This is a known issue called an PBCAK error. I've hyperlinked to details of the issues to hopefully help you get it resolved quickly! Once you've resolved the PBCAK error, see the description for the bare-minimum needed to get support. Comments\Posts failing to meet the bare minimum for support will be removed, as it serves no purpose (If you don't care to do that, I don't care to help you fix it).
No problem, was checking all the mods I could and this one works flawless so far. It does require the new redscript update and the standalone version of cybercmd. Great mod!
Didn't write it here since it was confirmed to work, but I can not verify or check if anything is working due to my CPU cooler and\or CPU being on it's absolute last legs (have ordered new ones, will come in 2-3 weeks), thus I can't do any CPU intensive tasks, like even attempting to start CP2077 (I get bluescreen from Netflix, Netflix is too CPU intensive atm).
Thus requirements will not be updated until I can verify those requirements are indeed needed. I can't know if the reason CyberCMD 'standalone' is required, is due to other mods, due to issue of updating the game (and not having an 100% completely clean install in complete isolation), and so on.
Every mod I make, is made and tested in 100% isolation from anything else, except the bare-minimum dependencies, however unless Redscript has done some massive changes (it might have), I find it unlikely CyberCMD being an actual requirement, and instead sounds like something else is causing CyberCMD to become a requirement. But again; I can't verify eitherway for 2-3 weeks.
Also, CyberCMD is a bridge between Redmod and Redscript. If you have Redmod installed, you can't use Redscript (thus not use redscript mods), so you need a bridge, which is CyberCMD.
So if CyberCMD is "suddenyl a requirement", it either means that RedMOD is forced on everyone (thus all Redscript mods are affected), or you have (intentionally, or unintentionally) installed RedMOD, eitherway, it's not a dependency for this mod, it's a dependency for Redscript.
Or the other way around it seems. I've tried cybercmd without RED4Ext and that seems to work as well so it might be either but never both, regardless of the dependencies mod authors use. (Correct me if I'm wrong here.) Regardless, I can confirm this mod works perfectly fine with 2.0/PL.
Got stuff up and running. Can verify mod works with Redscript only as the only dependancy (without a shadow of doubt), however Redscript might have other dependencies based on other mods you install (such as, if one install redmod DLC).
Hello SknTheLisper, Thank you very much for this mod. About the bug with manual-reloading during the car chase mission, do I get the same problem with the "Fire Reload" option ?
I have no idea as I never made it that far and none gave me a clean save to ever bugtest it (thus no fix). Try it and see? If it stops working during car-chase it's safe to remove this mod temporarily.
Hi SknTheLisper, thanks for the great mod. What do you think about a version (with Mod Settings) to quickly switch between Manual Reload - Fire Reload - and Vanilla Behavior? Or, if you're not interested, can I do it for you?
Sounds like a good work-around to the select area(s) where manual-reloading doesn't work (i.e; the car chase mission mid-game-ish) until I can make a better investigation to see if I can fix that or not (have no save for that location still).
I'll take a look at it this weekend (was planning on fixing some of my other mods for CP2077, so this'll fit right in).
I had difficulties getting it to work (most likely due to the new updating having just dropped etc), and concluded I did not want to do it, so I gave Xaliber13 the go-ahead to do it (as a mod to this mod).
I already get enough "it doesn't work" messages and PMs, didn't feel like adding in further dependencies that'd gurantee I get even more of them.
The Headsman shotguns reloads until its full. No way to reload lets say two slugs and start shooting. Its always reloads all slugs and only after u can shoot. Is there a way to fix this ot its not the mod issue? Tnx
Ps. One of the best combat mods around, thank you for making this.
Tested Fire Reload and Manual Reload, both working great on Patch 2.12, of course use only one at a time. Thank you SknTheLisper for making this immersive mod!
I'm glad you enjoyed it! I almost feel offended CDPR hasn't implemented it in one of their patches yet! Such a small thing, that adds such a big impact on immersion! Even Witcher 3 lets you toggle on\off the auto sheating!
Does this mod effect pump action shotguns & -loading shells individually- at all? -The (vanilla) issue I have with the above is, that once you start loading shells, the only way to stop loading is to 'hip-fire' the weapon or use the melee attack. Whats needed is the ability to simply 'aim' the weapon to stop the loading animation. Maybe my comment might be considered for future updates? if not already included. Have a Happy New Year!
No, the mod only prevents the game from sending an "reload" signal when you're out of ammo. I might look into that, but no promises. Happy new year to you too!
Edit: how about cancelling by sprinting? check out "Immersive Weapons - Mod Collection" by TheManualEnhancer Version "Reloads Always Interruptible" - its compatible afaik, just dont use the reflex perk.. :)
would you ever be interested in making a mod to stop knives from magically returning? throws off my immersion and there's currently no mods that do this
Unfortunately, that's not an easy fix, and would require me to spend weeks, or months learning how the game's systems truly work, which I don't have any interesst in. I make 'small' mods due to not having to do that, and instead just use generic coding knowledge, lol.
no worries, I used chat gpt to teach me some basic coding and then used an existing instant knife return mod to edit the code and make the return time an hour. took a few hours and the knife does eventually come back, but it fixed the immersion issue
176 comments
This is a known issue called an PBCAK error. I've hyperlinked to details of the issues to hopefully help you get it resolved quickly! Once you've resolved the PBCAK error, see the description for the bare-minimum needed to get support. Comments\Posts failing to meet the bare minimum for support will be removed, as it serves no purpose (If you don't care to do that, I don't care to help you fix it).
Thus requirements will not be updated until I can verify those requirements are indeed needed. I can't know if the reason CyberCMD 'standalone' is required, is due to other mods, due to issue of updating the game (and not having an 100% completely clean install in complete isolation), and so on.
Every mod I make, is made and tested in 100% isolation from anything else, except the bare-minimum dependencies, however unless Redscript has done some massive changes (it might have), I find it unlikely CyberCMD being an actual requirement, and instead sounds like something else is causing CyberCMD to become a requirement. But again; I can't verify eitherway for 2-3 weeks.
So if CyberCMD is "suddenyl a requirement", it either means that RedMOD is forced on everyone (thus all Redscript mods are affected), or you have (intentionally, or unintentionally) installed RedMOD, eitherway, it's not a dependency for this mod, it's a dependency for Redscript.
Also best of luck with your computer issue.
Regardless, I can confirm this mod works perfectly fine with 2.0/PL.
Maybe I'll add support for the nexus app when it releases.
Thank you very much for this mod.
About the bug with manual-reloading during the car chase mission, do I get the same problem with the "Fire Reload" option ?
I'll take a look at it this weekend (was planning on fixing some of my other mods for CP2077, so this'll fit right in).
I already get enough "it doesn't work" messages and PMs, didn't feel like adding in further dependencies that'd gurantee I get even more of them.
Ps. One of the best combat mods around, thank you for making this.
Vanilal game:
Is Weapon EMpty?
Yes - reload
This mod:
Is weapon empty?
Yes - do nothing (unless player press reload \ fire).
That's it. Therefore, this is most likely an vanilla issue.
Thank you SknTheLisper for making this immersive mod!
Chooms please always read the mod Description, make sure you installed the required mod redscript in the correct path, must be the latest version.
-The (vanilla) issue I have with the above is, that once you start loading shells, the only way to stop loading is to 'hip-fire' the weapon or use the melee attack. Whats needed is the ability to simply 'aim' the weapon to stop the loading animation. Maybe my comment might be considered for future updates? if not already included. Have a Happy New Year!
this is so awkward.
Edit: how about cancelling by sprinting? check out "Immersive Weapons - Mod Collection" by TheManualEnhancer
Version "Reloads Always Interruptible" - its compatible afaik, just dont use the reflex perk.. :)
я хочу чтобы при окончании патронов в магазине включалась автоперезарядка как в стандартной игры было раньше
Simply delete manualReload.reds found in R6\scripts\ folder.