Yeah the gun always felt like it was less than the sum of its parts. IF you are thinking about more things to do I'd love for the Osprey is making it a Tech instead of a power weapon - the charge mechanic would pair well with both the single fire on aim as well as the burst in hipfire (maybe into full auto as some other tech weapons). Power weapon always seems a bit wasted on the ones with explosive effect.
That's really interesting idea, but it turns out to be more headache than it seems. I'd rather make new weapon from scratch, which is also reluctant for me.
You can make your own .yaml and its content shall be: Items.Base_Osprey_Damage_Stats_inline0: $type: gamedataConstantStatModifier_Record value: (ANY NUMBER YOU WANT, DEFAULT IS 43) modifierType: Additive statType: BaseStats.DPS
About dismemberment, I don't know how dismemberment factor works :(
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I figured "eh what the hell, let's see if anyone's ever swapped it's fire modes" and here it is, my Choom!
Thanks for this!
Yeah the gun always felt like it was less than the sum of its parts. IF you are thinking about more things to do I'd love for the Osprey is making it a Tech instead of a power weapon - the charge mechanic would pair well with both the single fire on aim as well as the burst in hipfire (maybe into full auto as some other tech weapons). Power weapon always seems a bit wasted on the ones with explosive effect.
https://www.nexusmods.com/cyberpunk2077/mods/18436
will try this out immediately!
Items.Base_Osprey_Damage_Stats_inline0:
$type: gamedataConstantStatModifier_Record
value: (ANY NUMBER YOU WANT, DEFAULT IS 43)
modifierType: Additive
statType: BaseStats.DPS
About dismemberment, I don't know how dismemberment factor works :(