Scenes which are not supported by the mod: - Nocturne Op55N1, pre-ending roof talk: the scene uses worldEntityNode to display the weapon model, so due to technical limitations it's not possible to swap it via scripts -Killing Moon (PL King of Wands ending): partially supported. The scene uses worldEntityNode to display the weapon model, so due to technical limitations it's not possible to swap it via scripts. Though at the scene ending where you are forced to equip a pistol, the previously used Overture will be replaced with your actual weapon that matches the mod's logic criteria.
F.A.Q. > Does it work with weapons added by other mods? Yes.
for some reason, the mod on my clean game breaks it. Any Cut scenes, such as at the beginning of the game after the showdown with the Maelstrom. Almost all cutscenes involving your character throw out their games. I set the graphics to a minimum. I put everything at a minimum. But because of the fashion, in cut scenes, the graphics card runs on ultra settings. The frames get up to 5 in C. And the GPU load is 99%. Card 4060 laptop version.
Never got any reports like this before so not sure that can help you here. This mod starts working only when related quest scene file is loaded so it can't affect any other cutscenes. Maybe you have some core mods related issues on your system, like red4ext or codeware do not work as they should, dunno.
I have no clue, Im trying to use liberty and it just keeps showing the red pistol and even if I scrap the pistols I have its still the red pistol. If I uninstall it goes back to the basic one. I have a pretty big modlist so im just assuming its some kind of mod conflict or something along that.
Yeah it might be something mod manager or redmod related. Open Cyberpunk 2077\r6\logs\redscript_rCURRENT.log and check it has no errors at least (and has CutsceneWeaponSwapper.reds mentioned). Also try to delete everything inside Cyberpunk 2077\r6\cache\modded\ if you have that folder not empty
Not sure if this is an issue or not but each mission when playing as Johnny seems to have an "invisible" gun (Johnny's Malorian), Isit something to do with the character not having his gun in inventory?
Hi, I'm new to Cyberpunk modding. I've installed it but it doesn't seem to be working at the moment. I'm not sure if there's a conflict with the New Game Plus mod, but I'm currently at the ripperdoc scene and I've tried several weapons none of them appear in the cinematic where you're supposed to draw, including the one shown in one of the images. Maybe I installed it wrong or something? I'd appreciate any help. I extracted and moved the "r6" folder into the Cyberpunk folder and downloaded every other required
Open the latest red4ext-2025- log in Cyberpunk 2077\red4ext\logs\ and check that it has no errors, then open Cyberpunk 2077\r6\logs\redscript_rCURRENT.log and check that it has no errors as well
Oh, it worked, thanks! Although I'm already a bit advanced in the game, I tested it in the scene where you draw your weapon to cover Panam, and it works perfectly. Thanks again!
Hey, with the quest when Panam gets her ride back and has to deliver the package. When V covers her, he using his default gun behind the car door. The gun I had was a Unity and my unity did not display but rather his default gun. Is the mod not working or was this cutscene not supported by this mod? Just wondering
That cutscene is supported and works as intended as far as I can see. You had Unity and you got default gun (which is also Unity) displayed? Don't see the issue then
Mine was a diff color Unity. It was the neon unity gun you get from killing gang members. That was the one I had equipped. When the cutscene played it was the dark default one
Always killing it in the "making the game how it should always have been" department, djkovrik. Love your work :)
I'll probably just download the mod and check, but would the Senkoh LX be used in scenes requiring a handgun? Since it's classified as a SMG I'm guessing no, but it could totally work model-wise. Would that be something you'd be willing to include a specific override for, if it's not in there already?
I wish you could link this mod with Modular Military Pistol Holsters - ArchiveXL with automated EquipmentXL request to equip matching holster weapons to your drawn gun. Also unequip the holster gun when you draw and equip it back when you put your gun away.
163 comments
- Nocturne Op55N1, pre-ending roof talk: the scene uses worldEntityNode to display the weapon model, so due to technical limitations it's not possible to swap it via scripts
- Killing Moon (PL King of Wands ending): partially supported. The scene uses worldEntityNode to display the weapon model, so due to technical limitations it's not possible to swap it via scripts. Though at the scene ending where you are forced to equip a pistol, the previously used Overture will be replaced with your actual weapon that matches the mod's logic criteria.
F.A.Q.
> Does it work with weapons added by other mods?
Yes.
Not sure if this is an issue or not but each mission when playing as Johnny seems to have an "invisible" gun (Johnny's Malorian), Isit something to do with the character not having his gun in inventory?
I'll probably just download the mod and check, but would the Senkoh LX be used in scenes requiring a handgun? Since it's classified as a SMG I'm guessing no, but it could totally work model-wise. Would that be something you'd be willing to include a specific override for, if it's not in there already?