Version 1.0 of the mod is not compatible with Cyberpunk 2.0. Please be patient for version 2.0 of the mod to be released. Version 2.0 of the mod has been released! It is compatible with Cyberpunk 2.0 and Phantom Liberty DLC.
There are over 200 in-editor names, so I have only written down some of them (only applicable prior to Cyberpunk 2.0 and the Phantom Liberty expansion).
I think the Excel is now totally out of tune with the mod after the update to 2.0, for example I can neither find "Eye in the Sky" nor "Intelligence_Left_Milestone_1" in the Excel, but it's in the mod. Does anyone know of an up to date list matching the perk name in the game's files with the on screen name?
I have some debug functions blocked out inside the scripts that say the perk's editor names in console when hovered. If you still have trouble, let me know and I'll see what I can do
Thanks! That's definitely a great solution, however I think the work is already done - I just came across this helpful Excel: Categorized All-In-One Command List - isn't this exactly what we need to find the editor name of perks to edit your mod? Please correct me if I'm wrong! If I'm right, this might be helpful for others:
If you wanted to cheat Forcekill Cipher while ingame you'd find in the aforementioned Excel on the Progress sheet that you'd need to write this in CET console : perkNew = gamedataNewPerkType.Intelligence_Left_Perk_1_2; function buyPerk(perk) P = Game.GetPlayer(); DS = PlayerDevelopmentSystem.GetInstance(P):GetDevelopmentData(P); perkMulti = DS:GetNewPerkMaxLevel(perk); DS:AddDevelopmentPoints(perkMulti, gamedataDevelopmentPointType.Primary) if DS:CanNewPerkBeBought(perk, false, false) then DS:AddDevelopmentPoints(perkMulti, gamedataDevelopmentPointType.Primary) if not DS:IsNewPerkUnlocked(perk) then for i=1,2 do DS:UnlockNewPerk(perk) end end DS:RefreshPerkAreas() for i=1,perkMulti do DS:BuyNewPerk(perk, false) end DS:RefreshPerkAreas() print(" - PERK AQUIRED.") elseif DS:IsNewPerkBought(perk) == perkMulti and DS:IsNewPerkUnlocked(perk) then DS:AddDevelopmentPoints(-perkMulti, gamedataDevelopmentPointType.Primary) print(" - PERK ALREADY MAX LEVEL.") else DS:AddDevelopmentPoints(-perkMulti, gamedataDevelopmentPointType.Primary) print(" - THIS PERK CAN BE UNLOCKED ONLY IF IN-GAME REQUIREMETNS ARE MET. (Attribute Level, Perk Tree Stage)") end end buyPerk(perkNew) Now the important part here is only the Intelligence_Left_Perk_1_2 So if you want to edit esuriddick's excellent mod and want to add "Forcekill Cypher" (Intelligence) to the Corpo preset you need to add these two bolded parts in his lifepaths_matter.reds file (nevermind the ruined spacing here):
You would have to work a bit with what is written in the description under "Why did you select these perks? You should have done X or Y.", and to determine what exactly is the lifepath name to replace here: gamedataLifePath.<Official name in the game's records>. For this last part, let's assume that the name should be BananaLife: let BananaLifePerks = ["EYE IN THE SKY", "OPTIMIZATION", "CARHACKER", "FELINE FOOTWORK", "KILLER INSTINCT", "PAINKILLER", "GLUTTON FOR WAR", "GEARHEAD"];
//Banana Life Lifepath if Equals(this.GetLifePathUI(), gamedataLifePath.BananaLife) { if p_level < FreePerkMaximumLevel { if ArrayContains(BananaLifePerks, p_name) { LogChannel(n"DEBUG", "Perk is unlockable as part of your lifepath."); return true; }; }; };
Ok, I think I did it, if you have time would you mind checking over my changes? Since Fresh Start establishes V as having been both a Corpo and a Nomad I included the 3 Int perks then Glutton for War from Tech and Painkiller from Body
Not sure if this counts as a bug, but the mod gives you infinite perk points. If you refund one of the free perks for you life path you can click it again then refund it as many times as you want.
Hi kuriboh1233, Indeed, this is a known bug as it is stated in the description: "It should be noted that I made it so the game would not consider that you invested in these perks (unfortunately, if you reset perks, you still get their perk points)."
I stopped playing it after 2.0 again. Waiting for the mood to come back, but was there any change to the perks in 2.13 relative to the previous 2.0 versions?
I have not continued development of version 2.0 as I haven't found the motivation for it. Cyberpunk modding is like a chore to me, and I'm not finding it that enjoyable again after 2.0.
I still have everything ready to continue this into version 2.0 and I was able to define the skills already. I just haven't figured out yet how to avoid spending a point. I'm just lacking motivation to keep pushing on it. Sorry for how long it is taking.
Great job here. Can't download this as I am more than halfway through a playthrough.....but this will definitely be getting downloaded alongside the "Lifepath Determines Starting Attributes" mod for my next play-through. I really feel like CDPR missed a golden opportunity to make these kinds of changes to the Vanilla game when they switched to Patch 2.0. It would definitely have helped to make lifepath choices much more impactful.
This mod does not add the perks to you automatically. You can go and purchase them in the Perks menu for FREE. I've used and tested the last version of the mod in the latest version of the game.
Couldn't help but notice the weirdly big disparity in the number of perks for each lifepath. A balanced version with like 3 perks for each would be more palatable for my inner balance freak lol
I know that it might not be consensual, but it was a simple logic of just giving the entry perks to the trees that I thought would make sense for each path. Still, I explain in the description how you may change it to your own taste :)
(CAVEAT/EDIT: I have just now noticed that you posted that the version you released so far actually doesn't have the 2.0 compatibility and it hasn't actually progressed yet, despite the description saying it should include the 2.0 skills. So, if you don't get around to this, I understand. )
Your mod is a great idea and I highly applaud it.
I would like to respectfully request, tho, could you please make an alternate version with different perk assignments, so it would be more in keeping with the original tabletop game lore? I suck at coding, so wouldn't be able to reverse engineer it myself. As you already have worked out the structure to apply perks, I was hoping it would be relatively easy for you to just juggle the perks around now that you have that framework.That said, thank you for what you've already provided us!
Corpo: ----------- Eye in the Sky Forcekill Cypher Glutton For War
REASONS FOR THESE SELECTIONS:
The original game makes it VERY clear that Nomads are HEAVILY linked to their armed and armored vehicles, so their perks should reflect this (basically the Mad Max option in CP. Ironically, Max was a traffic cop in the first movie, albeit specializing in driving an interceptor, and there actually is a Cop class in the original game, but that's another matter). Gearhead absolutely fits because Nomads are specifically always modifying their vehicles to soup them up. Stuntjock is because Nomads basically live in and around their vehicles, so know how to get in and out of them pretty damn reflexively. It also very much applies to the Nomad startup quest in that it would help them survive that vehicular gunfight after you leave the border inspection. The original tabletop game description also pointed out that every Nomad kid knows how to use a rifle, and they all also know how to use knives, as well, so I would give them Killer Instinct instead of Fury Road, despite the latter actually being named for a Mad Max movie (also: remember that Panam's own signature weapon is a sniper rifle).
Streetkids are all about surviving in the urban jungle, where using concrete cover and being fast on one's feet are how you stay alive (the original game was so focused on FBI statistics that even using street curbs as partial cover was better than nothing, in a gun fight). The occasional bit of car thievery would bring in the cash, so Carjacker also fits, and is even how Streetkid V met Jackie in the first place.
Corpos are used to living under, and being mindful of, constant and invasive surveillance (I'm guessing this is why you also gave them Eye in the Sky), and they also would have to always be working around controls on corporate resources, so would have those 2 intelligence/hacking perks back to back. Glutton was really the only question, but one has to give them something to bring them up to speed with the other backgrounds, and a Corpo's signature ability in the tabletop game is (corporate) Resources, so having increased access to health packs and grenades can fit. Honstly, Corpos were the hardest fit, which is why I had to give them those two intelligence perks. Really, their signature class ability would fit more with them just being able to buy a lot of stuff. If one is using Virtual Altier, they can blow the 100K startup cash at their computer terminal on clothes before the game then takes it back away. VA clothes have no armor bonuses so it's totally superficial but, then again, so are corporates.
BTW..
Nomads and Corpos were classes in the original game (very ironically, with pretty much the same class ability, but just with different names: nomads had Family, while corporates had Resources but they both essentially amounted to being able to get backup and gear on the fly when you needed them, albeit with slightly different selections. The difference in ability name really just basically summed up different mindset: Nomads focus on the family, with the resources being a part of that, while corporations focused on the resources, albeit via the corporate structure), but being a street kid was not a class: you could originally have a street background in the first edition of the game as part of your lifepath, but you then had whatever class after that, so you could easily be a corpo or nomad with a street kid background. A street background just meant you had different skill selections than someone who had a suburban/college skillset. The second edition of the tabketop game, cyberpunk 2020, kind of screwed this up by making every class have its own specific skill selections. This just made everything take WAY longer for character creation, and it didn't actually fit the style over substance nature of the game. The first edition was much more fluid and you just had the skills of your background and the class skills were really just the one class ability, and you could make your character whatever you wanted to, outside of that.
Indeed, coding in Cyberpunk 2077 is a pain compared to other games and languages (at least for me). I was able to identify the name of each perk, but I was not successful in overwritting the perk purchase function yet. I have been working in other projects, so I've left this mod on standby in the meantime.
What you are requesting can be easily done through the steps that I identified in the mod's description though.
I have just released version 2.0 of the mod, which is compatible with Cyberpunk 2.0 and the Phantom Liberty DLC. Send me a private message in case you need assistance in going through the steps.
Yeah... I think they are stopping now touching the game, so maybe it will be more stable to mod and more mods to reinforce the RPG experience will pop-up.
117 comments
Version 1.0 of the mod is not compatible with Cyberpunk 2.0. Please be patient for version 2.0 of the mod to be released.Version 2.0 of the mod has been released! It is compatible with Cyberpunk 2.0 and Phantom Liberty DLC.
I have some debug functions blocked out inside the scripts that say the perk's editor names in console when hovered.
If you still have trouble, let me know and I'll see what I can do
That's definitely a great solution, however I think the work is already done - I just came across this helpful Excel: Categorized All-In-One Command List - isn't this exactly what we need to find the editor name of perks to edit your mod? Please correct me if I'm wrong! If I'm right, this might be helpful for others:
If you wanted to cheat Forcekill Cipher while ingame you'd find in the aforementioned Excel on the Progress sheet that you'd need to write this in CET console :
perkNew = gamedataNewPerkType.Intelligence_Left_Perk_1_2; function buyPerk(perk) P = Game.GetPlayer(); DS = PlayerDevelopmentSystem.GetInstance(P):GetDevelopmentData(P); perkMulti = DS:GetNewPerkMaxLevel(perk); DS:AddDevelopmentPoints(perkMulti, gamedataDevelopmentPointType.Primary) if DS:CanNewPerkBeBought(perk, false, false) then DS:AddDevelopmentPoints(perkMulti, gamedataDevelopmentPointType.Primary) if not DS:IsNewPerkUnlocked(perk) then for i=1,2 do DS:UnlockNewPerk(perk) end end DS:RefreshPerkAreas() for i=1,perkMulti do DS:BuyNewPerk(perk, false) end DS:RefreshPerkAreas() print(" - PERK AQUIRED.") elseif DS:IsNewPerkBought(perk) == perkMulti and DS:IsNewPerkUnlocked(perk) then DS:AddDevelopmentPoints(-perkMulti, gamedataDevelopmentPointType.Primary) print(" - PERK ALREADY MAX LEVEL.") else DS:AddDevelopmentPoints(-perkMulti, gamedataDevelopmentPointType.Primary) print(" - THIS PERK CAN BE UNLOCKED ONLY IF IN-GAME REQUIREMETNS ARE MET. (Attribute Level, Perk Tree Stage)") end end buyPerk(perkNew)
Now the important part here is only the Intelligence_Left_Perk_1_2
So if you want to edit esuriddick's excellent mod and want to add "Forcekill Cypher" (Intelligence) to the Corpo preset you need to add these two bolded parts in his lifepaths_matter.reds file (nevermind the ruined spacing here):
let CorporatePerks = [ "Intelligence_Left_Milestone_1",
"Intelligence_Central_Milestone_1",
"Intelligence_Right_Milestone_1",
"Cool_Central_Milestone_1",
"Cool_Right_Milestone_1",
"Intelligence_Left_Perk_1_2"];
let CorporatePerks = ["EYE IN THE SKY",
"OPTIMIZATION",
"CARHACKER",
"FELINE FOOTWORK",
"KILLER INSTINCT",
"FORCEKILL CIPHER"];
let BananaLifePerks = ["EYE IN THE SKY",
"OPTIMIZATION",
"CARHACKER",
"FELINE FOOTWORK",
"KILLER INSTINCT",
"PAINKILLER",
"GLUTTON FOR WAR",
"GEARHEAD"];
//Banana Life Lifepath
if Equals(this.GetLifePathUI(), gamedataLifePath.BananaLife) {
if p_level < FreePerkMaximumLevel {
if ArrayContains(BananaLifePerks, p_name) {
LogChannel(n"DEBUG", "Perk is unlockable as part of your lifepath.");
return true;
};
};
};
https://pastebin.com/r2ydWT53
Indeed, this is a known bug as it is stated in the description: "It should be noted that I made it so the game would not consider that you invested in these perks (unfortunately, if you reset perks, you still get their perk points)."
At the time, I wasn't able to fix this 😔
But I have a question, does it work with version 2.13 of the game?
The mod is compatible with No Character Creation Attribute Restrictions ?
How can I find out in the game whether the mod works or not?
I have not continued development of version 2.0 as I haven't found the motivation for it. Cyberpunk modding is like a chore to me, and I'm not finding it that enjoyable again after 2.0.
I still have everything ready to continue this into version 2.0 and I was able to define the skills already. I just haven't figured out yet how to avoid spending a point. I'm just lacking motivation to keep pushing on it. Sorry for how long it is taking.
I know it took a while, but you may find a new version of this mod available now, which is compatible with Cyberpunk 2.0 and the Phantom Liberty DLC.
Hope you are still able to enjoy it.
Or maybe it just doesn't work in the current game version
This mod does not add the perks to you automatically. You can go and purchase them in the Perks menu for FREE. I've used and tested the last version of the mod in the latest version of the game.
Still, I explain in the description how you may change it to your own taste :)
My next playthrough will be nomad though, so the power level of the mod already fit my vision on balance out of the box. Thanks!
Your mod is a great idea and I highly applaud it.
I would like to respectfully request, tho, could you please make an alternate version with different perk assignments, so it would be more in keeping with the original tabletop game lore? I suck at coding, so wouldn't be able to reverse engineer it myself. As you already have worked out the structure to apply perks, I was hoping it would be relatively easy for you to just juggle the perks around now that you have that framework.That said, thank you for what you've already provided us!
What I request, is as follows...
Nomads:
---------------
Gearhead
Killer Instinct
Stuntjock
Streetkid:
---------------
Carhacker
Feline Footwork
Slippery
Corpo:
-----------
Eye in the Sky
Forcekill Cypher
Glutton For War
REASONS FOR THESE SELECTIONS:
The original game makes it VERY clear that Nomads are HEAVILY linked to their armed and armored vehicles, so their perks should reflect this (basically the Mad Max option in CP. Ironically, Max was a traffic cop in the first movie, albeit specializing in driving an interceptor, and there actually is a Cop class in the original game, but that's another matter). Gearhead absolutely fits because Nomads are specifically always modifying their vehicles to soup them up. Stuntjock is because Nomads basically live in and around their vehicles, so know how to get in and out of them pretty damn reflexively. It also very much applies to the Nomad startup quest in that it would help them survive that vehicular gunfight after you leave the border inspection. The original tabletop game description also pointed out that every Nomad kid knows how to use a rifle, and they all also know how to use knives, as well, so I would give them Killer Instinct instead of Fury Road, despite the latter actually being named for a Mad Max movie (also: remember that Panam's own signature weapon is a sniper rifle).
Streetkids are all about surviving in the urban jungle, where using concrete cover and being fast on one's feet are how you stay alive (the original game was so focused on FBI statistics that even using street curbs as partial cover was better than nothing, in a gun fight). The occasional bit of car thievery would bring in the cash, so Carjacker also fits, and is even how Streetkid V met Jackie in the first place.
Corpos are used to living under, and being mindful of, constant and invasive surveillance (I'm guessing this is why you also gave them Eye in the Sky), and they also would have to always be working around controls on corporate resources, so would have those 2 intelligence/hacking perks back to back. Glutton was really the only question, but one has to give them something to bring them up to speed with the other backgrounds, and a Corpo's signature ability in the tabletop game is (corporate) Resources, so having increased access to health packs and grenades can fit. Honstly, Corpos were the hardest fit, which is why I had to give them those two intelligence perks. Really, their signature class ability would fit more with them just being able to buy a lot of stuff. If one is using Virtual Altier, they can blow the 100K startup cash at their computer terminal on clothes before the game then takes it back away. VA clothes have no armor bonuses so it's totally superficial but, then again, so are corporates.
BTW..
Nomads and Corpos were classes in the original game (very ironically, with pretty much the same class ability, but just with different names: nomads had Family, while corporates had Resources but they both essentially amounted to being able to get backup and gear on the fly when you needed them, albeit with slightly different selections. The difference in ability name really just basically summed up different mindset: Nomads focus on the family, with the resources being a part of that, while corporations focused on the resources, albeit via the corporate structure), but being a street kid was not a class: you could originally have a street background in the first edition of the game as part of your lifepath, but you then had whatever class after that, so you could easily be a corpo or nomad with a street kid background. A street background just meant you had different skill selections than someone who had a suburban/college skillset. The second edition of the tabketop game, cyberpunk 2020, kind of screwed this up by making every class have its own specific skill selections. This just made everything take WAY longer for character creation, and it didn't actually fit the style over substance nature of the game. The first edition was much more fluid and you just had the skills of your background and the class skills were really just the one class ability, and you could make your character whatever you wanted to, outside of that.
Indeed, coding in Cyberpunk 2077 is a pain compared to other games and languages (at least for me). I was able to identify the name of each perk, but I was not successful in overwritting the perk purchase function yet. I have been working in other projects, so I've left this mod on standby in the meantime.
What you are requesting can be easily done through the steps that I identified in the mod's description though.
I'll take a look at it again
I have just released version 2.0 of the mod, which is compatible with Cyberpunk 2.0 and the Phantom Liberty DLC. Send me a private message in case you need assistance in going through the steps.
Regards,
esuriddick