Cyberpunk 2077
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SKNTheLisper

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SknTheLisper

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  1. SknTheLisper
    SknTheLisper
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    Solution for: "It doesn't work" issues:

    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).
  2. IGronI
    IGronI
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    WORKS IN 2.0 AFTER REDSCRIPT UPDATE
    1. SknTheLisper
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      Thank you for the confirmation, am unable to check myself due to computer problems for the next 2 weeks or so.
    2. IGronI
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      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!
    3. VijuaruKei
      VijuaruKei
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      Actually it's not working without cybercmd standalone, which wasn't a requirement before.
    4. SknTheLisper
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      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.
    5. SknTheLisper
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      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.
    6. dtrail
      dtrail
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      RED4EXT replaces Cybercmd, since it provides similar functionality and is being required for many mods.
    7. VijuaruKei
      VijuaruKei
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      Ok, so I tried it again with the latest version of Redscript and I can confirm that it work and does not need cybercmd at all.

      Also best of luck with your computer issue. 
    8. lachmans
      lachmans
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      cheers!
    9. 3012
      3012
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      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.
    10. SknTheLisper
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      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).
  3. OfflineOnly
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    Can you please add vortex install function?
    1. SknTheLisper
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      I do not use vortex, and don't really have any plans on getting it, so probably not.

      Maybe I'll add support for the nexus app when it releases.
    2. ritesofrain
      ritesofrain
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      It's working for me. You have to open the files tab and select "mod manager download" on the preferred version.
  4. deunan2277
    deunan2277
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    Working on game v2.12 thank you for making this mod.
  5. Nikonthenet
    Nikonthenet
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    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!
    1. SknTheLisper
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      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!
    2. mikegrauohr
      mikegrauohr
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      +1
      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.. :)
  6. rtgrfgtgtfdgdfg
    rtgrfgtgtfdgdfg
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    КАК УДАЛИТЬ МОД ?
     я хочу чтобы при окончании патронов в магазине  включалась автоперезарядка как в стандартной игры было раньше  
    1. SknTheLisper
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      Don't know Russian, based on google translate you want to uninstall the mod.
      Simply delete manualReload.reds  found in R6\scripts\ folder.
    2. rtgrfgtgtfdgdfg
      rtgrfgtgtfdgdfg
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      СПАСИБО ! нашел, удалил)
    3. SknTheLisper
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      👍
  7. daneocallaghan
    daneocallaghan
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    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
    1. SknTheLisper
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      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.
    2. daneocallaghan
      daneocallaghan
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      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
  8. Trazibol
    Trazibol
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    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

    It brings real stress ^^
    I like this

    Thanks for sharing this mod
    1. SknTheLisper
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      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!
  9. soleadoo
    soleadoo
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    Working on 2.1. This mod is a must!!! Very thanks, partner! <3
  10. Kuzidas
    Kuzidas
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    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
  11. SlimSlader
    SlimSlader
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    Great great mod! Only thing of note: I've found while using the Fire Reload variant, dry-firing still drains stamina
    1. SknTheLisper
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      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.
  12. Bloodskull
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    What a great mod. I don't know why so many games want to remove even the smallest bits of nuance from gunplay.
  13. sloster
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    Is this working for 2.0.1?
    1. SknTheLisper
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      Short answer: yes.

      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.
    2. sloster
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      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.

      Greatly appreciated!