> I get corrupted script files error, invalid input error or the mod does not work 1. A few things you must check before any troubleshoting: 1.1. Make sure that you have red4ext 1.17.0 and redscript 0.5.16 at least, this is critical 1.2. Make sure you have Input Loader installed 1.3. Make sure that new logs are being created in Cyberpunk 2077\r6\logs each time when you run the game 1.4. If you have red4ext, redscript and cybercmd installed then remove cybercmd. You must have red4ext or cybercmd, not both at the same time. 1.5. Check that your Cyberpunk 2077\r6\cache\modded folder is empty, if you don't have that folder - create it (and leave empty) 1.6. Validate your game files integrity 1.7. Run your game from Cyberpunk2077.exe directly, with no launchers, mod managers or redmod involved. It is recommended to enable redmod only when you get to the point where your redscript mods work with no issues. 2. Then first and most important rule - read the logs. 2.1. Check your Cyberpunk 2077\red4ext\logs\red4ext.log file to make sure that you don't have outdated red4ext plugins, if you see any warning started with "Could not load plugin" it means that related mod is outdated so remove/update it. 2.2. Check your Cyberpunk 2077\r6\logs\redscript_rCURRENT.log file, lines starting with ERROR usually can highlight the broken mod. If you see "Symbol with this name is already defined" error it means that you have either broken base scripts files (validating the game files integrity should fix that) or some mod installed twice (so browse through your log and check if you have installed some other copies of that file which throws an error to the log). 3. If you are using Vortex then make sure that you have REDMod Autoconversion feature disabled before installing any mods. 4. Try to delete everything inside Cyberpunk 2077\r6\cache\modded folder if you have it and verify your game files integrity one more time 5. If you have any issues running redscript based mods then also check your game installation path, if it contains any non-english characters your mods might not work properly.
I installed the mod but hotkeys do not work or I see Invalid Input promt > Your Input Loader and/or red4ext might be installed incorrectly. Check Cyberpunk 2077\red4ext\logs\red4ext.log to make sure that Input Loader has been loaded. Also it might be enough just to close the game and launch it again to force Input Loader use newly generated keybinds (you have to do that once).
Sometimes my weapons become deleveled and lost it stats and quality! > That's might be caused by Vehicle Combat mod
Why I can't choose weapon damage type? > It was removed from the game by the patch 2.0 to this mod does not support it anymore as well
Incompatible mods - ammo Auto Limit ON - Scrap your items to obtain crafting recipes
How to change the hotkeys: - go to Cyberpunk 2077\r6\input folder - open EnhancedCraft.xml with any text editor - find and replace IK_Z / IK_C / IK_Pad_Y_TRIANGLE / IK_Pad_A_CROSS with any other hotkey codes
It's not working. Variants show up, but when I try to craft a specific variant, it just reverts back to the default appearance the moment I press the button to craft it.
Great mod, love that I can create my own version of guns. I'm bummed though that we lost the ability with 2.0 to create unique effects for these guns, it's visual only. Tried to pair this mod with https://www.nexusmods.com/cyberpunk2077/mods/1714?tab=description but even though the mods are in my inventory, they don't show up in the mod list when I'm trying to apply a mod to a crafted weapon made with Enhanced Craft. Any chance these custom mods can be integrated in the crafting menu in future versions, so we can truly craft unique iconics?
Not sure if this bug is from this mod or not. However when I create a new katana with the electrical damage / effect, when I enter photomode it duplicates the effect from the sword and remains floating in the air.
Not sure whats going on - maybe a conflict with another mod, because when I craft a weapon with this mod enabled for some reason I cannot upgrade it anymore. Example I craft a purple weapon, then switch to the upgrade screen, I have other higher tier (gold) and lower tier (green / blue) which appear as upgradable but not the weapon I just crafted. Weird...
Ok, So I think what's happening is the mod is only allowing me to upgrade Iconic weapons that I've crafted. Can anyone else confirm? It won't allow me to upgrade standard weapons of any tier.
This mod does not affect what you can or can't upgrade as I said, no plans to change that and iconics are not touched as well, what you mentioned are probably patch 2.0. changes.
That was just a guess, if the game allows to upgrade iconics only then I was wrong here and regular weapons are not upgradable.
Ok so I worked it out. I lost tracked of when with the game you could upgrade crafted weapons, or couldnt, or when they changed it so you can or you couldnt. That plus there was another mod would which I had previously - and thought I still had but I didnt have until now (again) which was Upgrade Weapons Unlocked. Plus Its getting a little rediculous (LoL) managing almost 400 mods (mostly clothing).
Anyways using the above mentioned mod to upgrade weapons allows to do exactly as it says - including crafted weapons. I apologise for thinking there was something up with this mod not doing what I thought it should have.
not sure if thiss belongs in bugs or not but i use another mod that lets any attachment go on any weapon but it seems weapons crafted with this mod break those mods ability to do that. tested on a picked up ha4 grit and a crafted one and the crafted one wont allow suppressors or any muzzle/scope attachment
gonna test if tweakxl update is the culprit because another tweakxl dependent mod is broken aswell
i reverted to the previous version of enhanced craft and the unlocked attachments mod works again with yours, not sure what the conflict might be tho, the mod im using is here if you wanna look into it https://www.nexusmods.com/cyberpunk2077/mods/9358
Logic there based on weapon ids and visual tags, ECraft migrated to appearance names so you won't be able to use both until Unlocked Attachments author add support for that
ahh well thats unfortunate, i love how your new version makes the blueprint selection way less cluttered and each appearance is guaranteed awesome update none the less
For a long time now I have had a bug that causes weapons (at least it appeared to me on pistols) to reload in slow motion. I read on a Reddit forum a user who claims that the cause of the bug is this mod. Since I have not found any solution to date, I have considered the possibility that the user has encountered the problem. I have not been able to test if there is any improvement by deactivating the mod, although these days I will test if it is true or not and comment on the result. Has anyone else suffered this bug and/or been able to check if this mod is the cause of the bug? Still, this mod is one of my favorites and I appreciate the great effort you modders make to improve our favorite games.
To me it sounds like the High Noon perk in the Cool tree that increases reload speed after killing an enemy with a headshot/weakspot (only if using pistol/precision/sniper). It slows time by 50% during reload when the conditions are met and Deadeye is active (it's in the Deadeye side of the perk tree).
I've started to work on the mod refactoring a while back adding the new way how variations items are being generated so maybe that will fix stats related issues as well
You can try with 4.0 update, generated weapon variant records now fully depend on base item record so if the issue is still there I'd say it's a vanilla game bug.
In the old version, my attempt to craft a gold-skinned Lexington (also my favorite gun in 2077) didn't actually produce the gold-skinned version. In this newest version, it does! I'm very happy. Great update to a great mod.
Hello! Quick question hopefully, but is it possible to craft La Chingona Dorada using version 4.0.0? It doesn't appear in the crafting menu in game and I can't find an entry for it in the WeaponsIconics yaml file.
Got only the dependencies for this mod installed and updated so hopefully it isn't that.
1105 comments
> I get corrupted script files error, invalid input error or the mod does not work
1. A few things you must check before any troubleshoting:
1.1. Make sure that you have red4ext 1.17.0 and redscript 0.5.16 at least, this is critical
1.2. Make sure you have Input Loader installed
1.3. Make sure that new logs are being created in Cyberpunk 2077\r6\logs each time when you run the game
1.4. If you have red4ext, redscript and cybercmd installed then remove cybercmd. You must have red4ext or cybercmd, not both at the same time.
1.5. Check that your Cyberpunk 2077\r6\cache\modded folder is empty, if you don't have that folder - create it (and leave empty)
1.6. Validate your game files integrity
1.7. Run your game from Cyberpunk2077.exe directly, with no launchers, mod managers or redmod involved. It is recommended to enable redmod only when you get to the point where your redscript mods work with no issues.
2. Then first and most important rule - read the logs.
2.1. Check your Cyberpunk 2077\red4ext\logs\red4ext.log file to make sure that you don't have outdated red4ext plugins, if you see any warning started with "Could not load plugin" it means that related mod is outdated so remove/update it.
2.2. Check your Cyberpunk 2077\r6\logs\redscript_rCURRENT.log file, lines starting with ERROR usually can highlight the broken mod. If you see "Symbol with this name is already defined" error it means that you have either broken base scripts files (validating the game files integrity should fix that) or some mod installed twice (so browse through your log and check if you have installed some other copies of that file which throws an error to the log).
3. If you are using Vortex then make sure that you have REDMod Autoconversion feature disabled before installing any mods.
4. Try to delete everything inside Cyberpunk 2077\r6\cache\modded folder if you have it and verify your game files integrity one more time
5. If you have any issues running redscript based mods then also check your game installation path, if it contains any non-english characters your mods might not work properly.
To get help with other issues join #mod-troubleshooting channel in Cyberpunk 2077 Modding Discord
I installed the mod but hotkeys do not work or I see Invalid Input promt
> Your Input Loader and/or red4ext might be installed incorrectly. Check Cyberpunk 2077\red4ext\logs\red4ext.log to make sure that Input Loader has been loaded. Also it might be enough just to close the game and launch it again to force Input Loader use newly generated keybinds (you have to do that once).
Sometimes my weapons become deleveled and lost it stats and quality!
> That's might be caused by Vehicle Combat mod
Why I can't choose weapon damage type?
> It was removed from the game by the patch 2.0 to this mod does not support it anymore as well
Incompatible mods
- ammo Auto Limit ON
- Scrap your items to obtain crafting recipes
- go to Cyberpunk 2077\r6\input folder
- open EnhancedCraft.xml with any text editor
- find and replace IK_Z / IK_C / IK_Pad_Y_TRIANGLE / IK_Pad_A_CROSS with any other hotkey codes
Hotkeys reference list is available here
+ русскоязычный дискорд
Any chance these custom mods can be integrated in the crafting menu in future versions, so we can truly craft unique iconics?
Perhaps those are looted, not crafted.
That was just a guess, if the game allows to upgrade iconics only then I was wrong here and regular weapons are not upgradable.
Anyways using the above mentioned mod to upgrade weapons allows to do exactly as it says - including crafted weapons. I apologise for thinking there was something up with this mod not doing what I thought it should have.
gonna test if tweakxl update is the culprit because another tweakxl dependent mod is broken aswell
Thanks and keep up the good work :).
Got only the dependencies for this mod installed and updated so hopefully it isn't that.