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saltypigloaf

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saltypigloaf

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  1. saltypigloaf
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    Video Review

    • Sinitar G has declared the Gemini II the top mod of 2024!
    • Check out the video review below and be sure to grab everything on the list because it's all that good.


  2. saltypigloaf
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    Current Status

    • All framework mods are updated for 2.22 and his mod only requires that the requisite framework mods are functioning.  I recommend never allowing automatic updates.  When the frameworks are being updated, you can track their progress here: Cyberpunk 2077 Modding Community: Server Updates
    • 1.5.0 is now Live!  It's been a lot of fun and I absolutely love the way Gemini II turned out, even with its flaws. I'm also really happy that I was able to add some requested modules and flesh out solutions for quite a few playstyles. Thanks to everyone who gave it a shot, and an extra thank you to those who gave it their endorsement.  I'm thinking of taking some ideas I had planned for a future set of cyberware and rolling them into Gemini.  At the very least, I will probably end up adding a Projectile Launcher.
    • This last few releases bring the module count to 30 and adds a new chrome compressor variant, as well as additional Mantis Blades and Gorilla Arms to round out the damage type selection.
    • By request, Gemini II now supports the Neuralware - Chipware Expansion mod.  It only applies to the Peregrine and Vulture for now, and in Gemini style, the cost starts high and decreases as the module is upgraded.  I probably won't have time to play with this new mod extensively (or at all?), so I am open to suggestions for implementing the costs in other modules as well.  Feel free to share your thoughts in the comments section.
  3. saltypigloaf
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    Additional Information

    • Due to the nature of the Attunement system, which is usually based on values that don't change often (like Attributes), it can sometimes take some time for the UI to display the proper Interlink Rating as cyberware is added or removed.  Rest assured that the appropriate values have already been applied to your character; this is just a delay in the refresh of the Cyberware UI elements.

    Upgrading from Previous Versions

    • No item record names have changed, so there should be no risk of previously installed Gemini II Modules being lost.
    • In order to clean up programming and avoid TweakXL prioritization issues, some .yaml files have been renamed so please fully delete the prior installation via Vortex or by deleting all the files in:
      • ...\Cyberpunk 2077\r6\tweaks\RM Gemini II\
      • ...\Cyberpunk 2077\r6\scripts\RM Gemini II\
    • The Sparrow Camouflage has been upgraded to be more... I don't know, Sparrowy? The full duration no longer has a base of 4-7 seconds so the full duration comes from the Interlink attunement and I've added a bonus to damage that increases as your charge diminishes.

    Recommended Mods


    Requested / Planned Updates

    • Kenjutsu Reflexes: user request, an optional file to either:
      • substitute the Bullet Time feature with another, less powerful ability (probability: low)
      • remove the Bullet Time feature and reduce the humanity cost accordingly (probability: high)
    • New Monowire: User request, being considered (probability: low)
    • New Projectile Launcher: User request, being considered (probability: mid)
    • New Mantis Blades (or alternate damage types): User request, being considered (probability: High)
    • New Synergy module: I have plans to create new synergies (with a slightly adjusted mechanic), in process - Complete
    • Raven Kestrel 3 & 3S: for those using the Gold-Plated Interface cyberware mod, an optional file will be provided to add an Interlink bonus to both of these decks. - Complete
    • New Mantis Blades: In progress, as requested. - Complete
    • New Cyberdeck: Not guaranteed, but I do have an idea for a proper cyberdeck that takes advantage of the Interlink. - Complete
    • Sparrow Camouflage: potentially replace the Cyberware action with the vanilla code to allow more compatibility with other mods. - Complete

    Bug Reports

    • If you post a comment related to bugs or complications with the mod, I will most likely move the conversation to the BUGS tab for issue tracking. Please check the BUGS tab if you don't find your comments here.
    • Please include a copy of your latest TweakXL log via pastebin if possible.  You can find a copy of your log in:
      • ...\Cyberpunk 2077\red4ext\plugins\TweakXL\




  4. saltypigloaf
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    Update from the Author

    My apologies to anyone who has been waiting for an update or answer from me. I'd stepped away from modding for a bit to deal with some personal issues, but I am mostly back in the saddle and will address any bug or requested features as quickly as I can.
  5. Fetchthis0808
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    I know full compatibility isn't yet implemented for immersive cyberware, but is it still serviceable with the mod?
    1. Xenn2423
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      In case you haven't seen it yet, somebody made a compatibility patch.
    2. saltypigloaf
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      Thanks for letting people know.  I'm not familiar with the mod, but it sounds like people are excited for the compatibility.
  6. jordzkie05
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    using Blood And Chrome Modlist and Shared Libraries set isn't working for me.
    1. saltypigloaf
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      I'm not familiar with that mod list, or anything that would affect Shared Libraries for that matter.  I will open a bug report and look into it as soon as I get a chance.
  7. chair4gothchicks
    chair4gothchicks
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    beautiful mod
    1. saltypigloaf
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      Thank you :)
  8. Azalazel
    Azalazel
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    For some reason the icons are all blurry, do you know what it could be?
    1. saltypigloaf
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      I think that's usually caused by your settings not being turned up high enough.
  9. LadyAphros
    LadyAphros
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    1. saltypigloaf
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      I would have to dig a bit, but I'm not sure that can be done easily, or at least not by adjusting anything already in my yaml.  Sandies all operate with the effect that you retain your movement while the world around you is slowed.  Kerenzikovs, on the other hand, have both BaseStats.TimeDilationKerenzikovTimeScale and BaseStats.TimeDilationKerenzikovPlayerTimeScale so you can adjust the world's speed and V's speed separately.

      When I have time, I could look into it a bit further.  It might be a bit, as I have commissions to get through as well as bug fixes for Gemini and GPI.
  10. cubeborn
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    I gotta say, I really like how you tell others exactly how to change parts of your mod to their liking, really makes it feel like people can have what they want
    i do have a question though, is it purposeful you use "ShotgunHeldPrereq" over "AnyShotgunHeldPrereq"? since the first is normal shotguns only, while the later is normal shotguns and double barrel shotguns
    1. saltypigloaf
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      I just didn't catch that both existed.  I'm not an avid shotgun user, so I never thought to test anything with a double-barrel.  I have some updates and bugfixes to wrap up for posting, so I will add this to the list.

      Thanks for the heads-up!
  11. ModdingIsFun02
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    how can i make the "sparrow camoflage" have "infite" durtion and instant cooldown? when i try to change the duration and cooldown, it ends up bugging out itll either:

    1. instantly turn off when i try to activate it
    2. after i activate it, and then turn it off, it wont recharge
    or 3. after i deactivate it, itll have 0 charge, and ittl do like a weird screen glitch VFX and wont recharge
  12. Tunnah
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    If like me you're a massive spoiled child who must have it all on everything, to get the mods on all weapons edit these 3 files:

    \r6\tweaks\RM Gemini II\RMGemini2_Attachment_Smart_Silencer.yaml
    \r6\tweaks\RM Gemini II\RMGemini2_Attachment_Tech_Silencer.yaml
    \r6\tweaks\RM Gemini II\RMGemini2_Attachment_Smart_SpeedDemon.yaml

    Find   placementSlots:

    Change the whole section to this:

        - AttachmentSlots.Smart_AR_SMG_LMG_WeaponMod1
        - AttachmentSlots.Smart_AR_SMG_LMG_WeaponMod2
        - AttachmentSlots.Smart_Handgun_WeaponMod1
        - AttachmentSlots.Smart_Handgun_WeaponMod2
        - AttachmentSlots.Smart_Handgun_WeaponMod1_Collectible
        - AttachmentSlots.Smart_Handgun_WeaponMod2_Collectible
        - AttachmentSlots.Smart_Shotgun_WeaponMod1
        - AttachmentSlots.Smart_Shotgun_WeaponMod2
        - AttachmentSlots.Smart_Precision_Sniper_Rifle_WeaponMod1
        - AttachmentSlots.Smart_Precision_Sniper_Rifle_WeaponMod2
        - AttachmentSlots.Smart_Precision_Sniper_Rifle_WeaponMod1_Collectible
        - AttachmentSlots.Smart_Precision_Sniper_Rifle_WeaponMod2_Collectible
        - AttachmentSlots.Power_AR_SMG_LMG_WeaponMod1
        - AttachmentSlots.Power_AR_SMG_LMG_WeaponMod2
        - AttachmentSlots.Power_Handgun_WeaponMod1
        - AttachmentSlots.Power_Handgun_WeaponMod2
        - AttachmentSlots.Power_Handgun_WeaponMod1_Collectible
        - AttachmentSlots.Power_Handgun_WeaponMod2_Collectible
        - AttachmentSlots.Power_Shotgun_WeaponMod1
        - AttachmentSlots.Power_Shotgun_WeaponMod2
        - AttachmentSlots.Power_Precision_Sniper_Rifle_WeaponMod1
        - AttachmentSlots.Power_Precision_Sniper_Rifle_WeaponMod2
        - AttachmentSlots.Power_Precision_Sniper_Rifle_WeaponMod1_Collectible
        - AttachmentSlots.Power_Precision_Sniper_Rifle_WeaponMod2_Collectible
        - AttachmentSlots.Tech_AR_SMG_LMG_WeaponMod1
        - AttachmentSlots.Tech_AR_SMG_LMG_WeaponMod2
        - AttachmentSlots.Tech_Handgun_WeaponMod1
        - AttachmentSlots.Tech_Handgun_WeaponMod2
        - AttachmentSlots.Tech_Handgun_WeaponMod1_Collectible
        - AttachmentSlots.Tech_Handgun_WeaponMod2_Collectible
        - AttachmentSlots.Tech_Shotgun_WeaponMod1
        - AttachmentSlots.Tech_Shotgun_WeaponMod2
        - AttachmentSlots.Tech_Precision_Sniper_Rifle_WeaponMod1
        - AttachmentSlots.Tech_Precision_Sniper_Rifle_WeaponMod2
        - AttachmentSlots.Tech_Precision_Sniper_Rifle_WeaponMod1_Collectible
        - AttachmentSlots.Tech_Precision_Sniper_Rifle_WeaponMod2_Collectible

    I dunno what side effects it'll have because I'm still learning CP2077 modding and the code is way different to what I'm used to (plus I'm lazy and didn't really bother to check) but ya that'll let you slot em in any gun.

    I hate smart weapons. They suck. They're absolutely no fun to use. And tech weapons, there's a few good ones but eh. Power weapons are 95% of the good weapons in game anyway, there's a few good tech weapons but only the neato iconics. Otherwise I'm a bullets man.

    Sorry saltypigloaf, I just couldn't help myself! You can take my power weapon from my cold dead hands ;)
    1. saltypigloaf
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    2. Tunnah
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      I'm at 392, I am trying my hardest. I think I put all my luck in life into Cyberpunk - I played it when it came out, NEVER experienced a bug. No t-posing, no crashes, nothing. This game working for me has been nothing short of a miracle.

      Explains the rest of my life though lmao
    3. Tunnah
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      It seems the mods don't work. I thought it might be there's more logic in it than simply an attachment but I reverted and still can't get em to work (I boosted the reboot optics one for instance nearly 100%, put it on its right gun, and it never worked. And extra stealth damage, mod on or off, exact same damage from stealth).

      Could they be conflicting with another mod, and do you have any idea what I should look for ? I don't really have custom attachments outside of ones specific for weapons like the HK416 but they're just generic and don't even have stats.

      Or is there a certain method to getting them working - do tech ones need charging, do smart ones need lock on ? I have just been firing em just to see if they proc or not
  13. ZKinGx1764
    ZKinGx1764
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    Will your mods support Immersive Cyberware ?
    1. saltypigloaf
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      I haven't looked at it yet, but I'm sure I can add compatibility patch.  I will look into it.
    2. 213365
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      +1 this would be a great combination for the awesome cyberware your mod adds in.
  14. Tunnah
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    The Gemini 2 OS Upgrade offers 3% Sandivistan time extension per kill while active but it's only like 6-10s long - 10 kills would get you an extra 3 seconds. I wanna change it to 30% or 50% maybe but not sure if it's a simple 1 time edit or if I need to change multiple parts, can you help me out please mate ?

    My current Sandivistan lasts 6s. I know some of the Gemini named ones last longer the more attunement you have but I can't see me ever building a high attunement as the CW requirement plus the synergy not gelling with my current build, I can't seem to get parts together enough to get my attunement up without sacrificing CW with much better stats.

    But if/when I change builds I'd give the Gemini  Sandivistan a go
    1. saltypigloaf
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      You'll want to edit the file RMGemini2_Module_FrontalCortex_OSBoost.yaml

      Starting on line 5, you'll find a series of arrays that list some of the stats used to build the cyberware.  Just update all the instances of killDuration (they currently run from 1.0 to 3.0)
    2. Tunnah
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      Cheers bud I'll give it a go