Hey, hope you enjoy the mod. I'm happy to respond to any issues you're having, but please first make sure you have all the required mods as described in the mod description.
For some reason the new update is causing a hard crash on game open. I checked archive conflicts and nothing appeared to be causing issues. That and the functionality seems broken, it only stays on the first phase and no shock is applied for uncharged shots. Anyone else having these issues?
Think I solved it, that playthrough possibly suffered from bloat and disabling one of the available shotguns in vehicles mods stopped the crashing. Thanks for the mod!
Coming back after some more testing, it seems like certain clothing mods cause the weapon breaking, where the shock or phase system's don't work. No idea why it'd be clothing mods but I'll see if I can't compile a list out of what I use
any chance of you making a version of this that uses Trigger Mode Control to switch between the different firing modes without having to rely on the phase mechanic?
Full Charge, it fires once it's full by default (don't have the tech perk to hold charge). Dunno why. After playing with it for another few hours, I can say it behaves very weirdly. Sometimes any full charge shot penetrates walls, sometimes the 1st stage shot doesn't (especially near building corners - aka shooting through like 20cm corner of a building) but the 2nd and 3rd stage do. Sometimes none of the 3 stages penetrate walls (tho it's rare now that I actually restarted the game and not just reloaded save, it was not working mostly at all when I first got it)
Idk, the only mod I have that should be affecting tech weapons is Tech Weapon Charge Timings (to get bolts on full charge rather than vanilla's "almost but not quite full").
Gotta play a few more days to see if I can't pick up any clues. But I can say it's not just Ronin (just more noticeable since it's slow with 1 shot and you need those stacks), sometimes vanilla tech weapons have momentary lapses too so I think it's just one of those vanilla issues CDPR never fixed, or something you have to just try to live with when you have 300+ mods cobbled together..
Also added it to Drivable Shotguns mod for myself, tho how effective a double barrel with long charge time, long reload and 1 shot is on a bike is another thing entirely :D
Any mods changing charge are likely to screw up this weapon since its functionality is built around the vanilla charge mechanic - chocking this up to a mod conflict
I don't think the phases are working for me. It just has the same behavior as pretty much any shotgun of this style. And I'm not getting shocked from undercharged shots. It's probably a conflict on my side judging by all the little tweak mods I have.
Hey yes if you have the weapon then i'm guessing you installed correctly, so if it's not working as shown in the description then likely an incompatibility with another mod (maybe something that changes how charge works)
It will be on my mind while going through my mod list. Thanks for the response! Yeah I found the weapon just fine and it's a nice addition to the game. That might be helpful though, you mention maybe a mod that alters weapon charging. I have "Trigger mode control" and I know a mod that requires it has different charging states depending on what firing mode I'm in. Like it will just keep firing on default but if I change it, the weapon gains a charging effect. I'll start there.
Edit: I made a copy of my profile in mod organizer 2 and disabled everything except this mod and its dependencies. The mod seems to work correctly that way. I could "bisect" mods but don't have the energy for that right now. Either way, I do like the mod, even for just having another iconic weapon. Thanks! And no, trigger mode control wasn't the issue. I might work on figuring that out in the future.
An idea comes to mind though... Is it possibly based on stamina? I recently got a mod that gives me unlimited stamina. So if this mod doesn't see a stamina drop, it might not function the way it was intended.
As long as that mod doesn't change how the base game modifiers work, i don't think it'd affect this mod
Nah I don't think stamina should affect it... only stamina interaction i noticed during testing was that Body has a perk reducing spread as stamina decreases, so I set spread minimums for each phase to maintain the intended high spread (really would've only been noticeable if constantly dashing anyway)
I'd bet my left nut the culprit is a gameplay or balance mod making sweeping stat changes to weapons, specifically to Items.Preset_Satara_Default - probably reducing BaseStats.Charge to <100 (which means full charge is impossible thus you'd never progress a phase) or otherwise messing with charge stats... but i'm not gonna dissect a bunch of mods looking for it either lol
Lmfao "I'd bet my left nut" so you're native English speaking too. Either way, thanks for the mod. I really do love the colors of it. I want all my mods to just work but it's very hard when you have hundreds of them. I probably have at least 700 individual mods enabled, over half being clothes tho. The gun kicks ass on it's own anyways. Still a good mod to stumble upon. I'm 1 shotting these foo's playing on hard. I can link a bug video here if you want or not.Up to you.
I have the same issue. I'm using the Welcome to Night City 2.2 collection... any idea how could I troubleshoot this behavior? I can only think in "trial and error" by disabling one mod at time....
Tthe weapon is working. It only triggers the effects (self shock included) when you hit an enemy (as mentioned on the descritpion):
It's simple - hit an enemy with a fully charged shot, progress up a phase.
It didn't get any charges for me when I first got it. It was working properly after saving and reloading though....
Tho it's helluva hard to play with it early game when you're not a tank yet - the time it takes to charge the first 2 shots, and the reloads in between means you'll catch like 400 bullets to the face. Especially since it can't pierce walls for me for some reason, so I gotta go up close and personal xD
This gun rewards careful positioning to land headshots, hit multiple enemies, etc. - builds w/ dash, sandevistan, etc. are better suited than face tanking
i installed mod from vortex but weapon not added.I tried using console with this command Game.AddToInventory("Items.Preset_Satara_Ronin",1) and it's didnt work too
Go to Description > Requirements and install all the mods listed there. I can see in your download history you have TweakXL, but maybe not those other mods.
After updating the game and mod, the weapon disappeared from the inventory. It didn't appear in the same place. Please add the code from CET to the main page so that it doesn't have to be searched for in the comments, I found it of course, but the search on the nexus doesn't work now so... it will be less of a problem.
That's weird - I updated on my end and the weapon didn't despawn from my inventory. I didn't change any Item codes so changes should've been applied to your inventory version. It won't respawn in the normal lootable area, that's expected.
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If I line up 2 enemies for the first (focus) shot, it will pierce through both of them, but I can't shoot through pretty much anything else.
Idk, the only mod I have that should be affecting tech weapons is Tech Weapon Charge Timings (to get bolts on full charge rather than vanilla's "almost but not quite full").
Gotta play a few more days to see if I can't pick up any clues. But I can say it's not just Ronin (just more noticeable since it's slow with 1 shot and you need those stacks), sometimes vanilla tech weapons have momentary lapses too so I think it's just one of those vanilla issues CDPR never fixed, or something you have to just try to live with when you have 300+ mods cobbled together..
Also added it to Drivable Shotguns mod for myself, tho how effective a double barrel with long charge time, long reload and 1 shot is on a bike is another thing entirely :D
Edit: I made a copy of my profile in mod organizer 2 and disabled everything except this mod and its dependencies. The mod seems to work correctly that way. I could "bisect" mods but don't have the energy for that right now. Either way, I do like the mod, even for just having another iconic weapon. Thanks! And no, trigger mode control wasn't the issue. I might work on figuring that out in the future.
An idea comes to mind though... Is it possibly based on stamina? I recently got a mod that gives me unlimited stamina. So if this mod doesn't see a stamina drop, it might not function the way it was intended.
Nah I don't think stamina should affect it... only stamina interaction i noticed during testing was that Body has a perk reducing spread as stamina decreases, so I set spread minimums for each phase to maintain the intended high spread (really would've only been noticeable if constantly dashing anyway)
I'd bet my left nut the culprit is a gameplay or balance mod making sweeping stat changes to weapons, specifically to Items.Preset_Satara_Default - probably reducing BaseStats.Charge to <100 (which means full charge is impossible thus you'd never progress a phase) or otherwise messing with charge stats... but i'm not gonna dissect a bunch of mods looking for it either lol
I have the same issue. I'm using the Welcome to Night City 2.2 collection... any idea how could I troubleshoot this behavior? I can only think in "trial and error" by disabling one mod at time....
Tthe weapon is working. It only triggers the effects (self shock included) when you hit an enemy (as mentioned on the descritpion):Tho it's helluva hard to play with it early game when you're not a tank yet - the time it takes to charge the first 2 shots, and the reloads in between means you'll catch like 400 bullets to the face. Especially since it can't pierce walls for me for some reason, so I gotta go up close and personal xD
This gun rewards careful positioning to land headshots, hit multiple enemies, etc. - builds w/ dash, sandevistan, etc. are better suited than face tanking
Added CET command to description.