Surprised a mod this old still works at all, but this workaround still works with game version 2.13. Simply move the file from .../cyberpunk 2077/archive/pc/patch/ to .../cyberpunk 2077/archive/pc/mod/ With all the regular caveats that cannot be changed due to how the mod works: This is a texture replacer for the hands cybermod, so you won't see it until you get one (eg via story mission). Hands cybermods appear in photomode, but not in mirrors (for performance?).
i love this a lot it compliments whatever look and style just wish you could add this to work with nim's more body meshes or head idk since i kinda like the grip on the hand
Works fine for me, just doesnt appear in the CC/Mirror but is visible in the inventory/photomode screens just fine. We need more JoyToy/Doll options, so thank you =)
YEAH this is a very old mod i made by replacing weapon grip mesh. weapon grip is something that VIK installs on you after you progress with the story, so that is the reasoon why CC does not show anything. not sure about the mirror tho. they render a lot of things indivisually using different version of the V's model for different scenarios.
Me either. Nothing new on the neck, even when removing clothes (in case it is being hidden like clothing layers). How does this mod work? Does it replace V's body texture? If so then I might have a mod overriding it.
It does so by replacing a small mesh with the mesh of this doll chip. Many mods at early stage did the same. Their file might have overridden mine. You cannot have both my mod and others' mod at the same time.
Love the mod so thanks for posting it. You mentioned that there is only a limited number of meshes you can use for the Doll chip, is the mark/scar for the four injection marks on V's arm usable? I found a mod that gets rid of it (as it makes no sense that it never heals) but I would prefer to keep the weapon grip meshes if it is possible to use that mesh instead. Anyway just an idea. Cheers and thanks,
hey~ i later on discovered my other mods that utilizes the 3 mesh slots of many items you can equip. i personally use the weapon grip mesh for other purposes now. i now mainly makes mods just for myself using ideas/meshes from other modders mods, so i do not upload them here anymore. but i will look into the thing you said if i have time.
Thanks for the reply and I will give that other mod a try. Sadly there is no standalone version for just the Doll chip in that mod but body decorations are cool so I will give it a go. If it is of any use for you to identify the mesh for the injection marks, and apparently a hidden palm (???), (even if for another project and not this) then that mod that remove it is: Remove the holes left by the injection (and other) at Cyberpunk 2077 Nexus - Mods and community (nexusmods.com) Thanks again,
When you are in FPP, the head model drops below the floor and is replaced by the FPP viewport. When the head drops, its taking everything above the neck seam with it. This includes the entire doll chip mesh. Its not the first time I've seen this issue. It affects the citizen formal bolero jacket too.
When the head drops below the floor in FPP, its pulling the collar of the jacket mesh with it. The collar is the black line between the legs in the screenshot below. JB's third person mod exposes this behaviour when you toggle between TPP and FPP, otherwise I would never have known it was happening.
These are the problem neck bones for the doll chip:
If you delete all of these joints or their associated vertex groups (not recommended), the decal will no longer get pulled into the floor with the player head but you won't have correct decal deformation on the neck when V is set to different photomode poses.
Since this decal was never made for the player head mesh my guess is its rigged for npc heads which don't have this FPP issue. The armature may be completely different. You may be able to solve this problem by transferring vertex weights from a player wearable head/neck decal.
24 comments
Simply move the file from .../cyberpunk 2077/archive/pc/patch/ to .../cyberpunk 2077/archive/pc/mod/
With all the regular caveats that cannot be changed due to how the mod works: This is a texture replacer for the hands cybermod, so you won't see it until you get one (eg via story mission). Hands cybermods appear in photomode, but not in mirrors (for performance?).
Also, that's what I said above. I was questioning the author.
got it to work
How does this mod work? Does it replace V's body texture? If so then I might have a mod overriding it.
here you go~
Cheers and thanks,
Body Fashionware All Colors with Doll Chip at Cyberpunk 2077 Nexus - Mods and community (nexusmods.com)
try this mod instead. it will also hide the dollchip in first person since it uses the visor slot
Remove the holes left by the injection (and other) at Cyberpunk 2077 Nexus - Mods and community (nexusmods.com)
Thanks again,
Hope this can be fixed in time.
they literally have a completely separate model for casting shadow so i am curious how this problem is related with that.
i will look into it. thx for the feedback
When the head drops below the floor in FPP, its pulling the collar of the jacket mesh with it. The collar is the black line between the legs in the screenshot below. JB's third person mod exposes this behaviour when you toggle between TPP and FPP, otherwise I would never have known it was happening.
These are the problem neck bones for the doll chip:
l_J_jaw_rowB_0_JNT
l_J_jaw_rowB_1_JNT
l_J_jaw_rowB_2_JNT
l_J_neck_throat_rowB_0_JNT
l_J_neck_rowA_1_JNT
l_J_jaw_rowC_0_JNT
l_J_neck_rowA_0_JNT
l_J_jaw_rowC_1_JNT
l_J_neck_rowA_2_JNT
l_J_neck_throat_rowA_0_JNT
l_J_jaw_rowB_0_JNT
If you delete all of these joints or their associated vertex groups (not recommended), the decal will no longer get pulled into the floor with the player head but you won't have correct decal deformation on the neck when V is set to different photomode poses.
Since this decal was never made for the player head mesh my guess is its rigged for npc heads which don't have this FPP issue. The armature may be completely different. You may be able to solve this problem by transferring vertex weights from a player wearable head/neck decal.