Edit: Got it all figured out, and it's functional! Thanks for your contribution! Break Hold is a must for me, adds some much-needed brakes onto the otherwise very powerful stealth playstyle.
Hello, i noticed that with the mod activated, instead of dropping a tier1 weapon from an enemy, the icon of the item dropped is green like tier 2 and the item is tier 3 (clearing Nesh camp with Panam in the main story, 15 or 16 lv and reputation). Can this be related to the enemies being Cyber Enemies and so carrying better equip?
It has a very weird bug, it messes with weapon reloads, I haven't noticed before because I was using a pure net runner build, but now I have a guns and sandi build and it was nearly unplayable. Had to uninstall.
JUST STAY AWAY FROM THIS MOD!!! KNOW BUG OF SLOWMO RELOAD HAS RUINED MY CURRENT GAMEPLAY AND EVEN AFTER DELETING THE MOD THE BUG REMAINS. YOU WILL ENCOUNTER THE BUG AT WORST TIME POSSIBLE
I had the same bug, but the mod was Enhanced Craft. I told the autor of the mod and he updated it and now it works correctly and the bug is dissapeared. If you have installed Enhanced Craft, update the mod and the problem will fix it.
Thanks for the update. I started a new play through just days after this post. If I recollect correctly I was not using Enhanced craft in that play through
With most features broken (thank to XxJepxX's edit, some still working) but mostly those are health/resistance increase, which can be replace by Damage Scaling and Balance (Formerly Level Scaling) tweak. Unique features this mod offer IMO are the re-distribution of high tier enemies across Night City (which sadly don't apply to Dogtown) and adding cyberpsycho's stats to minibosses.
I found this mod that gives ennemies more abilities and increase difficulty. There is also damage and health values settings : https://www.nexusmods.com/cyberpunk2077/mods/8467
Yeah, after more testing, this mod gave me a lot of problems: stutters, artifacting while walking, extra slow reload speeds.
I'd advise against trying to use any mod by Scissors. They abandoned the modding scene a long time ago, so there's no chance of any updates or safeguards.
I hope they fix this. All I wanted was to remove enemies from the radar. And maybe even make them react faster and shoot more often. The rest I don't even know if I want or not.
I've removed all of the functions and the Native setting of these options "no shooting delay", "aggro on silenced gunshot", "Implement Break Hold", "Immersive Movement", "Immersive Damage Effects", "Disable Recoil Recovery" inside of Main.lua and Native Settings Integration.lua because I don't want them and got no bugs so far
SLOW RELOAD FIX (probably): Im pretty sure the tweak that makes the reload slow af is Disable Recoil Recovery: Pretty sure its Disable Recoil Recovery inside main.lua so i edited it, turned it to a comment so it doesn't work anymore by adding "-- [[ " to the front and "]]" to the end: --[[ if Disable_Recoil_Recovery then
TweakDB:SetFlat("Items.Base_Weapon_inline11.modifierType", "Additive") TweakDB:SetFlat("Items.Base_Weapon_inline11.statType", "BaseStats.ReloadTimeBase") end ]]
I also edited the Native Settings Integration.lua to remove the toggle in the "Mods" option: --[[ nativeSettings.addSwitch("/SDO/Options", Disable_Recoil_Recovery_String, Disable_Recoil_Recovery_Description, curSettings.Disable_Recoil_Recovery, defaultSettings.Disable_Recoil_Recovery, function(state) curSettings.Disable_Recoil_Recovery = state config.saveFile("Data/config.json", curSettings) end) ]] Guanteed options working and tested by playing after my personal edits to the mod: Powerful Minibosses, Cyber Enemies and Disable Enemies on Minimap
Not sure if working: Harder final Boss fight (will probably work)
I removed the other settings entirely because I'm not sure if one or more of these options ("no shooting delay", "aggro on silenced gunshot", "Implement Break Hold", "Immersive Movement", "Immersive Damage Effects") causes other bugs like you guys said, but I'm almost sure that Disable Recoil Recovery is the cause that slow reload bug
My Native settings after removing the things I personally don't like and so far no bugs seen:
I'm sorry that I didn't ask for permission to modify the codes, I just want to help my fellow modders :D Mod is great for me even only having these 4 Increase Difficulty options Game version: 2.01
That sounds good, could you maybe copy the contents of your main.lua and Native.lua into pastebin and post here/message me? And do you know if Cyber Enemies just adds extra enemies, or does it replace some? Wondering if it will break any of the new enemies/enemy abilities introduced in 2.0.
You can find the files to edit inside SDO - Scissors Difficulty Options folder then Modules folder Copy paste and replace these to yourMain.lua and to your Native Setting Integration.lua: Pastebin of Main.lua Pastebin of Native Settings Integration.lua
Have fun! Please do tell me if there's bugs I've missed
Lets talk about Cyber Enemies: Cyber Enemies doesn't add more enemies but it modifies them and i'm not sure about the new abilities because idk about the new abilities introduced to 2.0 if it got removed or not but what I know for sure is animal gang enemies with skull can use sandevistan and does that hammer attack to the ground Important Info: You need to Restart the Game to Apply the settings you've set in Cyber Enemies - I've Looked at the TweakDB editor and It only updates when you Restart your game. If you toggle ON the Cyber Enemies option and not restart Nothing will happen but If you toggle ON then restart your game it'll make your enemies more difficult as the mod intended to do Here's some Pics: Tier 3 Enemies Stats and Modifier not changed because didn't restart:
Tier 3 Enemies Stats and Modifier changed and added more stats after restarting game:
I saw Tier 2 enemies stats modifier also changed and Tier 1 enemies is the same because it was not tweaked/changed in the code so they should have default difficulty - I think Tier 1 enemies are the guys that don't have skulls above their head Idk how they apply this modification to enemy npcs but if you think about it - it works on enemies that has skull above their heads - and also i think enemies with skulls above their heads, they are either t2 enemies or t3 enemies
I'm sure its working because i have a save in front of enemies (animals gang) - when the mod is on im dealing 6 dmg per hit with my smg and when its off I deal 24 dmg per hit and the skulls above their head disappeared (they literally changed body and became weaker or lemme say they became default difficulty)
Remember make sure you restart game when you're turning on/off some options just to be sure :)
btw you can keep the recoil recovery by just removing these lines in Main.Lua. Fixes reload speed and you still get no recoil recovery. TweakDB:SetFlat("Items.Base_Weapon_inline10.statType", "BaseStats.ReloadTime") TweakDB:SetFlat("Items.Base_Weapon_inline10.value", 0)
This is true you can just remove those lines fixes the reload but I'm also afraid that other options can cause bugs, so might as well remove half of them and make sure the others are actually working correctly and don't cause other bugs. BUT what do I know maybe the reload is the only bug this mod currently have ¯\_(ツ)_/¯ and sadly I haven't tested enough the mod to know the bugs
It worked once and didn't work anymore after I turned on some settings. I don't know what It was but I open the Pastebin links of XxJepxX and only copied the the lines concerning the Recoil Recovery and pasted in mine files. Now It seems to be fixed forever.
384 comments
problems.
this is a “lite” version with only the modules compatible with the latest Update, what didn't work (like faster reload)
has been removed.
I recommend using it with Lifepath Gang and Combat Overhaul (Ai module) for a complete and clean experience with enemies.
Greetings.
https://drive.google.com/drive/folders/1iiUEWTSBNX_RBTTvg3TaV_55Wb-MOhvh?usp=sharing
Thanks for your contribution!
Break Hold is a must for me, adds some much-needed brakes onto the otherwise
very powerful stealth playstyle.
what about patch 2.21 on pc any luck?
https://www.nexusmods.com/cyberpunk2077/mods/8467
I'd advise against trying to use any mod by Scissors. They abandoned the modding scene a long time ago, so there's no chance of any updates or safeguards.
SLOW RELOAD FIX (probably):
Im pretty sure the tweak that makes the reload slow af is Disable Recoil Recovery:
Pretty sure its Disable Recoil Recovery inside main.lua so i edited it, turned it to a comment so it doesn't work anymore by adding "-- [[ " to the front and "]]" to the end:
--[[ if Disable_Recoil_Recovery then
TweakDB:SetFlat("Items.Base_Weapon_inline10.statType", "BaseStats.RecoilRecoveryTime")
TweakDB:SetFlat("Items.Base_Weapon_inline10.value", 9999)
TweakDB:SetFlat("Items.Base_Weapon_inline11.modifierType", "Multiplier")
TweakDB:SetFlat("Items.Base_Weapon_inline11.statType", "BaseStats.RecoilRecoveryMinSpeed")
else
TweakDB:SetFlat("Items.Base_Weapon_inline10.statType", "BaseStats.ReloadTime")
TweakDB:SetFlat("Items.Base_Weapon_inline10.value", 0)
TweakDB:SetFlat("Items.Base_Weapon_inline11.modifierType", "Additive")
TweakDB:SetFlat("Items.Base_Weapon_inline11.statType", "BaseStats.ReloadTimeBase")
end ]]
I also edited the Native Settings Integration.lua to remove the toggle in the "Mods" option:
--[[ nativeSettings.addSwitch("/SDO/Options", Disable_Recoil_Recovery_String, Disable_Recoil_Recovery_Description, curSettings.Disable_Recoil_Recovery, defaultSettings.Disable_Recoil_Recovery, function(state)
curSettings.Disable_Recoil_Recovery = state
config.saveFile("Data/config.json", curSettings)
end) ]]
Guanteed options working and tested by playing after my personal edits to the mod:
Powerful Minibosses, Cyber Enemies and Disable Enemies on Minimap
Not sure if working:
Harder final Boss fight (will probably work)
I removed the other settings entirely because I'm not sure if one or more of these options ("no shooting delay", "aggro on silenced gunshot", "Implement Break Hold", "Immersive Movement", "Immersive Damage Effects") causes other bugs like you guys said, but I'm almost sure that Disable Recoil Recovery is the cause that slow reload bug
My Native settings after removing the things I personally don't like and so far no bugs seen:
I'm sorry that I didn't ask for permission to modify the codes, I just want to help my fellow modders :D
Mod is great for me even only having these 4 Increase Difficulty options
Game version: 2.01
That sounds good, could you maybe copy the contents of your main.lua and Native.lua into pastebin and post here/message me?
And do you know if Cyber Enemies just adds extra enemies, or does it replace some? Wondering if it will break any of the new enemies/enemy abilities introduced in 2.0.
Copy paste and replace these to your Main.lua and to your Native Setting Integration.lua:
Pastebin of Main.lua
Pastebin of Native Settings Integration.lua
Have fun! Please do tell me if there's bugs I've missed
Cyber Enemies doesn't add more enemies but it modifies them and i'm not sure about the new abilities because idk about the new abilities introduced to 2.0 if it got removed or not but what I know for sure is animal gang enemies with skull can use sandevistan and does that hammer attack to the ground
Important Info:
You need to Restart the Game to Apply the settings you've set in Cyber Enemies - I've Looked at the TweakDB editor and It only updates when you Restart your game. If you toggle ON the Cyber Enemies option and not restart Nothing will happen but If you toggle ON then restart your game it'll make your enemies more difficult as the mod intended to do
Here's some Pics:
Tier 3 Enemies Stats and Modifier not changed because didn't restart:
Tier 3 Enemies Stats and Modifier changed and added more stats after restarting game:
I saw Tier 2 enemies stats modifier also changed and Tier 1 enemies is the same because it was not tweaked/changed in the code so they should have default difficulty - I think Tier 1 enemies are the guys that don't have skulls above their head
Idk how they apply this modification to enemy npcs but if you think about it - it works on enemies that has skull above their heads - and also i think enemies with skulls above their heads, they are either t2 enemies or t3 enemies
I'm sure its working because i have a save in front of enemies (animals gang) - when the mod is on im dealing 6 dmg per hit with my smg and when its off I deal 24 dmg per hit and the skulls above their head disappeared (they literally changed body and became weaker or lemme say they became default difficulty)
Remember make sure you restart game when you're turning on/off some options just to be sure :)
TweakDB:SetFlat("Items.Base_Weapon_inline10.statType", "BaseStats.ReloadTime")
TweakDB:SetFlat("Items.Base_Weapon_inline10.value", 0)
TweakDB:SetFlat("Items.Base_Weapon_inline11.modifierType", "Additive")
TweakDB:SetFlat("Items.Base_Weapon_inline11.statType", "BaseStats.ReloadTimeBase")