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rmk1234

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  1. rmk1234
    rmk1234
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    Patch 2.2 status: No update needed.

    April 28, 2024: Released a new version that removes something that is now included in Codeware. Only one mod can add this code (basically importing something from the game files). Originally only this mod needed it, so that was fine. Later Cyberware-Ex needed it as well, so it was an add-on for that mod (CyberwareEx-Patch-HudSizeFix), because it was only needed if you weren't using this mod. Now it is in Codeware, so no other mods should have it. That means this mod now depends on Codeware.

    Known Issues / Planned changes

    • Several people have reported issues with items rapidly activating/deactivating while using Better Optical Camo mod. This is either just an issue that happens with that mod (there are a lot of bug reports over there), or an issue when these two mods are used together. YOU DO NOT NEED TO REPORT THOSE ISSUES HERE. 
    • Use the Camo Partial CD file in Optical Camo Realism and Utility instead!
  2. rmk1234
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    TROUBLESHOOTING/FAQ

    • Grenade slots, projectile launcher, and healing items ONLY EQUIP the items in the gadget slot, not use/fire/throw them. This is explained in the mod description.
    • Cyberware-Ex compatibility: Adding custom button hints for the OS slots is harder than it looks (those slots work differently than the ones this mod adds), and now Cyberware-Ex lets you activate each OS in a different context, so I consider this solved and will not be adding anything to this mod for OS activation.
    • Emergency Cloaking relic perk works fine with this mod even if the camo is not equipped in the gadget slot, despite what its description says.
    • If you're having problems, check this log: Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\CustomQuickslots\CustomQuickslots.log 
    • and this log: Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\nativeSettings\nativeSettings.log
    • and check the CET console after loading the game to make sure Native Settings UI and Custom Quickslots loaded fine.
    • Also check the logs in Cyberpunk 2077\r6\logs\redscript_rCURRENT.log.
  3. CelestialNuthawk
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    First of all, great mod.  Really improves the flow of gameplay.

    In regards to the animation issues with the Projectile Launcher and Grenades, would it not be possible to make it so that the custom hotkey does the "equip" followed by the "use gadget" action (hold to aim, as if the normal key) followed by re-equipping the previous gadget once the action is complete (or if the action is ended early)?  I'm not familiar with the coding there, so forgive me if you've already tried those options.

    Another nice feature that would be nice for this mod to include is the ability to have 'Hold "Quick Melee" to Equip and Use Light/Heavy (based on Hold Duration) Melee Weapon (or Mantis/Monowire) Attack' if a Melee Weapon, Mantis Blade, or Monowire is equipped.  The default system of swapping to a melee weapon before using it feels a bit clunky.
  4. nbKenneth
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    Massive QOL improvement. Should be a default in game option. I cannot stress how much this improves the flow of gameplay
  5. Tunnah
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    Is there a way to get more than 20 ? lol. With synthdose, grenades, and then I've not even reached PL yet so I assume there's more there.

    It's not even that I use all the drugs/grenades - I just really love the idea of being able to bind them all! Like if small icons was forced, you could fit 30 on the bottom I reckon.

    Or is this a massive undertaking and I have no idea how much work is involved in adding more slots ?

    In any case worth an ask. Love the mod dude, game is literally unplayable without it. 
    1. rmk1234
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      I doubled it to 40, hope that's enough :D When I set that limit there were fewer slots, and also the small slot mode didn't exist.
    2. Tunnah
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      You absolute champion, amazing dude thank you. Now I can use all my numpad and my mouse has G-shift so nearly all drugs are a button press away, which is super useful because I have set so many difficulty mods up that I gotta get right close to toxic just to not get 1 shot!
  6. SinfulRxven
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    Why would some basegame food and drink items not be showing up in the slots? 
    1. rmk1234
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      Note sure, which items?
    2. SinfulRxven
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      Moonshine, Trailerbrew beer, both base game items. (Cet Codes for both are as follows: Game.AddToInventory("Items.NomadsAlcohol1", 1), and Game.AddToInventory("Items.NomadsAlcohol2", 1) 

      Those are the Alcohol items that don't seem to be recognised, 

      The drinks that don't seem to be recognised, are the cactus Juice Game.AddToInventory("Items.NomadsDrink2", 1)
      The foods that don't seem to be recognised, are the Soy Paste, and Dried meat. Codes are Game.AddToInventory("Items.NomadsFood1", 1) and Game.AddToInventory("Items.NomadsFood2", 1)
    3. rmk1234
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      I see a pattern, haha. Thanks.
    4. SinfulRxven
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      No problemo, just thought I'd ought to let you know. *I also don't have anything else in inventory that would be in the way, (like other food/drink)*
  7. BazookaLX
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    Hello!
    Great mod it is very helpfull and handy.
    I want to ask you if there is the possibility to add consumable cigarettes and other drugs from dark future and synth dose mod make the possibility to use them (  in vanilla can't ).
    Thanks!
    1. rmk1234
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      This is already supported. Go to this mod's menu and turn on the Dark Future support, then switch a slot's category to Dark Future, and the Type to Cigarettes.
    2. BazookaLX
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      i haven't see. Thank you!
  8. Divinehero
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    having a bizarre issue.. so i JUST installed this loaded into my game and it shows on the mods menu fine i configure etc.. then remember i wanted to add some other mods so i close the game and relaunch and now... the mods menu for this mod has vanished so i can't use it
    1. rmk1234
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      Are you checking in "MODS", not "MOD SETTINGS"? Otherwise if using Vortex maybe it did something.
    2. Divinehero
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      yea i'm checking in mods and i installed in manually

      edit:.......huh so i actually just figured it out so lately i've been lauching the game through mod organizer 2 so i could use the arasaka arms mod (since it doesn't work if i launch through steam and it's a hassle to manually install due to many options) so to test anyway i launched through steam and.. this mod worked but the arm mod didn't
    3. rmk1234
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      I don't use it so I can't offer much help but there is the wiki entry on MO2. I know that CET and red4ext need to be manually installed when using MO2. You might also get help on the discord server: https://discord.gg/redmodding
  9. glowingdesert1
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    How to fix this?
    REDscript compilation has failed.
    This error has been caused by the mods listed below:
    - custom_quicklosts

    You should check if the mods are outdated and update them if possible
    1. rmk1234
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      In general update the mod and all required mods. Maybe you have an outdated file from Cyberware-Ex. Share your redscript log here and the problem will be more clear: 

      Cyberpunk 2077\r6\logs\redscript_rCURRENT.log
    2. glowingdesert1
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      [INFO - Sun, 23 Mar 2025 14:52:34 +0400] Previous cache backup file found
      [INFO - Sun, 23 Mar 2025 14:52:34 +0400] Compiling files in D:\Steam\steamapps\common\Cyberpunk 2077\r6\scripts:
      custom_quickslots\config.reds
      custom_quickslots\hotkeys_widget_controller.reds
      custom_quickslots\hotkey_item_controller.reds
      custom_quickslots\natives.reds
      custom_quickslots\other_buttons.reds
      custom_quickslots\player_puppet.reds
      [ERROR - Sun, 23 Mar 2025 14:52:34 +0400] [UNRESOLVED_TYPE] At D:\Steam\steamapps\common\Cyberpunk 2077\r6\scripts\custom_quickslots\hotkey_item_controller.reds:38:1:
      @addMethod(HotkeyItemController)
      ^^^
      unresolved type 'KeyInputEvent'

      [ERROR - Sun, 23 Mar 2025 14:52:34 +0400] [UNRESOLVED_TYPE] At D:\Steam\steamapps\common\Cyberpunk 2077\r6\scripts\custom_quickslots\hotkey_item_controller.reds:44:1:
      @addMethod(HotkeyItemController)
      ^^^
      unresolved type 'AxisInputEvent'

      [ERROR - Sun, 23 Mar 2025 14:52:34 +0400] [UNRESOLVED_TYPE] At D:\Steam\steamapps\common\Cyberpunk 2077\r6\scripts\custom_quickslots\hotkey_item_controller.reds:57:1:
      @addField(HotkeyItemController)
      ^^^
      unresolved type 'CallbackSystemHandler'

      [ERROR - Sun, 23 Mar 2025 14:52:34 +0400] [UNRESOLVED_TYPE] At D:\Steam\steamapps\common\Cyberpunk 2077\r6\scripts\custom_quickslots\hotkeys_widget_controller.reds:211:22:
        let hudEntryInfo = this.GetRootWidget().GetUserData(n"inkHudEntryInfo") as inkHudEntryInfo;
                           ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
      unresolved type 'inkHudEntryInfo'

      [ERROR - Sun, 23 Mar 2025 14:52:34 +0400] [UNRESOLVED_METHOD] At D:\Steam\steamapps\common\Cyberpunk 2077\r6\scripts\custom_quickslots\hotkey_item_controller.reds:47:13:
        if Equals(event.GetKey(), EInputKey.IK_MouseZ) {
                  ^^^^^^^^^^^^^^
      method 'GetKey' not found on 'IScriptable'

      [ERROR - Sun, 23 Mar 2025 14:52:34 +0400] [UNRESOLVED_TYPE] At D:\Steam\steamapps\common\Cyberpunk 2077\r6\scripts\custom_quickslots\hotkey_item_controller.reds:247:3:
        let action: EInputAction = this.UseItemOnButtonRelease() ? EInputAction.IACT_Release : EInputAction.IACT_Press;
        ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
      unresolved type 'EInputAction'

      [ERROR - Sun, 23 Mar 2025 14:52:34 +0400] [UNRESOLVED_METHOD] At D:\Steam\steamapps\common\Cyberpunk 2077\r6\scripts\custom_quickslots\hotkey_item_controller.reds:323:5:
          this.callbackSystemHandler.Unregister();
          ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
      method 'Unregister' not found on 'IScriptable'

      [ERROR - Sun, 23 Mar 2025 14:52:55 +0400] REDScript compilation has failed.
      This error has been caused by mods listed below:
      - custom_quickslots

      You should check if these mods are outdated and update them if possible. They may also be incompatible with the current version of the game, in which case you should remove them and try again.



      P.S: Also I have installed the latest versions of all required mods
    3. rmk1234
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      Missing (or possibly outdated) Codeware.
    4. yoelzaah
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      Hi - I was having this exact same issue and resolved it by updating the relevant mods, but I can't see the menu in the settings or  my actual cyberware/grenade bar anymore
    5. rmk1234
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      Are you checking the correct menu? "MODS", not "MOD SETTINGS". Also, the bar can be hidden from the actaul game menu (in the interface section you can hide parts of the HUD), and from HUDitor if you use that.
  10. soobincp2077
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    compative with e3 hud mod ? i havent tried this mod since 2.0. before the updated it has E3 hud compatibility but im not sure about now.
    1. rmk1234
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      No. The E3 HUD it used to be compatible with is not the same one you might be using today.
    2. ODBastard
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      2.12b still works for me, but requires an old cyberware-ex HudSizeFix to be present.
  11. ODBastard
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    I am trying to hide more widgets when subtitles appear - simply adding extra lines  with defined widget references (namely m_carSlot and m_radioSlot) to OnSubtitleVisibilityEvent somewhat works, but there are issues. It looks like I need to set conditions for each widget's opacity for the fade animation to kick in but I am not sure. Can you help?

    Is there a cheatsheet for inkWidgetRef?
  12. ddmilliken
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    The default Quantum Tuner charge icon disappears on reload. The only way I've been able to get it back is by reinstalling the Quantum Tuner at a ripperdoc. Any suggestions are welcome. Loving the mod.