Cyberpunk 2077
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About this mod

Discards the remaining ammunition in a magazine when you reload

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Tired of seeing V discard magazines like they're nothing, just to have a magic hand grab the remaining bullets from it, and pull it into V's pocket(which also seems to magically refill any magazines he has)? Then this is the mod for you!  While it won't fix V's horrible habbit of discarding magazines, it will remove the weird magic bullet-magnet that V has. In other words: Remaining ammo in a magazine is discarded. 

If confused at exactly what the mod does, look at the showcase video and pay attention to the ammo counter.

Note for those with gameplay concerns:
See the 2 gameplay videos under the video tab(2 is continuation of 1, with non-full magazines from previous fight). As long as you let go of bad habbits(of reloading as soon as you've shot one bullet), and accept that you don't actually need to start a fight with full magazine, this mod changes very little. Most fights you'll either shoot out your entire magazine(making this mod have no effect), or you'll lose < 5 bullets from premature reloads.  My average bullet-waste is somewhere around 6 pr fight, which is less than what I waste when I miss!

Drop into your Cyberpunk Directory example: "C:/GoG Games/Cyberpunk 2077/", the requirement is not optional.

Config Options(In the CET overlay menu):
Immersion Mode: This only activates the discard functions 'if' V actually discards the magazine.  There 'is' however a caveat to this, and that's I can't determine what animation is played, so the assumption is that V 'always' discards if a weapon has at least 1 relativly clear-cut case of magazine discard(with a non-empty magazine). Example of this would be the Nekomata, where V clearly stove the magazine in at least one of the three animations, but clearly throws it infront of him\her in another. So presedence is set by the one where the magazine is clearly thrown.  Animations where it can kind-of be taken both ways(like the Sidewinder SMG), assumption is that V stoves it.

Combat Discard: This option ensures ammo is always discarded 'if' you are in combat. If used with Immersive Mode, then Immersive mode will work outside of combat, and in-combat discard will always happen. Note: Tubefed weapons are always an exception(for obvious logical reasons).

Never Discard (Combat Discard is required):  Kind of self-explanatory, Effectively disables the mod and works like vanilla, but Combat Discard setting overwrite it, so when in combat, you discard ammo, when not in combat, you don't.

Don't discard on swap: Don't lose ammo on swap-reload with the {Submachine Fun} perk. Effectively punish normal reload, and encourages swapping for reloading with the perk, so a bit unbalanced.

SMGPerk - No Ammo loss (require Don't discard on swap to be active): Don't lose ammo at all when using SMG's as long as you have {Submachine Fun} perk, a bit more balanced

"Mod doesn't work" issues \ Troubleshoot steps:

1: Open the CET overlay, and see if the mod's panel is there, if it is, read about Immersion Mode in Config Options on this page (or the overlay).

2: If you have no overlay, check the CET console, and\or the CET log-files. Log FIle for this mod: "/Cyberpunk 2077/bin/x64/plugins/cyber_engine_tweaks/mods/DiscardAmmoOnReload/DiscardAmmoOnReload.log"

3: If no CET-Log file for this mod is found (means CET didn't load the mod at all), check CET logs: "/Cyberpunk 2077/bin/x64/plugins/cyber_engine_tweaks/Settings.log"

4: Redownload, and re-install CET, then this mod, and no other mods. If that work, you either had a broken CET install, or a mod conflict. Reintroduce mods one at a time.

5: Reinstall the entire game, then install CET, then this mod, and nothing else. If it works, your entire install might've been borked (sometimes happen when updating and legacy files are left in).

6: If none of these work - There's something wrong with your computer, and impossible for me to fix.

Will you do:
"Chambered bullet" - Done - ChamberedBullet Mod

"Fix immersive Mode, so only correct animation discards" - If you tell me how to check for what animation is playing, yes. Otherwise, no(I've been unable to find this).

"Make a better reload\discard system" - Yes\No. I've been throwing around the idea of 'maybe' prevent movement when you've started reloading(assuming I can do that), unless you double-tap reload(which'll discard your entire magazine, but allow you to move at the same time). As before, no promises. Haven't tested to check if it's even doable.

"I don't like your choices with immersive mode, can you make a customized list for me?" - No, but you can go into the ReloadSystem.lua file and add\remove whichever weapon you want yourself. Take a look at how I get the weaponNames to see how to check for which weapon you're holding, and then add\remove as you wish.