Seems it includes old version of GameUI.lua. I replaced it with newer version from cet-kit's github repo, re-deployed with Vortex, and it seems to work. Do note, that I very much don't know what I'm doing. If this is correct in any way, it's purely by accident.
I want to be helpful but I'm not sure what it is you aren't understanding about the highlighted description you posted... it says exactly what it does.
But I guess I'll just echo it - useCostFix is an alternate crafting perk boost that does not rely on the RNG method (altCostFix), just a simple flat per-level buff.
It looks like if, and only if, you set both to false, you will have your vanilla costs.
Sometimes I think devs think "giving the player more things to do" = more granularity = more immersive experience. But Cyberpunk 2077 is already a pretty big game with plenty to do. There's such a thing as tedium. Just because some aspect of the gameplay has more depth to it does not mean the player should be given more "busywork".
This mod understands that perfectly.
Also yeah undocumented .05% per level is a joke. Thank you for making sense out of that with your tweaks.
Excellent work, but I advise putting a limit on the Uncommon mats as well, otherwise, the common mats will just keep feeding into the uncommon and you lose all the white mats (Which you still need to upgrade/craft).
That was part of the code cleanup I did. Since upgrade components start at blue, no need to chance the upper limit of purple/gold upgrade mats.
Ehm, don't found string, which can stop upgrading common crafting components after get goal of number uncommon. Solve this little trouble with change limit after which common components should auto upgrading into uncommon to 2000. But this way of solution fit only in middle-end of game. Imho best way - would be if we can use mathematic in strings, something like: upgrade materials if their amount more than 1.5 of amount nextrank materials. (150 common upgrading if uncommon less 100. SORRY, i try to be understandable, but firstly - english not native, and second - dont know possibility of using mathematical operations like multiplication or division in approachable coding for mods. Thanks for reading "^_T) P.S. Or adding some keybind for turn on/off autoupgrade - help too.
Hi Neck - thanks for the feedback, I actually realised the problem I think you are talking about and fixed it for myself a while back. Just didn't get around to uploading the new version due to a few complications in my life recently and not having much time to spend on the modding side of things.
The hope is to find some time this weekend to get a couple of updates for my mods out but can't guarantee it.
Auto disassembling cheap junk on the fly in this vanilla manner would be pretty handy as well or even grenades. Perhaps having an array of item classnames in config/init to be included.
I was searching for a multiple upgrade prompt like you get for crafting meds but that doesn’t exist.
Anyway, this seems to be the latest upgrade crafting materials mod, how do you handle free crafting rolls? Each time you craft upgrade components with the Ex Nihilo perk, there’s a 20% chance of crafting an item for free. Is that accounted for in this mod?
Hiya Tard - sorry don't know of any mod that allows you to select how many items to upgrade, though that's definitely not to say there isn't one. There's actually a few places CDPR could extend that feature to that I wouldn't mind seeing myself!
As to Ex Nihilo - that doesn't work for upgrading components in Vanilla, only when you craft something. In the game Tune-Up (upgrading components) is not affected by any other perks on the skill tree. This mod is simply an automatic version of Tune-Up, that is 'always on'.
"Upgrading" a component to a higher tier is technically a craft action. My character is a Technical/Intelligence build and I scrap just about everything. Having upgraded thousands of common components to uncommon and keeping an eye on the component count, I can confirm it does give free crafts occasionally. The Ex Nihilo perk does allow free crafts to create higher tier components along with the usual armor and weapon chances. Thanks for the prompt response.
Yep, I'm wrong. Shouldn't trust what people tell me I guess - except you of course! Went in and actually did some testing for myself this evening. Checked through all the perks on the Crafting tree and yes, Ex Nihilo and Cost Optimization both affect Tune-Up.
Looks like I've got some work ahead of me. Should be fun. Gimme a couple of days to code and test and I'll update the mod to take into account those skills. Also, I'd been told it only affected Crafting Components - that too was a big lie, so I'll make it cover Upgrade Components and Quickhack Components too. (Obviously already does Upgrade but I was adding it only 'cos Dehuman's mod had 'added' it.)
Amazing what you find when you actually do the testing yourself! Thanks for your feedback Tard.
I've got a feature request: can we have an option to make it so the mod does nothing until we have Tune Up, but after that provides full XP? Or really, just an option to make it do nothing until we have Tune Up, since the XP is already configurable.
Certainly, something I can look into. In honesty, for myself, which was the target audience when I did it, I knew I'd probably never go high enough in the Crafting skill tree for it to become an option so thought about it briefly then ignored the idea! But when I was preparing the mod for upload earlier, it did again cross my mind that maybe it would be nice to have that option for other, more discerning, players!
It'd be an interesting exercise in coding, which is where a lot of my fun comes from anyway; and I'd like to have the mod automatically determine if the character had the skills, rather than manually editing config files. If it were possible. And, as it turned out when I was working on another mod I realised it is possible to see what skills a character has. So you never know...
Anyway, I appreciate your proper RPG mindset, my friend! As I said, I'll see what I can do.
Okay, mission accomplished! I've updated the mod to have an option to need Tune-Up. XP values can also be changed (independently) based on whether you have the skill or not.
32 comments
if I want to leave all upgrades calculations close to vanilla, what value should the highlighted true or false be?
But I guess I'll just echo it - useCostFix is an alternate crafting perk boost that does not rely on the RNG method (altCostFix), just a simple flat per-level buff.
It looks like if, and only if, you set both to false, you will have your vanilla costs.
This mod understands that perfectly.
Also yeah undocumented .05% per level is a joke. Thank you for making sense out of that with your tweaks.
That was part of the code cleanup I did. Since upgrade components start at blue, no need to chance the upper limit of purple/gold upgrade mats.
Anyway, updated and uploaded. I'll fix the documentation and screenshots when I get a little more time this week.
Solve this little trouble with change limit after which common components should auto upgrading into uncommon to 2000. But this way of solution fit only in middle-end of game. Imho best way - would be if we can use mathematic in strings, something like: upgrade materials if their amount more than 1.5 of amount nextrank materials. (150 common upgrading if uncommon less 100. SORRY, i try to be understandable, but firstly - english not native, and second - dont know possibility of using mathematical operations like multiplication or division in approachable coding for mods. Thanks for reading "^_T)
P.S. Or adding some keybind for turn on/off autoupgrade - help too.
The hope is to find some time this weekend to get a couple of updates for my mods out but can't guarantee it.
Auto disassembling cheap junk on the fly in this vanilla manner would be pretty handy as well or even grenades. Perhaps having an array of item classnames in config/init to be included.
Anyway, nice work!
Anyway, this seems to be the latest upgrade crafting materials mod, how do you handle free crafting rolls? Each time you craft upgrade components with the Ex Nihilo perk, there’s a 20% chance of crafting an item for free. Is that accounted for in this mod?
As to Ex Nihilo - that doesn't work for upgrading components in Vanilla, only when you craft something. In the game Tune-Up (upgrading components) is not affected by any other perks on the skill tree. This mod is simply an automatic version of Tune-Up, that is 'always on'.
Thanks for the prompt response.
Looks like I've got some work ahead of me. Should be fun. Gimme a couple of days to code and test and I'll update the mod to take into account those skills. Also, I'd been told it only affected Crafting Components - that too was a big lie, so I'll make it cover Upgrade Components and Quickhack Components too. (Obviously already does Upgrade but I was adding it only 'cos Dehuman's mod had 'added' it.)
Amazing what you find when you actually do the testing yourself! Thanks for your feedback Tard.
Required quite a bit more re-coding than I was expecting and took a little longer to test, but all good fun.
I've got a feature request: can we have an option to make it so the mod does nothing until we have Tune Up, but after that provides full XP? Or really, just an option to make it do nothing until we have Tune Up, since the XP is already configurable.
It'd be an interesting exercise in coding, which is where a lot of my fun comes from anyway; and I'd like to have the mod automatically determine if the character had the skills, rather than manually editing config files. If it were possible. And, as it turned out when I was working on another mod I realised it is possible to see what skills a character has. So you never know...
Anyway, I appreciate your proper RPG mindset, my friend! As I said, I'll see what I can do.
See the description page for how to do this.