Version 2.4: - Made the weapons Tier 5++. - Added the scope to the default rifle scopes list, so it's available to all weapons that can use long scopes. - Made the silencer available to all Masamune rifles. - Added a new silencer, E-Z-R Stealth, available to all weapons that can use silencer. It is slightly oversized on a pistol. You might need to equip/remove a scope for the silencer to show on the weapon.
Version 2.3: - Updated for 2.0 patch.
Version 2.2: - Added another rifle, Masamune Certainty. A full-auto weapon with a new magazine and a folded front grip. - Modified the model of the semi-auto rifle, adding a front grip. Changed the rifle type to Precision rifle. - Miscellaneous fixes to models and textures.
This mod will change the burst audio to semi-auto.
Mod works great, only weird thing I noticed was the opportunity rifle sounds like it has a burst sound effect when fired even though only one round is shot. *edit* I just found someone posted a sound mod for the exact thing I wanted change. Thanks for this mod!
So three things first the ICONs will only display with High texture setting. Ive no idea why but thats how it works. Second I found a way to somewhat easily get both slots working. *I think* - it worked for me anyway. Finally Its actually pretty easy to make it iconic, deets at the bottom.
4. Save and exit. Now when you start up you will need to give/get the weapon AGAIN if you already have it. Now the slots should work.
For Making it iconic its rather simple. 1. You'll need to open the mod files to the .YAML file: aa_Masamune_Standalone 2. Open it up and press CTRL+F and search for: localizedDescription You ONLY want the 3 weapons so it should be under aa_masamune_01 for burst - 02 for semi and 03 for Full auto 3. Paste this underneath:
tags: - !append-once IconicWeapon # prevent the gun from being dissassembled statModifiers: # stats for a weapon - reload time/aim speed/magazine size/recoil kick/damage per second/etc. - !append-once Quality.IconicItem # makes the weapon iconic statModifierGroups: # stats for a weapon also, but grouped (generally by category) - !append-once Items.IconicQualityRandomization
So it should look like this:
Items.aa_masamune_02: # Game.AddToInventory("Items.aa_masamune_02",1) $base: Items.Preset_Masamune_Default appearanceResourceName: aa_masamune_02 displayName: aa_masamune_02_name localizedDescription: aa_masamune_02_desc tags: - !append-once IconicWeapon # prevent the gun from being dissassembled statModifiers: # stats for a weapon - reload time/aim speed/magazine size/recoil kick/damage per second/etc. - !append-once Quality.IconicItem # makes the weapon iconic statModifierGroups: # stats for a weapon also, but grouped (generally by category) - !append-once Items.IconicQualityRandomization icon: atlasResourcePath: base\aa\icons\aa_masamune_icons_01.inkatlas atlasPartName: icon_2
4. Save and exit. Im not sure if it works with weapons you already have (Probably does) so id recommend spawning in a new one and voila! That should do it.
Thank you for laying the step by step, but I can't seem to open the second slot for the masamunes did what you posted but still can't get them to work.
everything in the mod works but the weapon is invisible. I can even see the attachments on the gun just that the gun itself is invisible. I tried reinstalling archiveXL and nothing changed. Any help?
Not the original asker, but I had the same issue. I installed through Vortex, but found all archive files missing from the archive/pc/mod folder. It seems the YAML files installed properly, as I was able to add the items via console.
I would recommend a manual install, over Vortex, accordingly. As this has fixed the aforementioned issue.
Any Chance of the mod getting updated to have Iconic Status and having mod slots like the XMOD-2 weapons in PL? Or if anyone has the codes and knows where to put them in the .yaml file to make it so thatd be cool too, not familiar with this type of modding and trying to use the Iconic weapon tutorial has been.... unsuccessful so far. DOnt really want to deal with wolvenkit myself to screw with everything
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- Made the weapons Tier 5++.
- Added the scope to the default rifle scopes list, so it's available to all weapons that can use long scopes.
- Made the silencer available to all Masamune rifles.
- Added a new silencer, E-Z-R Stealth, available to all weapons that can use silencer. It is slightly oversized on a pistol.
You might need to equip/remove a scope for the silencer to show on the weapon.
Version 2.3:
- Updated for 2.0 patch.
Version 2.2:
- Added another rifle, Masamune Certainty. A full-auto weapon with a new magazine and a folded front grip.
- Modified the model of the semi-auto rifle, adding a front grip. Changed the rifle type to Precision rifle.
- Miscellaneous fixes to models and textures.
This mod will change the burst audio to semi-auto.
For the rifle(s) you want to boost, find this line:
$base: Items.Base_Masamune_Damage_Stats_inline0
And set the value number as high as you want.
Second I found a way to somewhat easily get both slots working. *I think* - it worked for me anyway.
Finally Its actually pretty easy to make it iconic, deets at the bottom.
1. First get this mod: Unlock Me A Slot 2.1 at Cyberpunk 2077 Nexus - Mods and community (nexusmods.com)
2. Head to: cyberpunk2077\Unlock Me 2 Slots\r6\tweaks\Tduality and find the .yaml file: iconic_Blueprints_apply
3. Enter at the bottom using a text editor:
Items.aa_masamune_base1_01:
blueprint: Items.Iconic_Power_AR_SMG_LMG_Blueprint
Items.aa_masamune_base1_02:
blueprint: Items.Iconic_Power_AR_SMG_LMG_Blueprint
Items.aa_masamune_base1_03:
blueprint: Items.Iconic_Power_AR_SMG_LMG_Blueprint
4. Save and exit. Now when you start up you will need to give/get the weapon AGAIN if you already have it. Now the slots should work.
For Making it iconic its rather simple.
1. You'll need to open the mod files to the .YAML file: aa_Masamune_Standalone
2. Open it up and press CTRL+F and search for: localizedDescription
You ONLY want the 3 weapons so it should be under aa_masamune_01 for burst - 02 for semi and 03 for Full auto
3. Paste this underneath:
tags:
- !append-once IconicWeapon # prevent the gun from being dissassembled
statModifiers: # stats for a weapon - reload time/aim speed/magazine size/recoil kick/damage per second/etc.
- !append-once Quality.IconicItem # makes the weapon iconic
statModifierGroups: # stats for a weapon also, but grouped (generally by category)
- !append-once Items.IconicQualityRandomization
So it should look like this:
Items.aa_masamune_02: # Game.AddToInventory("Items.aa_masamune_02",1)
$base: Items.Preset_Masamune_Default
appearanceResourceName: aa_masamune_02
displayName: aa_masamune_02_name
localizedDescription: aa_masamune_02_desc
tags:
- !append-once IconicWeapon # prevent the gun from being dissassembled
statModifiers: # stats for a weapon - reload time/aim speed/magazine size/recoil kick/damage per second/etc.
- !append-once Quality.IconicItem # makes the weapon iconic
statModifierGroups: # stats for a weapon also, but grouped (generally by category)
- !append-once Items.IconicQualityRandomization
icon:
atlasResourcePath: base\aa\icons\aa_masamune_icons_01.inkatlas
atlasPartName: icon_2
4. Save and exit. Im not sure if it works with weapons you already have (Probably does) so id recommend spawning in a new one and voila! That should do it.
I would recommend a manual install, over Vortex, accordingly. As this has fixed the aforementioned issue.
Or if anyone has the codes and knows where to put them in the .yaml file to make it so thatd be cool too, not familiar with this type of modding and trying to use the Iconic weapon tutorial has been.... unsuccessful so far. DOnt really want to deal with wolvenkit myself to screw with everything