1.1.1: A minor update that ensures values stay within the min/max bounds even in case of floating point math. It was very unlikely that this would have caused a problem but better to be sure.
I tried the mod. However, the settings are not getting stored. They revert to the default values on every launch (I have all the requirements installed). The generated files db.sqlite3 and Non Random CW Stats.log are also empty. Any ideas?
I'm actually having the same issue to what raidenyomi was talking about in the comments. Some stats seem to roll properly how the mod intended, but some follow default roll rules. I'm not sure why it happens, but I tried 100 and 90 fixed setting with re-launching the game after changing the settings, and both times I had rolls that were way below 90% or 100% of the value. For example, decreased enemy vision has max value of 7.5%(if I remember correctly) but I was getting it as low as 1.6. Same story with headshot multiplier, max value I think is also 7.5% but I was getting it at 1%, 2% and everything in-between. Maybe this mod has a conflict with some other mods I have installed, but none of the other mods interact with cyberware, so I doubt that's the case.
I don't think it's a conflict and I believe both of you. Question: was the cyberware already at Legendary level or Iconic?
The main problem here is that the part of the game that does the actual calculation is not visible to us, it's in the engine not the script layer. What the mod does is to set the parameters for min/max to the values you provide (90/100/minimum, etc), but the actual stats are assigned by code that I cannot see. So unfortunately, no way to debug weird interactions like you folks are seeing.
It doesn’t work for me at all. Every stat is still highly randomized, and I even feel like I’m getting lower stats than without the mod. On the other hand, the similar mod Cyberware Stats Randomness Be Gone works consistently, but it feels too much like cheating.
I guess, past level ~45 the additional percentage differentials given by cyberware effectively mean diddly squat. Ooh, whoop-de-doo, I'm doing 5% more damage with a CM/SB/CM/Ultimate quickhack combo when even a cyberpsycho can be flatined in one que without additional stat mods. Buuuuuut.......still fun to see big number go up. heh.
I have a question. Does the stats stay permanent when deleting the mod even after getting the wanted stats and saving the game? Because I want to be able to have the stats even when I play on non-modded version of the video game.
I don't much care about defensive stats, but combat "overpowered" stats, IMHO, was better, kinda +6% to scripts damage, +5.2% to reload speed +11.2% to aiming speed etc. Now it reduced twice even with fixed + 100 (
Don't get me wrong, but 1-3% of something is not noticeable, even talking about suming up 2-3 implants with a same stats, suming up more then 2-3 implants with a same stats, make this stats barely noticeable, it feels like numbers for the sake of numbers. But +5% (at least) of something with suming up 2-3 or more implants with a same stats is noticeable more or less and this additional stats of implants starts to make sense at all.
So it would be nice to have a switch "all stats always max" in mod menu or scale of factor modifier over 100 or something.
It definitely changes something, but it doesn't work at 100 in both fixed and minimum (I tested the first version yesterday and the update today, both didn't work at 100). Unless there is a condition to activate the mod other than reloading a save after changing the configs. Still useful tho, specially with your reroll mod.
So, you may need to exit and restart the game to see some of the changes stick. The actual calculation and setting of cyberware stats is done inside the engine itself, not in the "script" code available to redscript and CET. I saw a bunch of weird results where the same numbers would show back up - 100% numbers in my case when testing Minimum scaling - until I restarted. The game may be caching results, we don't know because we can't see that code in this case.
That said, it'd be good to get more details on what you mean by 100 doesn't work. Does 90 or 50 work? I.e., did you try only 100?
If you see, to stick to the same example, Health always showing up as either +5.5 or +6 by using the other mod I posted, the reroll mod, to keep rotating the values then 100 is working. The reason for those values is: Health has min/max as 1/5. 100 would give you +5. But you can't select the Driver Update perk without picking the +10% stats perk first, which brings you to +5.5. If you've picked the other +10% perk that will be +6 or close to that.
Another way to detect 100 working is if all your stats use the exact same high value as you keep rerolling. I believe stealth damage has 10 max, so you'll see +11 with the +10% perk. If the values for a stat stay the same as they show up in different rerolls, you're either using fixed or 100.
I will however put in a clamp in the code just in case floating point math overflow/underflow could be causing issues - this is unlikely but possible. Will release that later today sometime.
Finally, the first panel you get when rolling stats is always based on your existing stats. It will show a roughly +10% bump when going to a new Tier (e.g., Common+ to Uncommon) and no change at all when staying at the same Tier (Uncommon to Uncommon+) - or maybe the other way around, I don't remember. It's only the last 2 panels that will show the changes
I'm very interested in getting tests that show problems, but more detail is needed. What did you do? Did you restart after changing options? What values did you see for which stats? A screen shot of the upgrade screen would be best.
Like I said, the code is not available to look it, it's native code. So more examples the better to work out what the engine is doing.
Oh no, I tried more options other than 100, I just mentioned it as it was the one I wanted to see the numbers the most. I tested at 99, 95, 90, 85 and 80 with both versions, all while reloading the save after each change. In all my testing it seemed as though the mod "changed something" as I mentioned, I could see numbers being higher in general, but some would still be very low. In general was if it had a great chance to roll numbers at 75% efficiency or something, like Inventory would usually come at 17.5, but sometimes less than that and sometimes above 20 (while the mod was at any of the numbers mentioned above). All stats had inconsistencies in any of my testing. You mentioned Stealth dmg having a maximum of 10, which is interesting. This one I remember very well never being higher than 8.4 for some reason, and most of the time always being 7.8. That's generally what happened, I tried a few config options and to reroll many different pieces of CW with each, but I didn't test it that extensively since I thought it could be just a problem that would be fixed the next day or something.
But now you mentioned restarting the game and also did another update to the mod, so I went to test it again, this time while restarting the game, but it appears to be the same as before. I will provide Screenshots as requested with a few different tests. But before anything, with these kinds of mods I always go with the assumption that I could be doing something wrong no matter how simple it should be to use the mod, it could also be that I was interpreting the results wrong as I don't have the knowledge of the minimum and maximum numbers of those stats, but I doubt that since many times the discrepancies between results were very huge despite the mod configurations supposedly limiting it. There is also the possibility of incompatibility, but I have no other mods related to those stats installed, not even Ripperdocs or custom Cyberware mods, actually not even Cyberware-EX because I think it gives way too much power. As far as I know the Cyberware portion of my game should be all vanilla except for this and your other mod now. But I do have a LOT of other mods tho, however it's texture, clothes, weather and utility mods for the most part, so I find it hard to believe it could be incompatibility. Oh, and all my mods are updated to their last version, that I'm 100% sure since I manually install all my mods.
Anyways, here are the screenshots. The process I did this time was change the configs, restart the game, then go to a ripperdoc, buy new CW and upgrade that new one each time. I also tested rippedocs inside and outside of Dogtown just because why not, but the results were basically the same. On a side note, I have no idea if it means something but by just from having the mod installed the base stats when buying the CW seemed to change, always ending in .9 or .3 for whatever reason. As I initially mentioned, the mod definitely changes something, rolls are usually higher than average, but unless I heavily misunderstood what the mod should be doing, I believe results needed to be more constant. Anyway, hopefully these screeshots are useful so you can either find a problem or tell me I was the problem all along. Either way I just hope the mod can work eventually, it's one I always wanted since the lack of control of those substats always annoyed me.
Hey, thanks much for doing all this testing! It's really useful. Before I look at all your screenshots, let me show you how to find the max and min for any stat in the game. First got here and see the list of stats that cyberware can have: Cyberware Stats.
Then pick a stat, let's say Carry Capacity, and look it up in the list. Drop the "Modifiers." prefix. So you get: "CarryCapacityRandom"
Run the game and open up the CET console. Select the TweakDB Editor tab and cut and paste CarryCapacityRandom, no quotes around it into the search box as you see in the pic below. Then expand the gamedataStatModifier_Record and the CarryCapacityRandom record inside it.
You can see that min/max for Carry Capacity is 5 and 25. Now, you'll see numbers above 25 depending on whether you took perks that increase cyberware stats - there are 2x 10% bumps, which can take you to 30. There may be more modifiers I'm not aware of. But in my own game, I've been able to resolve the number exactly down to the perks I have and the options I've picked - every time. Which is why I want to get to the bottom of what you're seeing.
Hey, the numbers in your images check out with the stats in the game for the early pics. In each case I've looked at, here's the stat in your pictures and the stats range the game allows.
Pic 1, 90% Quickhack Damage: +3.9% (+0.8% to +4%) (yup, it can be as low as +0.8% if you check in the TweakDB Editor!) Ram on kill: +0.27 (+0.05 to +0.25) (remember, your perks are bumping this number too!)
But, skipping ahead to the pic labeled "90 | Minimum | This one is kinda funny with the Carriying Capacity" Mitigation Chance: +0.4% (0.2 to 1.0) - this one I truly cannot explain however I look at it. Even if the game is interpreting that range is 0.2% to 1%, 90 minimum should put that at a minimum of +0.9%!
Similarly for your "100 fixed" pictures which are using a common piece of gear, the tendons (i.e., not iconic). The variation you're seeing makes no sense.
The only possible explanation I can come up with is that this is happening because you're doing the jump from Legendary+ to Legendary++ and the rules may be wonky there being a level added in the DLC. All my testing has been at the Common/Uncommon/Rare levels and the numbers always make sense there.
If you want to try it out on lower level CW, you can use this mod to add lower level CW back to your vendors: No More Out-Leveling Vendor Items. This will leave Common versions always available at vendors so you can buy and upgrade yourself (I find the mod very useful!).
Once again thanks for your testing - I appreciate you taking the time!
Just want to add one more thing here. The game lets you either roll 2 new sets of numbers or upgrade your existing numbers. Thing is the new sets of numbers are bound by the min/max values in the game. But if you use the first option to upgrade your CW, you get a +10% bump to your stats (at least from what little I've tested - it's really annoying this code isn't available to look at). This bump is only available every other upgrade, when you go to a new Tier entirely, not the + upgrade.
So, the highest stats you will get will be to roll a max level CW and then upgrade it 5x by 10% as you upgrade it through the game.
I see... So I was correct to assume I wasn't really understanding something even tho the game itself seems to be at fault too, hopefully if in the future CDPR gives modders more access to stuff such things aren't impossible to properly mod. Thanks for all the explanations tho, specially how to find the min and max of stats, that's really useful. The mod you recommended also seems useful as at least now I see a way to somewhat achieve what I wanted originally in a way through upgrading bonuses, I will just need to reroll at lot of stats it seems lol. Anyway, thanks again for your time.
Oh, I like the sounds of this. Nothing worse than getting a couple good rolled pieces but they have garbage % stats. Thanks for the upload !!
...Just noticed your other recent drop... the "re-roll" even at max. Bruh I am doubling down on the "thanks" with a "very much appreciated" THANKS for your work!! Cheers!! I am confident to go all in if you got something else to add to this combo x))
Really like this mod so thanks again. Plus an update already!! It is so awesome to re/roll a piece and get 0.33 RAM regen w/ 4.1% QHD "PLUS" as a bonus also get 5.8% melee dmg ALL in one pc. I maxed the settings-however, I wasn't sure if it was an issue but, i would get a roll of 3.1% Quick Hack Dmg on an Iconic tier+ (which is obviously NOT the max) then on the same piece tier++ roll i would get only 2.3% and sometimes even lower. Not sure if it's a bug but, i was NOT getting "max" stat rolls on the majority of my rerolls. Don't get me wrong, this mod is a beast and i love it. I absolutely don't mind rerolling it few extra times to get those jacked stats. I found the more I rolled it the higher the numbers would get. Regardless the extra 20-30 seconds it took to roll the desired pc, it is way beyond better than the in-game bullshit stats. LOL i went right to the R-Doc and bought all new CW and rolled the dice on each pc till my heart was content. I've got my QHD up to 44% and getting almost 4 RAM back on single kill from these new rolls. IMO it works great. Thanks again!!
Hey, really glad it's working for you but would like to understand more about your re-rolls showing different numbers from the same stat even though you were doing Fixed. Firstly, would like to know if that persisted after you restarted the game. I was never able to get those numbers to change - it always gave me the correct high number when I tested.
As I've said in other replies, the part of the code that does the actual calculation of the cyberware stats upgrade is native code that sits within the engine. I cannot directly access it to change what it does or even look at it to see what it does. What the mod does is to change the parameters for stat rolls in TweakDB before each upgrade, but the actual stats allocation is done outside of our control.
So I've seen occasional odd behavior even after a save reload which I think is caused by the game engine caching results. I'm hoping these go away on a clean restart of the game or if you buy a new piece of cyberware and then roll upgrades on it.
Please keep your feedback coming. Without being able to see the code doing the calcs, the more feedback the better.
Should have mentioned from the start that I do not have any other "cyberware/R-Doc mods" operating. Nor do I have any other stat mods. Nothing operating that directly alters the state of weapons, gear/cyberware or vehicles (besides added vehicles - Lambo, bikes etc...). Mostly QOL mods. Weather, radio, clothing and some story add-ons like extra NCPD bounties. I did follow the instructions (save/load) and tested this mod solo before adding the "re-roll" from your inventory. It worked a lot better along side the re-roll mod for obvious reasons but, on its own, the effect was still the same. The stats were high but, not always "maxed". Maybe 30% of the time?? Then again, I'm not privy to the -over/under- in-game cap stats so I cant put it on an exact spectrum ie: i assumed 4.5% explosion dmg was the cap since it was rolled more than once on the same piece but, to my surprise 3-4 rolls later I got a 5.7%. Wish I had grabbed some screens to share. Even thought about it at the time when at the start I wasn't seeing max/high numbers. Still, it's a great mod. I know there's others out there, but they're overkill. May as well play the game on "sucky baby mode" LOL.
29 comments
The generated files db.sqlite3 and Non Random CW Stats.log are also empty. Any ideas?
nvm - switched to another mod
The main problem here is that the part of the game that does the actual calculation is not visible to us, it's in the engine not the script layer. What the mod does is to set the parameters for min/max to the values you provide (90/100/minimum, etc), but the actual stats are assigned by code that I cannot see. So unfortunately, no way to debug weird interactions like you folks are seeing.
Thanks for quoting actual numbers.
I have a question.
Does the stats stay permanent when deleting the mod even after getting the wanted stats and saving the game?
Because I want to be able to have the stats even when I play on non-modded version of the video game.
Thanks in advance.
nvm, I think I found another way with another mod, that set stats to max by default and give ability to choose desirable stats list to upgrade.
Don't get me wrong, but 1-3% of something is not noticeable, even talking about suming up 2-3 implants with a same stats, suming up more then 2-3 implants with a same stats, make this stats barely noticeable, it feels like numbers for the sake of numbers. But +5% (at least) of something with suming up 2-3 or more implants with a same stats is noticeable more or less and this additional stats of implants starts to make sense at all.
So it would be nice to have a switch "all stats always max" in mod menu or scale of factor modifier over 100 or something.
That said, it'd be good to get more details on what you mean by 100 doesn't work. Does 90 or 50 work? I.e., did you try only 100?
If you see, to stick to the same example, Health always showing up as either +5.5 or +6 by using the other mod I posted, the reroll mod, to keep rotating the values then 100 is working. The reason for those values is: Health has min/max as 1/5. 100 would give you +5. But you can't select the Driver Update perk without picking the +10% stats perk first, which brings you to +5.5. If you've picked the other +10% perk that will be +6 or close to that.
Another way to detect 100 working is if all your stats use the exact same high value as you keep rerolling. I believe stealth damage has 10 max, so you'll see +11 with the +10% perk. If the values for a stat stay the same as they show up in different rerolls, you're either using fixed or 100.
I will however put in a clamp in the code just in case floating point math overflow/underflow could be causing issues - this is unlikely but possible. Will release that later today sometime.
Finally, the first panel you get when rolling stats is always based on your existing stats. It will show a roughly +10% bump when going to a new Tier (e.g., Common+ to Uncommon) and no change at all when staying at the same Tier (Uncommon to Uncommon+) - or maybe the other way around, I don't remember. It's only the last 2 panels that will show the changes
I'm very interested in getting tests that show problems, but more detail is needed. What did you do? Did you restart after changing options? What values did you see for which stats? A screen shot of the upgrade screen would be best.
Like I said, the code is not available to look it, it's native code. So more examples the better to work out what the engine is doing.
You mentioned Stealth dmg having a maximum of 10, which is interesting. This one I remember very well never being higher than 8.4 for some reason, and most of the time always being 7.8. That's generally what happened, I tried a few config options and to reroll many different pieces of CW with each, but I didn't test it that extensively since I thought it could be just a problem that would be fixed the next day or something.
But now you mentioned restarting the game and also did another update to the mod, so I went to test it again, this time while restarting the game, but it appears to be the same as before. I will provide Screenshots as requested with a few different tests.
But before anything, with these kinds of mods I always go with the assumption that I could be doing something wrong no matter how simple it should be to use the mod, it could also be that I was interpreting the results wrong as I don't have the knowledge of the minimum and maximum numbers of those stats, but I doubt that since many times the discrepancies between results were very huge despite the mod configurations supposedly limiting it. There is also the possibility of incompatibility, but I have no other mods related to those stats installed, not even Ripperdocs or custom Cyberware mods, actually not even Cyberware-EX because I think it gives way too much power. As far as I know the Cyberware portion of my game should be all vanilla except for this and your other mod now.
But I do have a LOT of other mods tho, however it's texture, clothes, weather and utility mods for the most part, so I find it hard to believe it could be incompatibility. Oh, and all my mods are updated to their last version, that I'm 100% sure since I manually install all my mods.
Anyways, here are the screenshots. The process I did this time was change the configs, restart the game, then go to a ripperdoc, buy new CW and upgrade that new one each time. I also tested rippedocs inside and outside of Dogtown just because why not, but the results were basically the same. On a side note, I have no idea if it means something but by just from having the mod installed the base stats when buying the CW seemed to change, always ending in .9 or .3 for whatever reason. As I initially mentioned, the mod definitely changes something, rolls are usually higher than average, but unless I heavily misunderstood what the mod should be doing, I believe results needed to be more constant.
Anyway, hopefully these screeshots are useful so you can either find a problem or tell me I was the problem all along. Either way I just hope the mod can work eventually, it's one I always wanted since the lack of control of those substats always annoyed me.
Then pick a stat, let's say Carry Capacity, and look it up in the list. Drop the "Modifiers." prefix. So you get: "CarryCapacityRandom"
Run the game and open up the CET console. Select the TweakDB Editor tab and cut and paste CarryCapacityRandom, no quotes around it into the search box as you see in the pic below. Then expand the gamedataStatModifier_Record and the CarryCapacityRandom record inside it.
You can see that min/max for Carry Capacity is 5 and 25. Now, you'll see numbers above 25 depending on whether you took perks that increase cyberware stats - there are 2x 10% bumps, which can take you to 30. There may be more modifiers I'm not aware of. But in my own game, I've been able to resolve the number exactly down to the perks I have and the options I've picked - every time. Which is why I want to get to the bottom of what you're seeing.
Pic 1, 90%
Quickhack Damage: +3.9% (+0.8% to +4%) (yup, it can be as low as +0.8% if you check in the TweakDB Editor!)
Ram on kill: +0.27 (+0.05 to +0.25) (remember, your perks are bumping this number too!)
But, skipping ahead to the pic labeled "90 | Minimum | This one is kinda funny with the Carriying Capacity"
Mitigation Chance: +0.4% (0.2 to 1.0) - this one I truly cannot explain however I look at it. Even if the game is interpreting that range is 0.2% to 1%, 90 minimum should put that at a minimum of +0.9%!
Similarly for your "100 fixed" pictures which are using a common piece of gear, the tendons (i.e., not iconic). The variation you're seeing makes no sense.
The only possible explanation I can come up with is that this is happening because you're doing the jump from Legendary+ to Legendary++ and the rules may be wonky there being a level added in the DLC. All my testing has been at the Common/Uncommon/Rare levels and the numbers always make sense there.
If you want to try it out on lower level CW, you can use this mod to add lower level CW back to your vendors: No More Out-Leveling Vendor Items. This will leave Common versions always available at vendors so you can buy and upgrade yourself (I find the mod very useful!).
Once again thanks for your testing - I appreciate you taking the time!
So, the highest stats you will get will be to roll a max level CW and then upgrade it 5x by 10% as you upgrade it through the game.
In this case, doesn't matter which.
...Just noticed your other recent drop... the "re-roll" even at max. Bruh I am doubling down on the "thanks" with a "very much appreciated" THANKS for your work!! Cheers!!
I am confident to go all in if you got something else to add to this combo x))
As I've said in other replies, the part of the code that does the actual calculation of the cyberware stats upgrade is native code that sits within the engine. I cannot directly access it to change what it does or even look at it to see what it does. What the mod does is to change the parameters for stat rolls in TweakDB before each upgrade, but the actual stats allocation is done outside of our control.
So I've seen occasional odd behavior even after a save reload which I think is caused by the game engine caching results. I'm hoping these go away on a clean restart of the game or if you buy a new piece of cyberware and then roll upgrades on it.
Please keep your feedback coming. Without being able to see the code doing the calcs, the more feedback the better.