change autohide_iconic_blueprint.reds at line 58 to private final func EquipItem(itemID: ItemID, slotIndex: Int32, opt blockActiveSlotsUpdate: Bool, opt forceEquipWeapon: Bool) -> Void {and line autohide_iconic_blueprint.reds at line 76 to wrappedMethod(itemID, slotIndex, blockActiveSlotsUpdate, forceEquipWeapon);
I get the same exact thing, once i remove the mod the game and redscript works normally. All my mods are fresh downloaded today.
I keep 2 copies of the game files one with the default name and one named Cyberpunk2077 Modded. Everytime steam updates the non modded version i delete the modded game folder make a copy of the unmodded and readd all my mods so i know it is not an update downloaded to modded client or outdated mods causing this.
To be honest, I liked the previous version better. Now it gets really confusing when the specs are hidden simply because I don't have an item in the inventory.
Could we have that version as an optional?
EDIT: Also, it seems that the mod also hides the legendary quickhack recipes until you craft the lower versions as well, for some reason.
Previous implementation: whenever you craft something iconic, hide the recipe of it with vanilla recipe hiding feature. This implementation has an issue: vanilla recipe hiding feature is only meant to hide unnecessary quickhack recipes and perk unlocked recipes in vanilla and when you respec all hidden recipes show up again.
New implementation: hijack the method to list craftable objects, and filter out recipes with a crafting ingredient entry that asks for exactly one copy of an item which you don't have. This implementation is causing no issue for now.
Updated. It doesn't mess with quickhack recipes anymore. Also added a new bonus feature that unequipping an equipment with a quest marker removes the quest marker.
23 comments
change autohide_iconic_blueprint.reds at line 58 to
private final func EquipItem(itemID: ItemID, slotIndex: Int32, opt blockActiveSlotsUpdate: Bool, opt forceEquipWeapon: Bool) -> Void {
and line autohide_iconic_blueprint.reds at line 76 towrappedMethod(itemID, slotIndex, blockActiveSlotsUpdate, forceEquipWeapon);
I did the above changes and still getting an error when starting up.
Getting this error on running the game, mod doesn't seem to work/load.
I keep 2 copies of the game files one with the default name and one named Cyberpunk2077 Modded. Everytime steam updates the non modded version i delete the modded game folder make a copy of the unmodded and readd all my mods so i know it is not an update downloaded to modded client or outdated mods causing this.
no problem with 1.1
I'll give you my list asap
Could we have that version as an optional?
EDIT: Also, it seems that the mod also hides the legendary quickhack recipes until you craft the lower versions as well, for some reason.
This implementation has an issue: vanilla recipe hiding feature is only meant to hide unnecessary quickhack recipes and perk unlocked recipes in vanilla and when you respec all hidden recipes show up again.
New implementation: hijack the method to list craftable objects, and filter out recipes with a crafting ingredient entry that asks for exactly one copy of an item which you don't have.
This implementation is causing no issue for now.