Cyberpunk 2077
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RMK

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rmk1234

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  1. rmk1234
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    Patch 2.11 status: Updated.

    F.A.Q.

    Q: The mod doesn't work - I see red lines in the CET console:

    A: Check your redscript log (r6/logs/redscript_rCURRENT.log) to make sure the mod is actually loading, redscript is compiling, etc. Update redscript to latest version. Make sure either red4ext or cybercmd (just one though) is installed to get redscript to work.

    Q: My texture mod is not working correctly when this mod is installed:

    A: Some mods that use -KS- UV Texture Framework can be broken by other mods with archives in them since patch 2.0. I had a report of -KS- ARASAKA cyberware for Unique V having wrong textures when the archive file from this mod is installed. I confirmed this happens, and apparently there are a number of mods that can break the texture framework. It's an issue that needs to be resolved there, not with this mod. This mod's archive just has some localization files for the new status effect. It's not a direct conflict and there is nothing wrong with how this mod is implemented. It's safe to just delete that archive file if it's interfering with your texture mod.
  2. m978841
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    I am sure that all the prefixes have been updated, but the red font in the CET console indicates that the distance parameter cannot be found……

    Function ShouldSilencedGunshotsBeStealthy; in class TargetTrackingExtension does not exist
    Function ShouldThrownKnivesBeStealthy; in class TargetTrackingExtension does not exist
    Function SilencedGunshotMinDistance; in class TargetTrackingExtension does not exist
    Function ThrownKnifeMinDistance; in class TargetTrackingExtension does not exist
    Function AutoDetectionHitCount; in class TargetTrackingExtension does not exist
    Function BaseDetectionChance; in class TargetTrackingExtension does not exist
    Function PerHitDetectionChance; in class TargetTrackingExtension does not exist
    Function SecondsToDetection; in class TargetTrackingExtension does not exist
    Function SoundStimulusRadius; in class TargetTrackingExtension does not exist
    Function ClosestEnemySearch; in class TargetTrackingExtension does not exist

    Looking at the parameters, it seems that there is a problem with this MOD
    Do you know what's going on?
    1. rmk1234
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      redscript part of this mod is missing, or redscript is not running or working in general. rescript log: Cyberpunk 2077/r6/logs/redscript_rCURRENT.log
    2. m978841
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      [INFO - Wed, 17 Apr 2024 15:07:26 +0800] Compiling files in F:\Program Files\Steam\steamapps\common\Cyberpunk 2077\r6\scripts:
      alwaysFirstEquip.reds
      appearanceChangeUnlocker\mirrorUnlocker.reds
      ArchiveXL\ArchiveXL.reds
      Codeware\Codeware.Global.reds
      Codeware\Codeware.Localization.reds
      .....
      ShadowrunnerRework.reds
      SilentSilencersAndKnives.reds    ←
      stashFilters.reds

      This is the record in the log, can we confirm that the mod has taken effect?
      redscript is compiling,
      I can understand that MOD is working, and the red color displayed in CET is only a prompt, not an actual error, which can be ignored?
    3. rmk1234
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      No, it can't be ignored. It means that your compiled redscript (final.redscripts file in r6/cache or r6/cache/modded) is not being loaded by the game. The log shows that redscript is compiling, but the red text in CET means the game is not loading the compiled redscript. This is probably some REDmod issue, where it is causing the wrong final.redscripts to be used.

      Do you have red4ext installed? Make sure you do, and that you DON'T have cybercmd installed. Delete everything in r6/cache, and then verify game files in your game store. That will restore the original game files and then hopefully everything works after that.
    4. m978841
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      red4ext + cybercmd
      Can't we install it simultaneously? Many MODs require both to be installed with 0.0
      I uninstalled cybercmd as you said, and deleted all files in r6/cache to verify the game again. I hope this works
    5. rmk1234
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      No, some mods may have outdated information saying that cybercmd is required, but it isn't. It was required to fix a game issue when REDmod came out that caused issues with how redscript works. Now red4ext contains those fixes. You should not have cybercmd installed.
    6. m978841
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      I found the reason for the red font. The first Simplified Chinese translation in your mod introduction was the culprit.
      Yesterday, I couldn't find the reason. I uninstalled and reinstalled all the mods, then downloaded and overwritten the Simplified Chinese translation of version 1.62, and the red font disappeared.
      The MOD you made is excellent, and thank you very much for your patient answers in the past two days!
    7. rmk1234
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      Glad you got it working!
  3. LisbethSAO
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    Is this still working fine with Patch 2.12/2.12a?  (  * 3*)
    1. rmk1234
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      Yes.
    2. LisbethSAO
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      Woohoo! Thanks for the reply!  \o/

      EDIT:
      Whoa, this mod is crazy fun for stealth builds! Hella preem work on this, rmk1234!
      THANK YOU for this, my choomba! Endorsed!  ♥
  4. mastaflykilla
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    This doesn't seem to work for the Ashura Sniper rifle. Works great with everything else I've tried
    1. rmk1234
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      Ashura can't be silenced in the base game, so if you have a silenced ashura it would be something from a mod. I know the one in Stealthrunner works with this mod since that is also my mod and I've tested it. What mod are you using for a silent ashura?
    2. mastaflykilla
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      I'm not using any other mods for the ashura, I assumed it had a built in supressor
    3. rmk1234
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      Ah yeah, it doesn't.
  5. Naomy1701
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    i post it here since not sure if the bug is from the mod or maybe some other mod conflicting, but:

    as soon as i had it installed (manually) my Tech weapons (basegame and modded ones, all of them, like Lizzy, Rasetzu, Breaktru, Noxious etc) stoped charging shots (they just went into a weird slower fire rate single shot style and the PoV was slightly elevated while the guns kicked with recoil). the mod was the only one i installed before this happened, and ofc wanted to confirm it before i start to aggrivate ppl with wrong infos, so i went ahead and removed it, and now my weapons charge again...

    sorry i understand to little of how the mods work to be able to draw any conclusion other than with mod bugged, without all works fine -.-

    let me know if i can help anyhow to figure it out, if u need any logs i can get them, and i can ofc reinstall the mod to do so, no biggie if it helps 
    1. rmk1234
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      It's not from this mod. Something else you have going on and maybe by coincidence it happened when you loaded the game up with this mod installed. There's no way this mod could do that. Also very unlikely to be due to a conflict with this and another mod.
    2. Naomy1701
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      well i tryed restart the game 3 times with thi mod, and the bug persisted, and now fired it up 3 times without and all tech weapons work... so yeah no idea, but if u dont think its from this mod then nvm ^^
  6. Ratiqu
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    Small feature request - I'm enjoying a throwing knives playthrough without hacking and often hit a camera to destroy it. Which doesn't start combat, but still alerts enemies to start looking for you. It'd be really cool if that didn't happen anymore, but I'm sure it's not a simple code/fix.
    1. XenoGangrel
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      Unfortunately thats a bit of realism and I think more hard coded into stealth, as people watching those cameras will notice when one suddenly dies.
    2. kamikad3e123
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      +
  7. starfis
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    Hi, can I ask what numbers you personally use for the options in the Auto/Timed/Random Detection? The name maybe answers my question, but does it work only for the knives, or are hatchets also counted among the silent weapons? Also I guess the Sound stimuli from the settings file are WIP?
    1. rmk1234
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      • I don't use those settings personally, the default settings are what I use.
      • Are hatchets silent normally? Like if you one-shot someone? If so then the mod probably works for them. I never use them. Wouldn't take you long to test this.
      • Sound stimuli stuff used to be in the mod but was removed because of something that changed in patch 2.0. There is also some WIP sound stimulus stuff in there that was never enabled in the mod (directing NPCs to move towards a random location within a radius of the player, with the radius shrinking on subsequent attacks... but NPCs would teleport, so it couldn't be used).
    2. starfis
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      Ok, I also never use hatchets, I was only curious if I should mention them in my translation since they weren't really a thing when this mod was originally released even less throwable ones. Will try to axe somebody later, thank you for the answers.
  8. mangaas
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    Does this work with or conflict with Hardcore 22
     ???
    1. rmk1234
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      There's no reason it should conflict
       !!!
    2. mangaas
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      So far its working fine, I was just afraid it might reset some settings the other mod does, from testing the dmg and everything else is all working together.
  9. KingTyler77
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    How do I get to the mod menu under settings? I don't see it listed.
    1. rmk1234
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      It comes from Native Settings UI, make sure that is installed. Then you will see a menu called MODS in the main menu.
  10. hamidah
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    too bad it need so many other mods.... but the mod its great
    1. rmk1234
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      That set of required mods is just standard for gameplay modding. There are only 8 in total that power all of my mods. There are only ~10 mods that might be needed as requirements for hundreds of gameplay mods in existence. A few more if you use appearance mods. It's just how it is. Easier to have these tools separated.
  11. the1yunico
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    This mod works great! I definitely recommend it for any play through but I am posting to see if there is away to block the changes this mod makes to a weapon added by another mod?

    The mod added weapon I am asking about is the Mjolnir mod. It is a one handed club but also functions as a throwing weapon. I know that I can just turn off the setting that Throwing knives do not trigger combat while using that weapon but I wanted to see if there was another option.
    1. rmk1234
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      Sounds like I should add some kind of check that the thrown weapon is a knife or something. That might already be there, I don't know how that hammer is implemented. But probably something I should try to handle.
    2. the1yunico
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      I didn't expect such a quick reply.
      According the yaml record, the base for the weapon is a Tomahawk not a knife, but the item type is a one handled blunt weapon to make use of the perks in the Body tree.

      I apologize if this is a bad questions since I am not experienced with editing or creating mods for Cyberpunk, but could a check be added using the item name for the weapon from the yaml file into your mod so that it ignores that weapon?

      Edit: After looking at the files in your mod, it looks like the check needs to be added to the script. I am complete novice when it comes to scripting (I have only edited very basic scripts). I suppose I will turn off Throwing knives being silent in the mod settings to get the two mods to work better together.

      Thanks again for the quick reply and I look forward to using your Stealthrunner mod again after it is updated for Phantom Liberty. It definitely deserves a lot more recognition.