Cyberpunk 2077

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About this mod

Balancing, bug fixes, reworks, and new content for all aspects of Cyberpunk's gameplay. The Megamod.

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Update 1.5! Biggest change is introducing Logarithmic Armor Scaling. This allows certain armor bonuses to be much more interesting, rather than just another stack of armor bonus. Fixed some major and minor bugs, as well as reworked Ripperdoc inventories to be more straightforward and progressive.

IMPORTANT: I've been using this mod as a way to collect feedback about bugs, balance, and the game in general and I've been working on a mega report for CDPR. If you've got any last minute feedback, be sure to let me know about it.

Support the mod here!

Cyberpunk's gameplay has dragged down this otherwise very good game quite severely, and this mod aims to fix that. All of it.

I tried to rework as little as possible and focus mostly on bug fixing and numbers balancing to keep it feeling as close as possible to the vanilla game mechanically.

There's a lot of changes here, so I've tried to organize it into the categories below:

General information: Read this at least if you don't want to read the rest of this rather long description
  • Important notes
  • How to customize your game
  • Compatibility
  • Installation Instructions

Changes not in a single file:
  • Removed scaling (not for immersion, this enables me to fix many bugs)
  • Lowered crit chances
  • Removed immunities (mostly) and replaced them with resistances

Changes (mostly) in a single file:
  • AI Improvements and Enemy Balancing
  • Armor and Armor Mods
  • Cyberware
  • Explosives
  • Food Drink and Alcohol
  • Gameplay Mechanics
  • Healing and Drugs
  • Melee
  • Perks
  • Loot
  • Upgrading
  • Player Stats
  • Ranged Weapons
  • Quickhacks
  • Skillbooks
  • Vendors and Pricing
  • Weapon Mods
  • XP and Gigs

Important Notes

  • For other modders: Clothing vendors spawn with all their items now. Meaning, you've got a lot more items to material swap with, and now longer have to tell people just to spawn the item in. Here is a list of all the items that will show up at their respective vendors.
  • This is fine to install mid playthrough, but note this:
  • You should remove all your armor mods, or just get rid of all your clothing with armor mods. It won't break your game, but you'll have armor mods in slots that they aren't supposed to be in.
  • Your upgraded gear might be higher quality than you expect. You can destroy and respawn them with CET if this is a problem.
  • This works on all difficulty levels.
  • Ripperdoc vendors have been reorganized. Here's where the legendary gear shows up now:
  • Frontal Cortex, Cyberdecks - Pacifica
  • Nervous System, Sandevistan, Hands, Arms, Eyes - Downtown
  • Circulatory System, Immune System, Integumentary System, Berserk, Skeleton, Arms, Eyes - Wellsprings
  • The reduction in vehicle price won't show up in your Journal or Map, but will when you go to buy vehicle. They'll still have the same listed price, so just divide that by 5. Left this in here despite the small bug because they're just so expensive.
  • Custom Level Cap people, I've removed the scaling xp from kills which was definitely a large chunk of your xp. I've adjusted the Gig xp to compensate for this, but those extra levels may be harder to grind now. You might want to look under "FGR - XP and Gigs" and increase the kill and Gig XP accordingly.
  • Don't base your combat settings off that intro mission with the scavs. I made this easier, because I found you could die quite often in the little car chase unless you just spammed healing items.
  • For the monowire to blade option: You should also enable the correct proficiency in the redscript file.
  • The default headshot multiplier has always been 0, not 1. It's not a multiplier, it's the added percent damage. If you see a gun has 0.35 headshot multiplier, that means headshots do 35% more damage, not 0.35x damage.
  • Make sure you have latest CET and redscript installed. Game just updated, need to download the newest version that just recently came out.

How to Customize Your Game

Here is a guide on how to customize your game. The recommended presets are in FGR/Config/Presets


This is more compatible than you'd think with the scale, but here's the important stuff. If it's not listed here, it's probably compatible.


To enable compatibility with perk mods, follow this guide.

Installation Instructions


Either download with nexus mod manager, or

Extract and drop into Cyberpunk2077 folder.


Remove with nexus mod manager, or

Remove any folder called "FGR - Something" from Cyberpunk2077/bin/x64/plugins/cyber_engine_tweaks/mods
Remove any file called "FGR - Something" from Cyberpunk2077/archive/pc/mod

Removed Scaling

In the base game, both you and the enemies gain stats as you level up. Here's the base stats for V and enemies at level 1 and level 50 on Very Hard:

Level 1 V: 100 hp, 65-100 dps
Level 1 enemy: ~200 hp, 50 dps

Level 50 V: 345 hp, >5k dps
Level 50 enemy: >10k hp, 850 dps

As you can see, without any upgrades, V is much weaker than enemies at level 50 than they are at level 1.

This causes a number of issues, so I have removed this entirely. This is by far the largest change, and required a fair bit of reduction in perks, items, etc. that just flat out increased stats like damage, health, crit chance, etc.

But before that puts you off, here's the list of things I can fix when scaling is removed:

  • NPC to NPC damage. Enemies do the same damage to V as they do to each other. But by the end of the game, the enemies have 30x health as V, so they don't do much damage to each other. This is the reason why your sidekick was always useless in fights, or why the cyberpsychosis quickhack was losing effectiveness, and a few other things.
  • Explosive damage to V. The explosive barrels are designed to do damage to enemies, which, as stated above, have 30x hp as V. Hence why you would always get one shot by these things.
  • V's damage to self. V's grenades did the same damage to enemies as they did to V, which is much more than V's health.
  • Allows items and effects with constant stats to be useful: Despite much of the game being based around this scaling, many things weren't. Berserk's superhero landing damage for instance is a constant value. In the base game, it's ~500, which is nothing to an enemy with 10k hp. So were some iconic weapon effects, perks, and more than a few other things.
  • More consistent gameplay. The game can't account for whether you know you can get a full set of legendary armor and armor mods before your first gig, or whether you're still running around with Yorinobu's clothing and pistol at level 20. The reason why there's so many big damage bonuses in the game like +100% melee damage here, +25% ranged damage there, is because these upgrades are all supposed to get washed out as you level up and the enemies just get more hp and damage. Hence the reason why these big bonuses had to be brought down. The end result is that the immediate bonus of a stat-increasing effect won't feel as powerful, but by the end of the game it'll feel the same.
  • Fixes random non-scaled items and enemies. There's a bunch of enemies and items scattered around Night City that didn't have scaling applied to them. Now, it doesn't matter, and these won't feel any different than regular enemies and items.
  • Allows me to implement enemy armor. Enemies don't really have armor. The only armor I could find in game was 10 for the exo-suits. Only 2-3 enemies in the game are in exo-suits. Armor reduction is by a constant value, so there's really no way to implement armor in a scaling-based game. Now, enemies have armor, and armor-related perks and effects should actually be useful.
  • Consistent damages. Grenades, status effects, weakspots, enemy dps, quickhack damage, etc. These damage values were all over the place, and could change pretty drastically as you levelled up.
  • Fix xp scaling. The level xp you get increases with the amount of health the enemy has. In the beginning of the game this was fine, but by the end, throwing some grenades at a group of Valentinos would get you 3x as much xp as a whole gig!

Lowered Crit Chances

In the base game, critical hits are practically guaranteed at a certain level. Every weapon, including shotguns, grenades, or even your bare fists was easily capable of critting on every single hit. The highest crit chance I was able to get was ~400%. I've lowered crit chances across the board so now it feels more like an actual mechanic, rather than just a guaranteed part of your damage.

This leads to some neat things, like finding out that handguns were designed to have a higher crit chance than the other guns. Or that perks and effects related to guaranteed crits are actually useful.

Removed Immunities

Immunities are very easy to get in the game, and they do a few bad things:

  • Make resistances useless.
  • Make enemy grenades, status effects, and quickhacks negligible.

Most of the perks and cyberware related to immunities has had that immunity removed and instead replaced with their respective resistances. Except for bleeding immunity because there's no such thing as physical resistance (it's just armor), and the bleeding status effect is also rather irritating.

AI Improvements and Enemy Balancing

In addition to the changes below, "FGR - AI Improvements and Enemy Balancing" allows you to customize a few things for various enemies:

  • Enemy HP
  • Enemy DPS
  • Additional difficulty options.

List of changes:

  • Sneaking:
  • Enemies can see upwards. This is why sneaking was very easy with jumping legs. Enemies could only see at like a 25 degree angle upwards.
  • Increased silenced gunshot listening radius. Was only 3 meters before. You could be shooting almost right next to someone and they couldn't hear you.
  • Option to increase max range at which enemies can see you. 
  • Enemies no longer instantly detect you when turning off cameras, jacking in, opening doors, overriding turrets, etc. When an enemy was detecting you and you performed one of these actions, their detection meter would fill instantly.

  • Combat:
  • Enemies have armor. Thanks to removing scaling, I can actually implement armor for enemies. It's different for a few bosses and enemy types.
  • Lowered line of sight time for enemies to start firing. Part of the reason why enemies were so slow in combat, when you came running at them, some weapon types wouldn't start shooting for several seconds.
  • Increased knockdown, stagger, and impulse thresholds. Some enemies would just sit there getting shot at once you've hit them once.
  • Better snapping for melee enemies. Melee enemies could just be backed away from before, and they could never hit you. Now they connect more often.
  • Balanced enemy dps. Some weapons, in particular the faster firing ones, would miss 8/10 shots. But then those two shots that did hit you would probably kill you. This has been reworked so the enemies with these guns will hit you more often, but do less damage, so you get randomly bursted down less often.
  • V armor now correctly reduces damage from all enemy weapons. There was no reduction for melee weapons, and a massive reduction for shotguns in the base game.
  • Increased smart gun dps and accuracy. Smart guns both hit very weak and not often. Enemies with smart guns were actually some of the worst in the game, while it feels like they were supposed to be stronger. Now, their bullets are faster, hit much more often, have more curvature to them, and do more damage.
  • Increased enemy speed. Enemies are much slower than V in the game. A lot of your kills were probably just when they were slowly jogging between covers.
  • Drones have more health. Was just tiny before.
  • Androids are stronger. Previously was just like a human that you couldn't headshot.
  • Melee enemies do more damage with strong attacks. Didn't before.
  • Implemented player bleeding. Wasn't even a thing before.

  • Mechs: 
  • Overload effects no longer destroy weakspots. Some effects like short circuit would just blow up one of the arms of mechs, trivializing fighting them, as you could blow up both of its arms almost instantaneously.
  • Balaced weakspot explosion damage. There are slightly different types of mechs, and while the weakspot explosion damage was fine against the story mechs, it was very strong against some other mechs. I've lowered it to be less strong against those mechs.
  • Increased quickhack resistance. Attempting to make ultimate quickhacks possible, but not guaranteed against mechs.
  • Made the early game mechs a bit easier.

  • Bosses:
  • Sasquatch has much more health and damage. This is supposed to be a timed fight, but you can kill her so fast in the game while she does comparatively small dps.
  • Increased Oda health and damage. 
  • Oda's gun no longer ignores armor.
  • Oda's gun does much more damage. Did 1 damage per bullet regardless.
  • Option to have Oda apply status effects. Bleeding and burning from the mantis blades.
  • Increased Smasher health and damage. 
  • Increased Smasher minigun and shotgun damage. Similar to Oda's gun, did just tiny damage before.
  • Smasher's weapons now do correct amounts of damage. Some attacks would get reduced to 1 damage by small amounts of armor.
  • Lowered Twins hp.
  • Removed consumable healing from most bosses. I don't think they were supposed to have these skills.
  • Option to turn minibosses into bosses. Minibosses are the main enemy in an Organized Crime Activity. This makes those much more difficult.
  • Added hidden multipliers to make Act 1 car chase easier. All car chases had hidden multipliers except for this one, because the enemies are drones and not in cars. This let me increase Drone HP and DPS.

  • Miscellaneous:
  • Aaron McCarlson fix. When you meet Aaron again, he would open fire on you, despite you just supposed to be having a little conversation. Now he doesn't.
  • Civilians no longer run away when you take fall damage. Aaaahh!! An injured person!
  • Nerfed Weyland's damage. Now that he actually does good damage, he's kind of a monster.
  • Made Woodman easier.
  • Made Gallo a boss.
  • Made Beat on the Brat easier (customizable).]

  • Additional Difficulty Options:
  • Cyber Enemies:
  • Disabled by default.
  • Small explanation of enemy tiers. Enemies had tiers in the base game, higher tier enemies had more skills like Kerenzikov and Sandevistan, and maybe even slightly different stats.
  • Increased difference between enemy tiers. More dps, hp, armor, accuracy, and resistances.
  • Greatly increased amount of higher tier enemies. More netrunners, shotgunners, hammers, mantis blades, gorilla arms, etc. More dangerous areas  like City Center or the Badlands have higher tier enemies, while Kabuki still has much lower tier enemies. Also added higher tier enemies to missions you're designed to sneak on, like Gimme Danger or in the GIM.
  • Gave ability to heal to all enemies, and greatly reduced its cooldown.
  • Make melee enemies more interesting. More blocks, dodges, parries.
  • Immersive Damage Effects:
  • All enemy attacks stagger you, similar to how they are staggered when you hit them.

  • No Shot Delay:
  • Enemies fire their guns as fast as V does. Works nicely on guns like the Quasar and LMG where they don't just stick to some generic shooting pattern but instead just unload on you.

  • Powerful Minibosses:
  • Turns the Organized Crime Activity main target into a boss.

  • Better NPC Smart Guns:
  • Greatly increases accuracy of all enemy smart guns.

  • Enable Enemies on Minimap:
  • Option to disable the enemies from the minimap

  • Aggro on Silenced Gunshot:
  • Along with the increased radius, this makes enemies actually hear silenced gunshots and enter combat, instead of investigating the sound of the shot.

  • Harder Final Boss Fight:
  • Disables hidden multipliers making the additional enemies in the final boss fight much easier.

  • Implement Break Hold:
  • Implements the "Break Hold" ability that didn't work, but now disables grappling on certain enemies.

Armor and Armor Mods

List of changes:

  • Head and Face items are now cosmetic (optional). Many people, including myself, are just not wearing these clothing items because they want to actually see their character. Now, they have no armor and no mod slots. I have taken that into account when balancing the rest of the clothing items. 
  • Moved armor mods to specific clothing pieces. Armor mods have a problem where I want them to have interesting effects, but you can just stack 20 of them and break the game's mechanics. Armadillo, for instance, would let you get your armor so high you wouldn't even take damage. Or even if Boom Breaker was 5% explosion reduction, you could still stack it in all 20 slots and exploit the final mission, as some of the final bosses attacks are explosions. A full list of what goes where is below.
  • Option to add max clothing slots to all items. Another cosmetic change. There's hundreds of clothing items in the game, but you'll end up wearing only the 50ish legendary items because they have more mod slots. Also, legendary clothing items are not hard to get at all, in fact you can get a whole set for free at the beginning of the game.
  • Removed dummy mods from clothing items, and enabled you to remove it if you already have some with it equipped. It's called "Me-Thrill" for some reason. This was an armor mod that would spawn in your clothing item and remove one of it's mod slots. It's effects have been removed, it no longer spawns, and you can also remove it if you've got items that currently have it.
  • Gave all armor mods a constant rarity (mostly rare). Armor mods would get increasing stats as they increased with rarity. This mostly led to you crafting 100 of them to get 5 epics, as well as to them being rather useless at low levels. Also fixes a crafting exploit where you can get higher rarity materials for free.
  • Fixed all the armor mods so they actually work now. Some of these things didn't work before, now they all do.
  • Removed quest markers from Johnny's clothing. Only works before you obtain them. They're not actually quest items.
  • Fixed all armor mod descriptions. They would stack with each other before and show some weird stat.
  • Customizable set rarity. Rare by default to prevent early game legendaries.
  • Customizable Johnny gear rarity.

List of armor mod effects: (Customizable Strength)

  • Outer Torso:
  • Armadillo Rare. Increases armor by 15.
  • Resist!  Rare. Reduces status effect damage by 20%.
  • Vanguard  Rare. Increases health by 5%.
  • Boom Breaker  Rare. Reduces explosion damage by 10%.
  • Coolit Rare. Increases thermal resistance 25%.
  • Antivenom Rare. Increases poison resistance 25%.
  • Superinsulator Rare. Increases shock resistance 25%.
  • Panacea  Legendary. Increases all resistances 15%

  • Inner Torso:
  • Fortuna Rare. Increases Crit chance by 2.5%
  • Bully Rare. Increases Crit damage by 7%
  • Showtime Rare. Increases upload speed by 5%. Reworked because it was just a straight up damage increase before, and there weren't any related to quickhacks. It was also just a weaker version of Predator.
  • Deadeye Legendary. Increases headshot damage by 5%.
  • Predator Legendary. Reduces the costs of ultimate quickhacks by 1. Reworked because it was just a straight up damage increase.

  • Legs:
  • Backpacker Rare. Increases carry capacity by 20, and max stamina by 10%. Added effect because this was pretty bad before.
  • Osmosis Rare. Increases stamina regen by 25%. Reworked because it increased oxygen before.
  • Tenacity Rare. Increases in combat health regen rate by 10%. Reworked because I didn't want stamina reductions to reach 100%.

  • Feet:
  • Footloose: Rare. Increases Evasion by 0.1.
  • Zero Drag: Rare. Increases movement speed by 10%.
  • Soft-Sole: Legendary. Allows you to land silently.


When something says "lower levels buffed", I increased the effectiveness of the lower rarities of this cyberware to give a reason to buy them, instead of just wait until you can get the legendary version.

If you don't want to look through all the changes, what I tried to do was make all the cyberware usable at all stages in the game, through balancing, bug fixes, and a few reworks.

List of changes:

  • General:
  • Fixed all cyberware mod descriptions.
  • Added Intelligence requirements to cyberdecks. 
  • Animals Knuckles fixed. Now correctly apply bleeding on every hit.
  • Removed infinite stamina effect from Berserk. Berserk has actually always gave you infinite stamina, as well as halved all stamina usage. It still halves stamina usage. The infinite stamina is what caused the exploit with Athletics xp.
  • Armor Sensory Amplifier fixed.
  • All Sandevistan and Berserk fragments are now a constant rarity. Similar to armor mods, to prevent them being useless at lower levels, as well as prevent crafting 100 to get 5 epics.
  • Target Analysis now just makes weapons non-lethal. Removed negative effects, so you non-lethal people can just equip it and not kill people without having your dps demolished.
  • Balanced all Berserk, Sandevistan, Ocular, and Arm fragments. Some of them were crap, some of them were amazing, they should all be mostly usable now.
  • Added a new kiroshi optics fragment using an existing icon. Increases length of smart gun lock by 100%.
  • Buffed Rin3U battery. Up to 50% charge, and heals on kill.
  • Differentiated rarity of batteries. Low and high were the same rarity and unlocked at the same time. Now low is rare, and high is legendary.
  • Changed weird crafting specs for cyberware. There's crafting specs for lots of cyberware mods, but always things you only ever need one of, such as Chemical Mantis Blades, and the recipe costs 10x more than just buying the thing. Some of these recipes could also pretty easily be exploited, while some of them were crazy expensive. I removed these in "Vendors and Pricing", but in case you've already got some, I've changed these crafting specs.
  • Optional Cyberware Overhaul:
  • Berserk duration reduced.
  • Berserk grants more attack speed, higher heal on kill.
  • Beast Mode reworked to increase superhero landing damage.
  • Arasaka Software reworked to increase how fast a gun fires.
  • Kiroshi Cyberware mods buffed. Explosives analysis reduces explosion damage, Trajectory generator increases ricochet angle, Target Analysis makes Smart weapons target heads only.
  • Cyberware mods can now only be assigned to a single slot. Prevents some bugs, also makes them more interesting.

  • Frontal Cortex:
  • Improved Perception: Reduced Crit damage for Removed Scaling.
  • Limbic System Enhancement: Reduced Crit chance for Lowered Crit Chances.
  • Camillo RAM Manager works now, and has been buffed. Didn't work properly before, also buffed it to give you 40 and 60% of your RAM back. Also reduced cooldown to 2 minutes instead of 4.
  • RAM Upgrade buffed lower levels. 
  • Heal-On-Kill lower levels buffed. 5% hp back at Common rarity now, instead of 2%.
  • Ex-Disk lower levels buffed. 3 more RAM at Rare instead of 1.
  • Mechatronic Core nerfed. 10% to 25% increase now, instead of 50%.

  • Circulatory Sytem:
  • Adrenaline Booster lower levels buffed.
  • Bioconductor lower levels buffed.
  • Biomonitor fixed and nerfed. Changed HP threshold to 50%, and this makes it  work much better. The HP has to fall between the threshold and 0, and at 15%, this rarely happened. HP gained back is only 45% at legendary now. Should also distinguish this effect from Second Heart's.
  • Bioplastic Blood Vessels reworked. Increase HP regen in combat now, but not by as much as it was.
  • Syn-lungs greatly buffed. Was just very weak before.
  • Removed Body requirement from Second Heart. To reduce the disparity between Body and non-Body builds.

  • Immune System:
  • Cataresist lower levels buffed.
  • Detoxifier increases chemical resistance instead of grants immunity.
  • Removed immunity from Inductor.
  • Removed immunity from Metabolic Enhancer and nerfed its effect. This could be exploited to have crazy health regen.
  • Shock N Awe and Microgenerator correctly apply shock, correctly apply damage, and has reduced chance. The shock wasn't applying, and the damage was more than the devs intended and would just one shot enemies. Also, chance reduced because it doesn't have a cooldown, and you could turn into a little fireworks display.

  • Nervous System:
  • Nanorelays lower levels buffed.
  • Neofiber increases evasion by constant amount instead of percent (buff). Evasion isn't a percent, and even a 15% increase to what you currently have isn't very useful.

  • Integumentary System:
  • Fireproof coating increases resistance instead of grants immunity.
  • Grounding plating increases resistance instead of grants immunity.
  • Removed immunity from Heat Converter.
  • Changed Subdermal Armor to be in line with game. Not necessarily a nerf, just moving it's balance to what I've set.

  • Skeleton:
  • Bionic Joints buffed.
  • Dense marrow slightly changed, and introduced an Epic version.
  • Microrotors buffed.
  • Microvibration generators slightly changed to keep in line with balance.
  • Synaptic Signal Optimizer nerfed. Now a 40% hp bonus at legendary, down from 60%.
  • Legs:
  • Lynx Paws new effects. Reduces movement noise by 50%, fall damage by 80%, and enables leaping with all melee weapons. Wasn't very good before.
  • Rocket boots fall damage reduction increase. Reduces fall damage by 80% now.


List of changes:
  • Optional grenade limit. Default is 999, ie no real limit. But set it to what you want.
  • Buffed Projectile Launcher. This did less damage than grenades before, now does more.
  • Reworked Tranquilizer Rounds. Previously, these things just one shot everything, as well has having no difference between a charged and uncharged shot. Now, a 15% chance to KO enemies uncharged, and 35% chance charged. Also made it do a fair amount of chemical damage.
  • Guns with explosive bullets do more damage. The exploding bullet had a modifier that actually reduced its damage by up to 3x less in some instances. This effect should feel more unique and powerful now.
  • Balanced grenades in general to fit with current balance.
  • Reworked Ozobs Nose. Now applies Shock, Poison, and Fire at a reduced duration.
  • Reworked Militech Incendiary Round to be unique from Thermal Rounds. Now it bounces like Electrical round, but does less damage.
  • Fixed all grenades to now benefit properly from the perks. Except recon grenades.
  • Customizable environmental explosion damage. Mines, barrels, cars, etc.
  • Fixed barbed wire. Some update removed its ability to knock down unintentionally, as in some logic somewhere got messed up, but the effect that was supposed to happen was never removed, it just wasn't happening.

Food, Drinks, and Alcohol

I made these changes mostly to make the food and alcohol vendors useful. The rarities are determined by the items quality (not rarity, but just like how fancy of a drink is this.)

List of changes:
  • Food has 3 qualities, with more effects depending on quality. Common adds health and out of combat health regen. Uncommon contributes in combat hp regen, and then Rare adds another health bonus.
  • Drinks have 3 qualities, with more effects depending on quality. Common adds stamina and stamina regen. Uncommon reduces the delay on regenerating stamina, and then Rare adds more stamina regeneration.
  • Alcohol has 3 qualities, with more effects depending on quality. Uncommon reduces recoil and sway with larger side effects, rare has less side effects, and epic has little to no side effects.
  • Removed drunkeness debuffs from alcohol.
  • Introduced a "Jackie Welles" drink and crafting spec. Immersion.
  • Increased duration of alcohol, food, and drink effects. 10 minutes each. Customizable.
  • Implemented stacking for Food and Drink effects. Similar to alcohol.

Healing and Drugs

Two problems I aim to fix with this section: Ability to exploit healing items by spamming them, and no reason to visit med vendors.

There's lots of customization in this section, so be sure to open up "FGR - Healing and Drugs/init.lua" and set the values to what you want.

List of changes:

  • Introduced cooldown for healing items. Default is 0.1 seconds because I wanted the default preset to be the easiest, but set it to whatever you want, except for 0. Set it to 0.1 if you don't want a cooldown.
  • Slightly changed some effects of healing items. Reduced Maxdoc and Bounce Back's healing a little. Also halved Bounce Back's duration.
  • Added 24 drugs into the game. They've all got unique models, icons, and effects. Each of which is a drug that's been mentioned in the game at some point. They perform some amount of healing, and then also some unique effect. The effect (but not the healing) gets more powerful as the drugs increase in rarity. They also share a cooldown with the healing items.
  • Optional limit on healing items.

List of drugs:

  • Inhalers:
  • Black Lace. Increases armor.
  • Rainbow Poppers. Increases ricochet count
  • Glitter. Increases movement speed.
  • FR3SH. Increases RAM regen rate.
  • Second Wind. Reduces cyberware cooldowns.
  • Locus. Increases Crit damage.
  • E-vade. Increases Evasion and movement speed.
  • Be-Rite Back. Increases max health.
  • Juice. Increases Berserk melee bonus and Superhero Landing damage
  • Rara. Increases upload speed.
  • Ullr. Berserk entirely eliminates recoil and sway.
  • Arasaka Reflex Booster. When active, activating Sandevistan or Kerenzikov results in a more powerful slow time effect.

  • Injectors:
  • Purple Haze. Increases ricochet count.
  • Donner. Increases stamina.
  • IC3C0LD. Increases quickhack duration.
  • Synthetic Blood. Increases stamina regen.
  • Roaring Phoenix. Increases attack speed.
  • Cleanser. Increases all resistances to 100%.
  • GrisGris. Increases crit chance.
  • Superjet. Increases max speed and jump height.
  • Deimos. Increases health, armor, and stamina, grants immunity to Stun, Knockdown and Blind, but slows movement speed.
  • Aspis. Removes the delay on regenerating stamina.
  • Brisky. Enables leaping and infinite combos with all melee weapons while active.
  • Karanos. Reduces the cost of Ultimate quickhacks.

Gameplay Mechanics

Some general gameplay changes/fixes:
  • Fix/rework enemy armor. Different from Armor Fix for All Weapons. Weapons with multiple projectiles were very bad against armor.
  • Fix V armor. Similar to Armor Fix for All Weapons. Some weapons were affected too much by armor, some not at all.
  • Reduced status effect damage. Status effects will kill enemies in the base game, regardless their starting health. Does not affect quickhacks.
  • Made Johnny's flashbacks a lot easier. Increased the HP and HP regen so you don't die in these so often on increased difficulty settings. Pretty sure you weren't supposed to die on these anyways.
  • Removed quality scaling. Loot drops increased in quality as you level up. Now they don't.

Archived or redscript files, not customizable:
  • Player Slope Death Fix. Same is in my other mod, throwing it in here just because.
  • Reduced Player Speed Scaling. Turns out I was wrong, speed was increasing with reflexes, but it was just massive. Also it wasn't with 20 reflexes, it stopped at 10 in most instances.
  • Implemented Level Scaling. Big thanks to rmk1234 for letting me use a very close version to one of their files. This one also removes the disparities between levels, so as to not let random unscaled enemies be incredibly weaker.
  • Differentiation between limb and torso damage.
  • Melee weapons can hit headshots (and limb and torso shots)
  • Removed 15x damage bonus from friendly turrets.
  • Implemented Logarithmic Armor scaling, allowing me to make individual bonuses much more interesting, while not allowing V to take no damage.
  • Fixed weirdness where any 2 explosions would blow up a vehicle.
  • Differentiated disassembly rewards. Weren't many categories of rewards before. An LMG and a unity would get you the same reward.


Not listed here, but the problem with Melee cyberware before was that they didn't scale to 50. Melee cyberware are perfectly viable using this mod.

List of changes:

  • Adjusted DPS to be closer to that of ranged weapons. Their dps is customizable.
  • Speed up for Mantis Blade Finisher. 1.2 seconds now, on par with other finishers.
  • Removed secondary stats (except status effect application). This is mostly for the Removed Scaling, but also, these just got so incredibly high they overshadowed any other related effects, especially with crit chance.
  • Removed minimum hit reaction and lowered hit reactions. Melee weapons can permanently stagger enemies, including bosses, so I removed their minimum effect and reduced the effect altogether.
  • Nerfed Strong attacks. Strong attacks aren't very slow, and the best way to attack enemies was just to repeatedly strong attack.
  • Increased Stamina regen delay. The stamina regen delay was small enough that you could regenerate stamina in between blocking attacks. This increases it, and is customizable.
  • Removed 2 hidden scalars doubling attack speed. Attack speed can only go to double what it starts as. Attack speed should now feel more like a dynamic mechanic, rather than just a constant value.
  • Increased stamina cost for blocking drastically. Customizable. The stamina cost for blocking is pretty small in the base game.
  • Added nonlethal hit flags to blunt weapons. 
  • Lowered Satori's crit damage bonus to be in line with mod's balance. 250% instead of 500%. Still a lot.
  • Made Sasquatch's Hammer Iconic. +20% damage while Berserk is active.
  • Lowered Katana's range a bit. It was a lot higher than all other melee weapons, and actually high enough to mess with the AI's decision making.
  • Fixed Jinchu Maru effect and updated description to accurately reflect what it does. Changed the Kerenzikov to a Sandevistan to fix it.
  • Gave Cocktail Stick a unique effect. Didn't have one before. Now has really high bleed chance.
  • Fixed throwing knives. Now correctly hit headshots and don't benefit from melee perks.
  • Monowire to blade option.
  • Added more interesting quality scaling. Quality increases dps and attack speed for both types, increases stun duration for blunt and crit damage for blades.
  • Fixed issue where non-Katana bladed weapons wouldn't level up in proficiency xp.
  • Added option to remove deflect slow motion.


Important: A lot of the changes below are just slight nerfs to keep the balance in line for Removed Scaling. However, there's also  ~18 perks that weren't working correctly, but now are. Only a few perks that weren't straight up damage were nerfed.

Not listed below, but the tech weapon perk that makes them ignore armor has an effect now that I've implemented enemy armor.

  • Body
  • Removed HP bonus from levelling Body. In the base game, playing with Body gives you ~80% more health and 3 lives. It's much much better than not playing with Body. There's also a whole plethora of other unique effects Body has, in addition to its weapons. All I'm really trying to reduce about it is just the straight up HP bonuses.
  • Removed melee damage bonus from levelling Body. Another change to bring Body in line stats-wise.

  • Quickhacking
  • Nerfed Daisy Chain. This would practically remove cooldowns entirely.

  • Breach Protocol
  • Mass Vulnerability Daemon rework. Enemies don't have Physical Resistance. This just reduced armor by a flat 30. Now that enemies have armor, it reduces that armor by 30%.

  • Engineering
  • Slightly lowered Crit chance and Crit damages. To keep in line with Remove Scaling
  • Lowered the trait effect. To keep in line with Remove Scaling
  • Shock immunity changed to resistance.
  • Tesla nerfed. There's no such thing as a "Charge Multiplier". It just increases all charge damage by that amount, so this was just a 55% damage increase.
  • Shrapnel perk works on all grenades. Only worked on frag grenades before, now works on all. Except recon and Gash, because they're lasers.

  • Crafting
  • Crafting bonuses add a constant 5% of each stat, and now correctly apply to melee weapons and LMGs. Multiplied existing stats and didn't work on melee and LMGs, now they do.
  • Removed hidden bonus to crafted melee weapons that didn't require a perk.

  • Blades
  • Judge Jury Executioner nerfed.
  • Offensive Defense fixed. This was increasing strong attack damage, not counterattacks.
  • Blessed Blade nerfed.
  • Stamina reduction reduced. To prevent it from stacking to 100%.
  • Slow and Steady greatly buffed. Blades defensive perk.

  • Street Brawler
  • Trait nerfed
  • Combo damage perk nerfed.
  • Strong attack damage perk nerfed.
  • Frenzy nerfed.
  • Thrash description fixed.
  • Stamina reduction reduced. To prevent it from stacking to 100%.
  • Juggernaut greatly buffed. Brawling defensive perk.

  • Assault
  • Named Bullets nerfed.
  • Duck hunter nerfed.
  • All 3 cover related perks fixed. Had no effect before, now they actually do something.
  • Executioner health threshold increased.
  • Savage Stoic nerfed
  • Long shot nerfed.
  • Bunker greatly buffed. Assault defensive perk.

  • Handguns
  • Trait damage bonus nerfed.
  • High Noon nerfed.
  • Long Shot Drop Pop nerfed.
  • Headshot mult perk nerfed.
  • Brainpower nerfed.
  • Vanishing point greatly buffed. Handguns defensive perk.

  • Stealth
  • Ninjutsu fixed. Works now!
  • Cool stealth damage increase description fixed. It never was a 10% increase.
  • Hasten the Inevitable fixed. Works now!
  • Silent and Deadly description fix. Updated description to reflect what it actually does.
  • Assassin nerfed.
  • Sniper nerfed.
  • From the Shadows nerfed and fixed. Would apply to all combat, not just 7 seconds long.
  • Leg Up no longer gives you the speed bonus upon reloading a save. A bug where you'd be moving faster any time you loaded a save.
  • Aggressive Antitoxins changed to resistance.
  • Double Poison damage changed to 50% bonus.

  • Cold Blood
  • Some passive bonuses reduced.
  • Trait nerfed.
  • Headshot perk nerfed.
  • Cold and Calculating nerfed. This would trivialize needing to kill people to get Cold Blood. One Carnage shot would get you 5 stacks already.
  • Quick Transfer buffed.
  • Immunity changed to resistances.
  • Rapid Bloodflow nerfed. The amount of HP regen from this perk made the game rather easy.

  • Athletics
  • Hard Motherfucker description fix.
  • Wolverine reduced to 80% reduction. A delay of 0.5 seconds causes some minor bugs, in particular with Second Heart.

  • Annihilation
  • Unstoppable reworked in order to fix it. Previously would stack indefinitely. Now only stacks once, but is a bit more powerful to compensate.
  • Massacre nerfed.
  • Crit damage proficiency nerfed.


Small section for now, does a few things:
  • Distributes various drugs to enemies and enemy loot. Juice for animals, Black Lace for maelstrom, Glitter for Tyger Claws, etc.
  • Option to reduce loot for grenades, consumables, and ammo. Sets all grenade and consumable loot to be only 1, instead of 3-5 or whatever. Ammo is reduced by ~10x, from something like 30-40 shotgun ammo, to 3-4.
  • Increased Mech loot substantially.


Reworked for the last time.

List of changes:
  • Upgrading now increases the gear's quality, and this depends on if you have the appropriate perks. Will probably cause issues mid-playthrough, but not that bad. See important notes for how to fix.
  • Increased upgrade cost, in particular component cost. Upgrading was meant to be very common before, now is more meaningful.

Customize Player Stats

This file grants you the ability to customize some of the stats for V, including:

  • Movement speed
  • Jump height, including that for all cyberware
  • Carry Capacity
  • Base crit chance, crit dmg
  • Movement and general noise V makes.
  • Customizable hp
  • Customizable reload time. Also used this as a hotfix for the weird reload times in 1.3.
  • Increased base stamina. For builds that do melee but don't take Body, you don't have much stamina to work with. Also to make melee a bit easier in the beginning.
  • Reworked Hover Jump. It was really slow.
  • Immersive movement option. Adds some weight to V's movement.
  • A few other things.

I've set some default values for these, but feel free to change them however you please.

Ranged Weapons

Lots of changes here, but most importantly, you can customize the fire rate, dps, and headshot multiplier of individual weapons in this file.

List of changes:

  • General:
  • Balanced dps and fire rate of all guns. HMGs would hit really really weak, LMGs weren't much better, and a plethora of other balance has been changed. More damage for Johnny's pistol, as well as toning down some of the much stronger weapons like the Quasar or Zhuo.
  • Reduced recoil and spread for pistols and SMGs. Some of these guns like the Lexington were very hard to control, despite being a pistol.
  • LMG mod slot fix. Fixed at its source.
  • Uncapped ricochet and ricochet angle customization. Uncaps the ricochet angles to go anywhere, and lets you customize how often they should hit a target.
  • Lowered hit reactions of faster firing weapons. So enemies don't get hit once and just stagger in place until you kill them.
  • HMG ammo reduction. 300 ammo is a lot considering that the HMG is now actually good, adding on top of that there's that bug that reloads your ammo when you reload your save.
  • Removed secondary stats altogether (except status effect application). This is mostly for Removed Scaling, but also these effects were just so high they overshadowed all the other effects, in particular Crit chance.
  • Added missing headshot multiplier base value to double barreled shotguns.
  • Brought some Iconic weapon's balance in line with this mod's balance. They just had some constant stats that were too strong for removed scaling.
  • Customization for ammo quantities.
  • Nerfed Problem Solver. Just fired 2.5x as fast, did 2.5x damage.
  • Gave uncommon weapons a mod slot, and increased rare and epic's mod slots by 1.
  • More interesting quality scaling. For instance, a tech revolver would get more dps, less charge time, and less recoil as it increases in quality.
  • Quality increases DPS for all.
  • Power weapons get more ricochet angle
  • Smart weapons get less lock time
  • Tech weapons get less charge time
  • Handguns get less aim time
  • Revolvers get less recoil
  • Assault rifles get more range
  • SMGs get less spread
  • Precision rifles get more headshot damage
  • Snipers get less sway
  • Shotguns get more knockback
  • LMGs get more ricochet damage.

  • Tech Weapons:
  • Gives you option to disable seeing through walls when you aim with tech weapons. Enabled by default.
  • Gives you option to disable shooting through walls altogether. Disabled by default. Associated perks and effects are also changed.
  • Nekomata shaking fix. Would shake uncontrollably when aiming.
  • Burya sights fix. Wouldn't shoot where the sight was. Not perfect, but better.
  • Removed hidden Charge Multiplier scalar. Technically, this is contained in the "removed all secondary stats" part, but it needs its own section. Tech weapons had a hidden charge multiplier that started at 1, and went up to 5. It was slowly quintupling your damage as you went along, hence why they started out fine, but slowly got too powerful.

  • Smart Weapons:
  • Differentiated locking time for aiming and not aiming. Previously, they took the same amount of time.
  • Increased locking time, in particular for when not aiming. Locking onto the target should feel like an actual mechanic now, rather than just briefly hovering over them.
  • Reduced base accuracy from 100%. The base accuracy for all smart guns was 100%, given you had a smart link equipped, so the 15% increase the legendary smart link hands would give you did nothing. They have a base accuracy of 75% now.
  • Fixed Smart Weapon listed DPS. Equpping a smart link would double the listed DPS on the gun. Wouldn't change the actual dps, just what it says it was.
  • Reduced dps compared to power weapons. If you don't have to aim, they should be slightly weaker.

  • Attachments and Effects:
  • Removed Dummy mods from spawn lists. Weapons now always spawn with the maximum number of slots. You can remove this mod too now if you're installing mid playthrough.
  • Made all silencers rare, and gave them unique effects. You can get a blue silencer before even leaving V's apartment for the first time, so now they're all blue.
  • Reduced stealth damage bonus from silencers. This effect was pretty powerful, and at some point you can just shoot people in the body with a revolver and kill them 3 times over.
  • Set a constant rarity for all weapon mods. Mostly rare. Randomized rarities for mods has some problems.
  • Changed "No vertical recoil effect" to "No sway". Eliminating recoil is fairly strong for a single weapon mod.
  • Changed Crunch to be a percent increase, rather than a constant. While I did like the idea, letting Crunch be a constant means that the only shotguns you'll ever use are those with the most bullets and the most mod slots. It also doesn't work very will with removed scaling.
  • Made unique weapon effects always spawn on Rare, Epic, and Legendary items, and changed their distribution. You know the effects like "Decreases charge time by X%", or "Increases Projectile Energy by 6x" that were really rare? Now they spawn on all items Rare and above, including crafted. Higher quality items get the better effects. I've also balanced them, as some of them were maybe a bit strong.


These are mostly nerfs, but I've also buffed some areas of quickhacking, in particular the lower levels of damage quickhacks.

List of changes:

  • Short circuit does less initial damage, more damage over time.
  • Contagion does less initial damage.
  • Overheat does its damage in less time. The disabling all enemy functions effect was very strong on bosses, where it could last for up to 30 seconds.
  • Removed the increase in damage from quality for damaging quickhacks. All that bonus damage is now in the first level of the quickhack, so they're stronger at the beginning of the game.
  • Increased cooldowns and cost for damaging quickhacks. Trying to prevent people from being able to spam damage quickhacks.
  • Reworked Legendary Short Circuit. No longer provides the effect on critically hitting. I can't balance this. Now, it grants immunity to all shock and EMP effects.
  • Increased cost for Ultimate quickhacks. They're very cheap and easy to use. Now, they aren't.
  • Reduced duration for Ping, Reboot Optics, and Cripple Movement. Three very powerful quickhacks because of their very long duration.
  • Removed changes in upload speed from memory cost. The cheaper a quickhack was, the faster it would upload, and vice versa. This made quickhacks able to be instantly uploaded at a certain point.
  • Reduced upload speed and cooldown reduction bonuses from various cyberdecks. A few cyberdecks, in particular the Tetratronic Rippler, would trivialize upload speed and/or cooldown reduction, making both of them practically zero.
  • Increased cost for Friendly Mode and Take Control for turrets. Turrets are strong.
  • Fixed Reboot Optics and Weapon Glitch legendary effects. The daemon would trigger the cooldown and cost you RAM.


Small section that has some customization for the skill and perk shards. Distributed in Vendors and Pricing.

Vendors and Pricing

Reworks vendor inventories and prices for many things, as well as distributes some of the items from the above sections.

List of changes:

  • General:
  • Uncapped vendor items. They now spawn with all their items.
  • Vehicle prices reduced 80%. Customizable. All the vehicles put together cost over 1 million eddies, and you don't get enough money to buy them all  if you play through all the content in the game.  Important: This does have a bug, in that it won't show up as less in your Journal or Map, but it will cost less when you go to buy it.
  • Adjusted prices for various things. Some of the prices in this game are a bit wack. Just a couple random changes.
  • Increased Drop Point money to 100k. I don't want people to be encouraged to run around between drop points or just wait 24 hours a few times when they want to sell things.
  • Increased amount of materials that spawn on vendors. You could wait 24 hours to buy more of these anyways.
  • Flat price curves. The price of clothing and weapons no longer increases with your level.
  • Some random description fixes. Yoko was called Dewdrop Inn, and some other stuff like that.
  • Increased price of nomad vehicle. Probably a bug. 100 is the default value, so I don't think this even had a set price.

  • Clothing Vendors:
  • Implemented better randomization, vastly increasing the amount of clothing in the game. The vendor lists for the clothing vendors were over 100 items long in some cases, however, only 40 items can spawn at a time, and thanks to the randomization, a large chunk of clothing items were never spawning.
  • Distributed an armor mod and crafing spec to each clothing vendor. 4 armor mods actually, so you don't have to wait 24 hours to buy another one.
  • Adjusted clothing prices. Previously, outer torsos were much more expensive than everything else. They're all much closer together now.
  • Added Progressive Armor option. Disables the legendary items that had little or no Street Cred requirement, and instead makes vendors sell higher quality gear as you progress through the zones, with appropriate SC requirements.

  • Weapon Vendors:
  • Overhauled to add more progression. Rebuilt their entire item list to make obtaining higher tier weapons feel more impactful.
  • Added every weapon as a legendary and a legendary crafting spec. No matter what weapon you want to use, now you can.
  • Added skill shards. Can train you in something.

  • Netrunners:
  • Distributed epic and legendary quickhacks, unique to each vendor, with a much lower SC requirement than in the base game. In the base game, there are legendary quickhacks at netrunners, but the SC req is too high so by that point you'd never need to buy it from them.
  • Distributed various netrunning items. RAM jolt, netrunner armor, armor mods related to netrunning, etc.
  • Increased quickhack material stock. Don't want people to be encouraged to wait 24 hours to get more stock.
  • Increased quickhack price.
  • Added breach protocol and hacking skill shards. They can train you in these things now.

  • Junk Vendors:
  • Distributed a large variety of unique items, including armor mods, blueprints, clothing etc. These vendors were a bit useless in the base game. Now they've got a number of unique items.
  • Junk vendors can craft you items. Not actually, but they can sell you an expensive shard that lets you craft your own items for 2 minutes.
  • Can purchase perk shards at a certain junk vendor.
  • Added crafting skill shards. They can train you in crafting now.

  • Ripperdoc:
  • Overhauled inventory to be more straightforward and progressive. Lower level areas have the lower level gear, higher level areas get the higher level gear. No more hunting around for who has the best gear for your level. 
  • Constant Street Cred requirements per rarity:
  • Common: 1
  • Uncommon: 6
  • Rare: 15
  • Epic: 30
  • Legendary: 40
  • Iconic: 50 Also includes arm cyberware and a few special items.
  • Reduced Cyberware costs. With the cyberware changes above, there's so many interesting items you'd wanna try out but can't because they cost too much. In addition, you never had enough money to buy the increasing rarities of the cyberware, usually just the lowest rarity, and then the highest rarity.
  • Removed weird crafting specs. There's lots of crafting specs for cyberware mods that cost 10x more than just buying the item that you only need one of. 

  • Med Vendors:
  • Distributed drugs from Healing and Drugs section. Typically two blueprints each, with some special cases.

XP and Gigs

List of changes:

  • Removed XP, SC, and Bounty scaling from enemies. There's a problem with the base game where you get more and more rewards for killing them, and by the end, throwing some grenades at 3 Maelstromers gets you more than a whole gig.
  • Increased Gig rewards. To account for the rather large loss from the above. Also to make Gigs more meaningful. Customizable.
  • Customizeable rewards from kills and Gigs. Level up as fast as you want.
  • Reduced XP needed for proficiencies. In particular at higher levels. I've played through all the content in the game and still not gotten some of these things to 20. The last level takes an extra amount of xp.
  • Vastly increased Athletics XP. Due to a Berserk change, there's no more exploit. Athletics increased by 20 xp for every 500 stamina spent. Now it's 100 per 100 stamina.
  • Removed SC from buying vehicles. Not really important, but yeah.
  • Introduced better SC requirements for gigs. With scaling removed and enemies being constant difficulty everywhere, some of the more high profile gigs, in particular in City Center, no longer unlock immediately.


RMK for letting me use a version of their level scaling.

Everyone on the CET team not only for making it, but for responding very quickly.

Everyone on the discord for giving feedback, advice, help, and witchcraft.

Psiberx, Jekky, and rfuzzo for being tool gods.

WileCoyote for the language file.