Updated for Cyberpunk 2077 version 1.6! Thank you for coming back!
If the newest version of your mod doesn't work for you, you're probably using Redmod and haven't installed CyberCMD yet. To ensure compatibility between Redscript and Redmod, follow these instructions and in case of trouble refer/ask around there, it's a layer of compatibility that you need to reconcicle Redscript mods with running the game's built-in native mod support turned on.
Alternatively, you can deactivate Redmod but you'll obviously deactivate the Redmod mods that you installed as well. This path is not recommended. You can try running your Cyberpunk 2077 runs with 'mod support' turned off (if you're launching through GOG/Redprelauncher) or without '-modded' command line if you're using a shortcut method. That might just make it work but remember, this disables Redmod mods.
Make sure to check out the video showcase if you wish to see how it works exactly.
If you want to support me beyond downloading my mods, swing by my YouTube channel and drop a like or subscription. That would be greatly appreciated. Love you all and thank you for all the kind words in the comment section of Nexus Mods and beyond.
Is there a way to speed up the landing animation by like 50-75%? I still want it for the look and feel, but i do think it takes way too long to stand back up. especially with legendary cyberware. it would also be really nice if after a super jump or double jump it would either negate the fall animation or speed it up by 95%
Can you please tell me if there is a single mod for ADEQUATE fall damage? This mod also ruins immersion like so many others. How can you fall off a megatower and survive lol :D I just need to change the fall damage slightly, since with all the hardcore mods installed it's just inadequate high.... https://imgur.com/a/oMypCHY
This mod is exactly what I am looking for, but sadly, I cannot get it to work for me. Running RedMod and RedScript with CyberCMD, no errors in the RedScript logs related to this mod, but when I fall, I suffer normal fall damage. Other RedScript based mods work normally.
How would I do that, exactly? Tested your other mod, that removes fall damage completely, as well. It also did not work.
EDIT: I was only using RedMod for a single mod anyway that I could easily do without, went into steam and unchecked the RedMod DLC, no longer even have the "enable mods" option in the Cyberpunk launcher. This mod still does not work for me however.
Well, doing that caused my game to be unable to launch do to 'missing or corrupted script files' when I click on play from the Cyberpunk launcher.
EDIT: I would like to know how to clear the cache without it causing my game to be unlaunchable, but I will say that, without RedMod, your other mod that fully disables fall damage does work. So I might just use that as a workaround, even though I would prefer this version. The crash popup recommends verifying integrity, so I am going to do that, then try again.
EDIT2: Cleared cache, verified integrity. All other mods work, but this one will not. The one that disables damage entirely does though.
For Redscript go to ...\Cyberpunk 2077\r6\cache\modded
Delete All Files - Redscript will regenerate/recreate all of these files when you launch the game. - These files are not present when you first launch the game, Redscript creates them.
Go to ...\Cyberpunk 2077\r6\logs
Delete All Files - Redscript will regenerate/recreate all of these files when you launch the game. - These files are not present when you first launch the game, Redscript creates them.
If you're also using Red4Ext go to ...\Cyberpunk 2077\red4ext\logs
Delete All Files - Red4Ext will regenerate/recreate all of these files when you launch the game. - These files are not present when you first launch the game, Red4Ext creates them.
Expected Mod Behavior Beyond knowing that they all regenerate, I do not know what would happen if you only delete one file and the game thinks the rest are still present. By deleting them all though, you force the mods to create what they need, and are inherently designed to create. By doing this they also update to changes to mods (custom coding), additional new mods, or removal of mods. Basically without doing this changes may or may not be recognized because the files are written with what was already present at the time they were created. But if things are not recognized, this is how to force recognition. (All of this assumes that you have all required mods installed and updated to their latest versions.) This is something I do anytime I make any changes to redscript or red4ext because I like to avoid issues as much as possible.
This Fall Damage Mod Oh, just an FYI, I just installed the mod and did the process above, and the mod is working perfectly for me on the latest version of CP2077 as of the date of this post.
Hey Mod Friends, Just got into modding cyberpunk2077. Is there anyway to change this mods max damage to less then 100? I'm using the (Hardcore22-Realistic Combat Over Hull - https://www.nexusmods.com/cyberpunk2077/mods/1908) and the Preset health is 100 for you and all/most enemies (unless Buffed).
Also - Your Mod Pictures are confusing. It looks like Garalt of Rivia killed Ezio from Florence and I'm just here for a cyber punk mod. Like what am I about to download? lmao XD
43 comments
Thank you for coming back!
If the newest version of your mod doesn't work for you, you're probably using Redmod and haven't installed CyberCMD yet.
To ensure compatibility between Redscript and Redmod, follow these instructions and in case of trouble refer/ask around there, it's a layer of compatibility that you need to reconcicle Redscript mods with running the game's built-in native mod support turned on.
Check the second sticky post here:
https://www.nexusmods.com/cyberpunk2077/mods/1511?tab=posts
---
Alternatively, you can deactivate Redmod but you'll obviously deactivate the Redmod mods that you installed as well. This path is not recommended.
You can try running your Cyberpunk 2077 runs with 'mod support' turned off (if you're launching through GOG/Redprelauncher) or without '-modded' command line if you're using a shortcut method. That might just make it work but remember, this disables Redmod mods.
If you want to support me beyond downloading my mods, swing by my YouTube channel and drop a like or subscription. That would be greatly appreciated. Love you all and thank you for all the kind words in the comment section of Nexus Mods and beyond.
with /after 2.1 Game Update
IF Yours doesn't work for some reason,
I've posted Full Video of this and all other Essential Mods
including a direct "COPY & PASTE" of modded files feature (if nothing else works / helps),
Please check out this video below ⏬⏬⏬
it would also be really nice if after a super jump or double jump it would either negate the fall animation or speed it up by 95%
EDIT: I was only using RedMod for a single mod anyway that I could easily do without, went into steam and unchecked the RedMod DLC, no longer even have the "enable mods" option in the Cyberpunk launcher. This mod still does not work for me however.
Just nuke (as in, delete) final.redscripts file from Cyberpunk 2077\r6\cache
and then deleted everything inside Cyberpunk 2077\r6\cache\modded folder
EDIT: I would like to know how to clear the cache without it causing my game to be unlaunchable, but I will say that, without RedMod, your other mod that fully disables fall damage does work. So I might just use that as a workaround, even though I would prefer this version. The crash popup recommends verifying integrity, so I am going to do that, then try again.
EDIT2: Cleared cache, verified integrity. All other mods work, but this one will not. The one that disables damage entirely does though.
Delete All Files
- Redscript will regenerate/recreate all of these files when you launch the game.
- These files are not present when you first launch the game, Redscript creates them.
Go to ...\Cyberpunk 2077\r6\logs
Delete All Files
- Redscript will regenerate/recreate all of these files when you launch the game.
- These files are not present when you first launch the game, Redscript creates them.
If you're also using Red4Ext go to ...\Cyberpunk 2077\red4ext\logs
Delete All Files
- Red4Ext will regenerate/recreate all of these files when you launch the game.
- These files are not present when you first launch the game, Red4Ext creates them.
Expected Mod Behavior
Beyond knowing that they all regenerate, I do not know what would happen if you only delete one file and the game thinks the rest are still present. By deleting them all though, you force the mods to create what they need, and are inherently designed to create. By doing this they also update to changes to mods (custom coding), additional new mods, or removal of mods. Basically without doing this changes may or may not be recognized because the files are written with what was already present at the time they were created. But if things are not recognized, this is how to force recognition. (All of this assumes that you have all required mods installed and updated to their latest versions.) This is something I do anytime I make any changes to redscript or red4ext because I like to avoid issues as much as possible.
This Fall Damage Mod
Oh, just an FYI, I just installed the mod and did the process above, and the mod is working perfectly for me on the latest version of CP2077 as of the date of this post.
Also - Your Mod Pictures are confusing. It looks like Garalt of Rivia killed Ezio from Florence and I'm just here for a cyber punk mod. Like what am I about to download? lmao XD
The thumbnail was supposed to be funny callback to Witcher 2 easter egg, that's all :P