Cyberpunk 2077
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nSotik

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  1. nSotik
    nSotik
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    First of all thanks again for all the positive feedback, much appreciated! <3

    The recoverable version (or how it should have been from the start version) of throwing knives is out now!
    Have fun :)
  2. arthelinus
    arthelinus
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    might not be required with new juggler perk.
  3. mrnightcore12
    mrnightcore12
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    @replaceMethod(MeleeThrowAttackEvents)
    public func OnExit(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Void {
        let throwEquipmentRequest: ref<ThrowEquipmentRequest>;
        let itemObj: wref<ItemObject>;
        let transactionSystem: ref<TransactionSystem>;
        let quantity: Int32;
        let itemType: gamedataItemType;

        this.RemoveThrowAttackGameplayRestrictions(stateContext, scriptInterface);
        this.DisableNanoWireIK(scriptInterface);

        transactionSystem = GameInstance.GetTransactionSystem(scriptInterface.owner.GetGame());
        itemObj = transactionSystem.GetItemInSlot(scriptInterface.executionOwner, t"AttachmentSlots.WeaponRight");
        itemType = itemObj.GetItemData().GetItemType();

        if this.m_projectileThrown && !itemObj.GetItemData().HasTag(n"Cyberware") && Equals(itemType, gamedataItemType.Wea_Knife) {
            quantity = transactionSystem.GetItemQuantity(scriptInterface.executionOwner, itemObj.GetItemID());
            if quantity < 1 {
                throwEquipmentRequest = new ThrowEquipmentRequest();
                throwEquipmentRequest.owner = scriptInterface.executionOwner;
                throwEquipmentRequest.itemObject = itemObj;
                GameInstance.GetScriptableSystemsContainer(scriptInterface.owner.GetGame()).Get(n"EquipmentSystem").QueueRequest(throwEquipmentRequest);
                this.OnForcedExit(stateContext, scriptInterface);
            } else {
                // Add a knife back to the inventory after throwing
                transactionSystem.GiveItem(scriptInterface.executionOwner, itemObj.GetItemID(), 1);
            };
        };
    }

    Replace the actual script with this for the mod and it works ingame for both scripts, the one in roaming vortex file and the one in cyberpunk r6 file


    Used GPT to write this, it works
    1. Sohail181
      Sohail181
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      there is a typo in the script you provided which causes a crash, i have corrected it for you all
      copy and paste this

      @replaceMethod(MeleeThrowAttackEvents)
      public func OnExit(stateContext: ref<StateContext>, scriptInterface: ref<StateGameScriptInterface>) -> Void {
          let throwEquipmentRequest: ref<ThrowEquipmentRequest>;
          let itemObj: wref<ItemObject>;
          let transactionSystem: ref<TransactionSystem> = GameInstance.GetTransactionSystem(scriptInterface.owner.GetGame());
          let quantity: Int32;
          let itemType: gamedataItemType;
          this.RemoveThrowAttackGameplayRestrictions(stateContext, scriptInterface);
          this.DisableNanoWireIK(scriptInterface);
          itemObj = transactionSystem.GetItemInSlot(scriptInterface.executionOwner, t"AttachmentSlots.WeaponRight");
          itemType = itemObj.GetItemData().GetItemType();
          if this.m_projectileThrown && !itemObj.GetItemData().HasTag(n"Cyberware") && Equals(itemType, gamedataItemType.Wea_Knife) {
              quantity = transactionSystem.GetItemQuantity(scriptInterface.executionOwner, itemObj.GetItemID());
              if quantity < 1 {
                  throwEquipmentRequest = new ThrowEquipmentRequest();
                  throwEquipmentRequest.owner = scriptInterface.executionOwner;
                  throwEquipmentRequest.itemObject = itemObj;
                  GameInstance.GetScriptableSystemsContainer(scriptInterface.owner.GetGame()).Get(n"EquipmentSystem").QueueRequest(throwEquipmentRequest);
                  this.OnForcedExit(stateContext, scriptInterface);
              } else {
                  // Add a knife back to the inventory after throwing
                  transactionSystem.GiveItem(scriptInterface.executionOwner, itemObj.GetItemID(), 1);
              };
          };
      }
    2. AG3NTPARKER
      AG3NTPARKER
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      Copy and paste where?
    3. Brober14
      Brober14
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      unlimitedDaggers.reds
      Steam\steamapps\common\Cyberpunk 2077\r6\scripts\Unlimited Daggers
    4. ardika1201
      ardika1201
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      working!!!!
    5. KirkH420
      KirkH420
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      I also agree that this new revised script is working rather well. I'm referring to the revised script posted by Sohail181 and I also have Silent Silencers and Throwing Knives {for Patch 2.0} and there does not seem to be any compat problems between those mods. I mean we are basically enabling cheats at this point but they have their uses...
    6. GabeCamomescro
      GabeCamomescro
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      The problem with this script is, while it works, it adds a "new" knife to your inventory so your weight keeps going up with every throw.
    7. Reaperstance1
      Reaperstance1
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      what should I di, if I want to add throwable axes to act the same as unlimited daggers?
  4. MrSpazys
    MrSpazys
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    how do i get the throwing knives im new to this stuff
    1. GrippingHorizon
      GrippingHorizon
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      I haven't checked if this still works but the regular "Knife" Melee Weapon can be thrown if you hold down the aim button or key.
    2. Sunrise9821
      Sunrise9821
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      it works, you just need to open the mod file, edit it. delete all text then enter the text above that is proper prompt code for the mod. remove all non-blade weapons. put same blade in all slots if you want true unlimited. by that i mean it bypass the reload time. 

      all this mod does is instantly spawns a new blade to be reloaded 
  5. angelitomorais
    angelitomorais
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    Incompatible with Silent Silencers and Throwing Knives mod. Unfortunately because the union of the 2 mods would be the perfect stealth.
    1. Inkvitz
      Inkvitz
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      true
    2. temakixai
      temakixai
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      Oh that's a shame, I was about to look into that one. I wonder if there's any way to patch them together
    3. EpiceneBlue
      EpiceneBlue
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      Oh that would be a fabulous combination of mods.
    4. PetHedgehog
      PetHedgehog
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      Man that sucks, both of these mods seem perfect for each other
  6. SUPAYDI
    SUPAYDI
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    This mod is useless now no?
  7. FloydTheCosmicHorror
    FloydTheCosmicHorror
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    Can you add cleavers as throwable blades? Just watched an old kung-fu film with Jackie Chan
  8. AG3NTPARKER
    AG3NTPARKER
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    Please Please Please post a update on this
  9. mrnightcore12
    mrnightcore12
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    Doesnt work, please fix this, unlimited knives not working
  10. Byzantines01
    Byzantines01
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    Didn't work on patch 1.62 sadly... 
  11. jevsster
    jevsster
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    Doesnt seem to work in 1.62 for me. Reload time still default. The instant recovery works but i preffer the slight delay before recovery.