
Cool. Though considering how powerful it can be thanks to the Blackwall hack, it could probably use a few drawbacks to help balance it. The original has much more limited slots, but adding more makes more sense for a Gold-Plated upgrade. Maybe some sort of debuff added due to the strain on the nervous system from the onboard AI, something akin to how Edgerunner reduces your max HP in exchange for access to more Cyberware Capacity and Fury. It wouldn't do if it got Omni-Tech levels of broken in power. At least in my opinion.
Turns out I can't actually install this because the file path ends up too long for the Base_Arms_KendachiMamushi.yaml file - can that be safely shortened in any way?
Figured out what the issue was - I was just using the basic extraction tool and changing nothing when I extracted it, so it was extracting to a folder that included all the additional file version numbers on the zip file and skipping files that didn't fit. If I removed all those numbers from the extraction folder name, that resolved the issue, and I was able to properly place them in the game folder and now the store has Altelier store has 23 items as expected.
Yeah, I'd say I dropped the ball on that one. Like down a well.
I had plans for some abilities and testing started dragging out, then other stuff happened and I kind of lost track of it. I still considering this active, though. Hopefully I can get it updated soon.
Where would I go to reduce/change the quickhack slots for the militech trimetric cyberdeck? It seems a bit too good for quickhacks for a gun focused cyberdeck so I was gonna nerf it a bit
having the same issue as a previous poster with all the cyberware missing their names completely and with descriptions replaced by a LockKey# error. Anyone else having these issues?
Make sure you have the both the .archive and the .xl file in the ...\archive\pc\mod\ folder and not in a subfolder therein. You need both files, as the .archive includes the LocKey information and the .xl file tells ArchiveXL where to find them.
Yep, that did it thanks! For me the folder was completely empty with only a "folder_managed_by_vortex" marker file there. Manually copied the files there and everything seems to work again.
The 3S was a user request. The Kestrel was meant to be unstable so the spread was uncontrollable. A user requested that the spread only activate in combat (so as to leave stealth as an option) so I added the 3S to accommodate.
If I wanted to add the Quickhacks Spread On Start feature and Spread Range Increase, which part of the .yaml file would I need to modify? These are features that the old raven kestrel had, and it's a sad to them removed.
All of the new cyberdecks are meant to evoke similar benefits and playstyles, but I didn't necessarily feel locked into keeping the same old mechanics to achieve that. I'm not 100% sure how these abilities will interact with what I've done for the Kestrel but here's how to add them:
Open the file Items.GoldPlatedInterface_Base_OS_RavenKestrel3.yaml. On line 141, you'll find the OnEquip attribute:
IDK why it took me so long to find this, I've been desperate for modded cyberware that isn't drastically overpowered nonsense with the Blackwall quickhack stapled to it. This stuff seems powerful without being completely game-breaking like 90% of the stuff I've seen before.
It can be powerful but I tried to keep the capacity cost hefty, too. This was my first real mod (or mods, I guess, since it originally came in 5 parts) so there are things I wish I'd done differently but it will always be my baby. If you want a more balanced set that caters to other playstyles, be sure to check out Raven Gemini II - Full Body Conversion :)
I'm new to this mod and i used the atelier to purchase the cyberware i wanted, but i'm unable to upgrade it from tier one either by the normal way or even with cet commands. Is that a bug or am i just doing something wrong, or is that intentional?
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This mod requires no updates as long as you've updated the core frameworks: Redscript, Red4ext, Cyber Engine Tweaks, ArchiveXL, TweakXL, and Codeware)
Your core framework mods will need to be updated for 2.21 so please avoid auto-updating before they're ready!
You can find the current status here: Cyberpunk 2077 Modding Community: Patch 2.21 release info
Thanks for sticking with it, chooms.
Notice: If you're upgrading to 1.1.0, I have eliminated the optional files to clear Vik's inventory, adjust the base-game netrunning cyberware to match your installation type, and correct the potential Kiroshi bug forces them into a ghost slot. You can remove these mods from your game as they're either implemented in the base installation or no longer relevant.
This mod has been added to the requirements as a strong recommendation.
I had plans for some abilities and testing started dragging out, then other stuff happened and I kind of lost track of it. I still considering this active, though. Hopefully I can get it updated soon.
If you've ever felt like your enemies just need a switch so you can turn them all off, you can't do much better than that.
Line: 214
Current code:
blueprint: Items.CyberdeckBlueprint8Slots
You can change the 8 to any number between 2 and 8. Anything higher or lower will result in TweakXL errors as those blueprints don't exist.
These are features that the old raven kestrel had, and it's a sad to them removed.
Open the file Items.GoldPlatedInterface_Base_OS_RavenKestrel3.yaml. On line 141, you'll find the OnEquip attribute:
OnEquip:
- !append Items.RavenKestrel3_0UI # Description
- !append Items.BaseDeck_inline0 # Informs that a cyberdeck can perform quickhacks
- !append Items.BaseDeck_inline3 # Controls quickhack cooldowns
- !append Items.RavenKestrel3$(quality)_RamBuffer
- !append Items.RavenKestrel3$(quality)_Spread
- !append Items.RavenKestrel3$(quality)_OverclockedSpread
You'll want to add the following lines underneath:
- !append Items.SpreadingRangeIncreaseAbilityLegendaryPlusPlus
- !append Items.QuickhacksSpreadOnStartAbility
- !append Items.IncreaseHackSpreadingOnTargetsAbility
Formatting is important in .yaml so be sure to keep the indent the same and use spaces, not tabs.
It can be powerful but I tried to keep the capacity cost hefty, too. This was my first real mod (or mods, I guess, since it originally came in 5 parts) so there are things I wish I'd done differently but it will always be my baby. If you want a more balanced set that caters to other playstyles, be sure to check out Raven Gemini II - Full Body Conversion :)
Just to be clear, you can currently upgrade base-game cyberware?