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dillingspam

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73 comments

  1. emidrz
    emidrz
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    seems like this mod is no longer supported and compatibel atleast verison 2.0 and beyond
  2. XKN
    XKN
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    • 2 kudos
    This worked for me on 2.0
    there is no guide for use this mod here so:
    - Install the mod usin Vortex
    - On Votrex right click on MOD and select "Open in File Manager"
    - Open folders  "plugins\cyber_engine_tweaks\mods\LauncherRebalance" until find "init.lua" file
    - Edit "init.lua" usin notepad
    - Delete all and paste it for incrise damage of rocket launcher or change all damage valule for 300:
    i dunno edit another values sry :(

    registerForEvent("onInit", function() 
    --100 is about x7 normal damage
    -- Normal Attack, Damage Related to LevelItems.ChemicalDamageRound_inline1.applicationChance
    TweakDB:SetFlat("Attacks.MissileProjectile_inline1.value", 300.0) -- standard explsoive round default value -7.0
    TweakDB:SetFlat("Attacks.EMPProjectile_inline1.value", 300.0) -- EMP round default value -10.0
    TweakDB:SetFlat("Attacks.ThermalProjectile_inline1.value", 300.0) -- Thermal round default value -10.0
    TweakDB:SetFlat("Attacks.ChemicalProjectile_inline1.value", 300.0) -- Chemical round default value -10.0
    --100 is about x7 normal damage
    -- Charged Attack, Damage Related to Level
    TweakDB:SetFlat("Attacks.MissileProjectileCharged_inline1.value", 300.0) -- standard explsoive round default value 3.0
    TweakDB:SetFlat("Attacks.EMPProjectileCharged_inline1.value", 300.0) -- EMP round round default value -4.0
    TweakDB:SetFlat("Attacks.ThermalProjectileCharged_inline1.value", 300.0) -- Thermal round default value -5.0
    TweakDB:SetFlat("Attacks.Attacks.ChemicalProjectileCharged_inline1.value", 300.0) -- Chemical round default value -4.0
    -- 100 is about x3 normal damage
    -- Normal Attack, Damage Related to Technical Ability
    TweakDB:SetFlat("Attacks.MissileProjectile_inline2.value", 300.0) -- standard explsoive round default value 1.0
    TweakDB:SetFlat("Attacks.EMPProjectile_inline2.value", 300.0) -- EMP round default value 1.0
    TweakDB:SetFlat("Attacks.ThermalProjectile_inline2.value", 300.0) -- Thermal round default value 1.0
    TweakDB:SetFlat("Attacks.ChemicalProjectile_inline2.value", 300.0) -- Chemical round default value 1.0
    -- 100 is about x3 normal damage
    -- Charged Attack, Damage Related to Technical Ability
    TweakDB:SetFlat("Attacks.MissileProjectileCharged_inline2.value", 300.0) -- standard explsoive round default value 3.0
    TweakDB:SetFlat("Attacks.EMPProjectileCharged_inline2.value", 300.0) -- EMP round round default value 1.0
    TweakDB:SetFlat("Attacks.ThermalProjectileCharged_inline2.value", 300.0) -- Thermal round default value 1.0
    TweakDB:SetFlat("Attacks.ChemicalProjectileCharged_inline2.value", 300.0) -- Chemical round default value 1.0
    -- 1.0 is 100 percent chance
    -- Normal Attack, Chance to apply effect
    TweakDB:SetFlat("Items.ChemicalDamageRound_inline1.applicationChance", 1.0) -- chemical round poison default value 0.2
    TweakDB:SetFlat("Items.ChemicalDamageRound_inline1.applicationChance", 1.0) -- thermal round burning default value 0.2
    -- 1.0 is 100 percent chance
    -- Charged Attack, Chance to apply effect
    TweakDB:SetFlat("Items.ThermalDamageRound_inline1.applicationChance", 1.0) -- chemical round poison default value 0.5
    TweakDB:SetFlat("Items.ThermalDamageRound_inline4.applicationChance", 1.0) -- thermal round burning default value 0.5
    -- Set Smart Targeting range
    TweakDB:SetFlat("Items.ProjectileLauncherTargetingStats_inline0.value", 100.0)
    local EnableTranquilizerMod = true -- set to false to disable custom tranquilizer duration
    local DurationValue = 15.0 -- set to number of seconds for tranquilizer effect
    if(EnableTranquilizerMod == true)
    then
    TweakDB:CloneRecord("BaseStats.CustomDuration", "BaseStatusEffect.Stun_inline2")
    TweakDB:CloneRecord("BaseStats.CustomDuration_inline0", "BaseStatusEffect.Stun_inline3")
    TweakDB:SetFlat("BaseStats.CustomDuration_inline0.value", DurationValue)
    local statModifiers = TweakDB:GetFlat("BaseStats.CustomDuration.statModifiers")
    statModifiers[1] = "BaseStats.CustomDuration_inline0"
    TweakDB:SetFlat("BaseStats.CustomDuration.statModifiers", statModifiers)
    TweakDB:CloneRecord("BaseStatusEffect.TranquilizerModified", "BaseStatusEffect.DefeatedWithRecover")
    TweakDB:SetFlat("BaseStatusEffect.TranquilizerModified.duration", "BaseStats.CustomDuration")
    TweakDB:SetFlat("Attacks.TranquilizerProjectile_inline2.statusEffect", "BaseStatusEffect.TranquilizerModified")
    local immunityStats = TweakDB:GetFlat("BaseStatusEffect.TranquilizerUnconscious.immunityStats")
    TweakDB:SetFlat("BaseStatusEffect.TranquilizerModified.immunityStats", immunityStats)
    local packages = TweakDB:GetFlat("BaseStatusEffect.TranquilizerUnconscious.packages")
    TweakDB:SetFlat("BaseStatusEffect.TranquilizerModified.packages", packages)
    end
    end)
  3. TheDudeAbides157
    TheDudeAbides157
    • member
    • 3 kudos
    Am I insane or is there a problem with the code here?


    -- 1.0 is 100 percent chance
    -- Normal Attack, Chance to apply effect
    TweakDB:SetFlat("Items.ChemicalDamageRound_inline1.applicationChance", 1.0) -- chemical round poison default value 0.2
    TweakDB:SetFlat("Items.ChemicalDamageRound_inline1.applicationChance", 1.0) -- thermal round burning default value 0.2

    -- 1.0 is 100 percent chance
    -- Charged Attack, Chance to apply effect
    TweakDB:SetFlat("Items.ThermalDamageRound_inline1.applicationChance", 1.0) -- chemical round poison default value 0.5
    TweakDB:SetFlat("Items.ThermalDamageRound_inline4.applicationChance", 1.0) -- thermal round burning default value 0.5

    Why does normal attack have two identical lines of the chemical round commented on as one chemical and one thermal? And similarly why does the charged attack have two different lines for thermal rounds when one is commented on as chemical?

    My assumption is that inline1 means normal attack and inline4 means charged. If that's the case shouldn't the code be:

    -- 1.0 is 100 percent chance
    -- Normal Attack, Chance to apply effect
    TweakDB:SetFlat("Items.ChemicalDamageRound_inline1.applicationChance", 1.0) -- chemical round poison default value 0.2
    TweakDB:SetFlat("Items.ThermalDamageRound_inline1.applicationChance", 1.0) -- thermal round burning default value 0.2

    -- 1.0 is 100 percent chance
    -- Charged Attack, Chance to apply effect
    TweakDB:SetFlat("Items.ChemicalDamageRound_inline4.applicationChance", 1.0) -- chemical round poison default value 0.5
    TweakDB:SetFlat("Items.ThermalDamageRound_inline4.applicationChance", 1.0) -- thermal round burning default value 0.5
  4. DarkWolfX174
    DarkWolfX174
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    Doesn't work as of 1.62

    It was CET not this, my bad.
  5. Desponark
    Desponark
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    Anybody knows the formula that is used to calculate the actual damage?
    In the following bit of code there is -10 set for the damage. Does that mean that the thermal and chemical projectile deal 10 less damage per level?
    In that case I would assume there is a base damage value somewhere because dmg in the negatives doesn't make sense?
    Or are the dmg values not directly indicative of the resulting dmg ?
    -- Normal Attack, Damage Related to Level
    TweakDB:SetFlat("Attacks.MissileProjectile_inline1.value", 3.0) -- standard explsoive round default value -7.0
    TweakDB:SetFlat("Attacks.EMPProjectile_inline1.value", 1.0) -- EMP round default value -10.0
    TweakDB:SetFlat("Attacks.ThermalProjectile_inline1.value", -10.0) -- Thermal round default value -10.0
    TweakDB:SetFlat("Attacks.ChemicalProjectile_inline1.value", -10.0) -- Chemical round default value -10.0
  6. riviera13
    riviera13
    • member
    • 4 kudos
    Hey everyone I created a new mod that combines this one and my other mod cyberware AoE rework and even adds a menu to let you adjust to your liking. 

    I suggest you download the new Projectile Launcher Rework mod here: https://www.nexusmods.com/cyberpunk2077/mods/6925/

    and both my old mod and this one.

    Thank you to the original creator for inspiring me to create a mod that I think both of us honestly wanted.
  7. NuclearPulse
    NuclearPulse
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    • 3 kudos
    With this mod launcher finally began to be useful now )
    And double usefulness with AoE Rework )
    Thx a lot )
  8. riviera13
    riviera13
    • member
    • 4 kudos
    Hey everyone I figured out how to change the radius of the launcher and have created my own mod to do it download it here: 

    https://www.nexusmods.com/cyberpunk2077/mods/6910/
  9. RumblestrutPig
    RumblestrutPig
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    PLEASE update with an explosive radius buff...
  10. dillingspam
    dillingspam
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    • 6 kudos
    Is anyone having problems with this since updating to 1.6? I haven't played in a while but unless those variables have changed it should still work.
    1. Sku11M0nkey
      Sku11M0nkey
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      I think this could use an update for 1.61... I'm not noticing any difference with the mod installed.  Also in previous posts you had mentioned updating the mod to include explosion radius... Any further news on that?
    2. DDjusD
      DDjusD
      • supporter
      • 3 kudos
      Same problem as Sku11M0nkey. It was working in 1.6 but doesn't seem to be working in 1.61.  It could be a mod conflict, but I'm using the same mods in 1.61 as I was in 1.6.
    3. Oblivion6871
      Oblivion6871
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      Has anyone figured out how to get this mod working for 1.61 yet? I desperately want the launcher to actually be useful.
    4. sheogorath2
      sheogorath2
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      • 1 kudos
      1.6.1 and tested an encounter with and without the Mod using settings sugested by rudytex a few comments down with some slight personal changes, works fine and ups the damage considerably.
    5. Oblivion6871
      Oblivion6871
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      CET shows a failure to load only this mod with default, those settings you mentioned, and personally tweaked settings.
    6. pepepizza
      pepepizza
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      Installed the mod but it is not working unfortunately, probably due to update 1.61