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)
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
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
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?
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.
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.
73 comments
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)
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:
Doesn't work as of 1.62
It was CET not this, my bad.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
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.
And double usefulness with AoE Rework )
Thx a lot )
https://www.nexusmods.com/cyberpunk2077/mods/6910/