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).
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
This simple change, all in all logical, profoundly changes the situation.
For example :
during the final quest of Phase I, in Takemura's car with the bikers who must be eliminated, well, it's much less simple.
Already, V is not in top form You have to shoot at moving targets Okay! And you will also have to remember to reload the weapon.. Lol At the wrong time So you take bullets right it in your face
Plan B --> you have to aim better to save your ammunition It's no more turkey-shooting...Lol
Glad you like it, and fully agree, every game ought to have a toggle for this behavior, it's one of the things I applaud the Resident Evil 2-4 remakes for, they do have a toggle for this stuff!
Man, this is just what I needed. This, combined with the level 50 shinobi perk, means every bullet fired from the Hypercritical will be the last bullet! In the vanilla game the moment you fire the last bullet the gun automatically starts to reload and it's quite annoying when you only want to use airdash to replenish 1 ammo
Mod is designed to be simple and as compatible as possible with any other mods, fixing that (vanilla) issue would overstep this, maybe I would, but it'd be as a separate mod.
Long answer: Mods stop working if and only if CDPR make changes to things that the mods rely on. For my mod; this means they make changes to weaponObject. CDPR hasn't really done anything with weapons, or combat since 1.5, therefore no need to update the mods since 1.5.
Thank you for the clarification. I mostly asked due to not being able to get the mod running and the response helped me troubleshoot the issue I was having.
164 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.
-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.
For example :
during the final quest of Phase I, in Takemura's car with the bikers who must be eliminated, well, it's much less simple.
Already, V is not in top form
You have to shoot at moving targets
Okay!
And you will also have to remember to reload the weapon.. Lol
At the wrong time
So you take bullets right it in your face
Plan B --> you have to aim better to save your ammunition
It's no more turkey-shooting...Lol
It brings real stress ^^
I like this
Thanks for sharing this mod
Long answer: Mods stop working if and only if CDPR make changes to things that the mods rely on. For my mod; this means they make changes to weaponObject. CDPR hasn't really done anything with weapons, or combat since 1.5, therefore no need to update the mods since 1.5.
I mostly asked due to not being able to get the mod running and the response helped me troubleshoot the issue I was having.
Greatly appreciated!