Hey guys, took the liberty of posting an updated script since Jsow doesn't seem to be active right now. Can get it here: https://www.nexusmods.com/cyberpunk2077/mods/16844/
@addMethod(DismembermentComponent) private final func SpawnGutsFromLastHit(resourcePath: String, strength: Float) -> Void { // do nothing! } I tried it a few hours ago and it seems to work.
I just tested on my PC and the plugin still runs with the latest version. I don't own the expansion though. Maybe you have a conflict with another mod? You could try to comment out parts of my mod (it's just text files) an see what line is problem.
Was this ever resolved? I get the same thing, and looking at the redscript logging I see the following: [ERROR - Wed, 11 Sep 2024 23:40:48 -0500] [UNSUPPORTED] At D:\Games\SteamLibrary\steamapps\common\Cyberpunk 2077\r6\scripts\Reduce_Gore\reduce_gore.reds:1:1: @replaceMethod(DismembermentComponent) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ annotations on native functions are not allowed [ERROR - Wed, 11 Sep 2024 23:40:48 -0500] [UNSUPPORTED] At D:\Games\SteamLibrary\steamapps\common\Cyberpunk 2077\r6\scripts\Reduce_Gore\reduce_gore.reds:6:1: @replaceMethod(DismembermentComponent) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ annotations on native functions are not allowed So it only seems to be the first two script blocks that are at issue: @replaceMethod(DismembermentComponent) private final native func DoDismemberment(bodyPart: gameDismBodyPart, woundType: gameDismWoundType, opt strength: Float, isCritical: Bool, opt debrisPath: String, opt debrisStrength: Float) -> Void { // do nothing! } @replaceMethod(DismembermentComponent) private final native func SpawnGutsFromLastHit(resourcePath: String, strength: Float) -> Void { // do nothing! } but I don't know what it's referring to with the error that annotations are not allowed. What is considered an annotation there?
I am not familiar with coding. I tried to have ChatGPT fix it to no avail. With the advent of v2.13 out now I am just letting this go... I got the same errors you listed. Not able to correct on my own. It was nice to live with less gore but I can look past it to enjoy this game.
For me it's hard to see why anyone would want to see gore. I think most people won't decorate their rooms with pictures of mutilated people. Visitors would be pretty shocked and call you a psycho if you showed them such a gory room decoration. But staring at gore for hours directly on a screen close in front of you is considered normal. ¯\_(ツ)_/¯
Rest assured, I'm well aware that you are part of the majority here (that's why the devs implemented it after all), so I made my peace with it. Just make peace with the fact that there is a minority that regards gore as something ugly that they like avoid. Having an option to please both sides doesn't hurt anyone.
why tf would I want to play a game thats supposed to be IMMERSIVE, if one of the most IMMERSIVE features is removed? Also you're comparing people who want to be immersed while playing a game to something mentally insane people would do. It's like comparing apples to oranges.
Gore is not immersive though, it's unrealistic. Blood puddles can be fairly realistic, depending, but people being exploded into pieces merely from being shot isn't. It's more like a comedic effect (at least for some people) precisely because it's so OTT.
Thank you for this Mod! We all Mod games to add or subtract what we each find entertaining. No point is trying to convince some to your own paradigm. Mod the game to your specific interest and enjoy.
i myself really love gore, but i'm having this issue where killing enemies too quickly (I use OP HMG mod) causes dismemberment to glitch out and cause serious lag. I'm looking at this mod to partially disable some elements in dismemberment that might fix this issue.
some mods can be useful even if you don't agree with the direction of it. that is why you don't inhibit the freedom for modders - doing so is very immature and short sighted,
Great idea for a mod, but would it be possible to make a version that retains dismemberment for sword finishers only, and keeps blood puddles and splashes in all cases?
My problem is really with the "unrealistic" (in the context of a game ofc) thing of dismemberment from shooting crits and ordinary melee crits, but dismemberment from katana/big sword finishers only does make some kind of sense, and blood puddles make sense generally in all cases, given the amount of bullets, swords and knives flying about :)
(Or if you don't want to make such a "quasi-realistic" version yourself, if you could let me know what to change in the .reds file that would be great!)
[Later note: Ah, I see Cailena below figured it out - you can edit the .reds file and delete anything that's not related to dismemberment. I'll just leave this here to check with the author if that's right.]
For the Katana only stuff, I think it's not so easy. The main relevant function has this definition: private final native func DoDismemberment(bodyPart: gameDismBodyPart, woundType: gameDismWoundType, opt strength: Float, isCritical: Bool, opt debrisPath: String, opt debrisStrength: Float) -> Void So you don't get the weapon type as a parameter. That makes it hard to construct a condition based on which weapon inflicted the damage. It could work if you patch the call sides, I don't know how many methods you would need to override for this though.
I did a clean install for 2.02, REDmod is enabled, and the script location is in Cyberpunk 2077\mods\Reduce_Gore\scripts, but I see all dismembering and blood puddles.
don't know if you work on modding this game anymore, but this one's broken! I'm one of the surprising few gamers that doesn't enjoy squishy skulls exploding and chunks being taken from people, and this mod was a godsend for a bit - before the new update, at least.
Nice mod, but I was wondering if it was possible to only reduce headshot (i.e. heads exploding) gore. I still want body parts to fly off when an explosion happens. Is this possible or is headshot dismemberment tied to the rest?
I think it is possible, but you would have to find the code paths that are responsible for just the heads and deactivate them precisely. Could be hard depending how deeply hidden they are.
70 comments
https://www.nexusmods.com/cyberpunk2077/mods/16844/
I'll link it so people will know:)
//OLD
I tried it a few hours ago and it seems to work.@replaceMethod(DismembermentComponent)
private final native func DoDismemberment(bodyPart: gameDismBodyPart, woundType: gameDismWoundType, opt strength: Float, isCritical: Bool, opt debrisPath: String, opt debrisStrength: Float) -> Void {
// do nothing!
}
@replaceMethod(DismembermentComponent)
private final native func SpawnGutsFromLastHit(resourcePath: String, strength: Float) -> Void {
// do nothing!
}
//NEW
@addMethod(DismembermentComponent)
private final func DoDismemberment(bodyPart: gameDismBodyPart, woundType: gameDismWoundType, opt strength: Float, isCritical: Bool, opt debrisPath: String, opt debrisStrength: Float) -> Void {
// do nothing!
}
@addMethod(DismembermentComponent)
private final func SpawnGutsFromLastHit(resourcePath: String, strength: Float) -> Void {
// do nothing!
}
The 2.12 patch came out 2/29 and your last update was for 2.11 so... did this get QA after that last patch.
You could try to comment out parts of my mod (it's just text files) an see what line is problem.
[ERROR - Wed, 11 Sep 2024 23:40:48 -0500] [UNSUPPORTED] At D:\Games\SteamLibrary\steamapps\common\Cyberpunk 2077\r6\scripts\Reduce_Gore\reduce_gore.reds:1:1:
So it only seems to be the first two script blocks that are at issue:@replaceMethod(DismembermentComponent)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
annotations on native functions are not allowed
[ERROR - Wed, 11 Sep 2024 23:40:48 -0500] [UNSUPPORTED] At D:\Games\SteamLibrary\steamapps\common\Cyberpunk 2077\r6\scripts\Reduce_Gore\reduce_gore.reds:6:1:
@replaceMethod(DismembermentComponent)
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
annotations on native functions are not allowed
@replaceMethod(DismembermentComponent)
but I don't know what it's referring to with the error that annotations are not allowed. What is considered an annotation there?private final native func DoDismemberment(bodyPart: gameDismBodyPart, woundType: gameDismWoundType, opt strength: Float, isCritical: Bool, opt debrisPath: String, opt debrisStrength: Float) -> Void {
// do nothing!
}
@replaceMethod(DismembermentComponent)
private final native func SpawnGutsFromLastHit(resourcePath: String, strength: Float) -> Void {
// do nothing!
}
if you can read English it's pretty straight forward
Rest assured, I'm well aware that you are part of the majority here (that's why the devs implemented it after all), so I made my peace with it. Just make peace with the fact that there is a minority that regards gore as something ugly that they like avoid. Having an option to please both sides doesn't hurt anyone.
why tf would I want to play a game thats supposed to be IMMERSIVE, if one of the most IMMERSIVE features is removed? Also you're comparing people who want to be immersed while playing a game to something mentally insane people would do. It's like comparing apples to oranges.
i myself really love gore, but i'm having this issue where killing enemies too quickly (I use OP HMG mod) causes dismemberment to glitch out and cause serious lag. I'm looking at this mod to partially disable some elements in dismemberment that might fix this issue.
some mods can be useful even if you don't agree with the direction of it.
that is why you don't inhibit the freedom for modders - doing so is very immature and short sighted,
My problem is really with the "unrealistic" (in the context of a game ofc) thing of dismemberment from shooting crits and ordinary melee crits, but dismemberment from katana/big sword finishers only does make some kind of sense, and blood puddles make sense generally in all cases, given the amount of bullets, swords and knives flying about :)
(Or if you don't want to make such a "quasi-realistic" version yourself, if you could let me know what to change in the .reds file that would be great!)
[Later note: Ah, I see Cailena below figured it out - you can edit the .reds file and delete anything that's not related to dismemberment. I'll just leave this here to check with the author if that's right.]
The main relevant function has this definition:
private final native func DoDismemberment(bodyPart: gameDismBodyPart, woundType: gameDismWoundType, opt strength: Float, isCritical: Bool, opt debrisPath: String, opt debrisStrength: Float) -> Void
So you don't get the weapon type as a parameter. That makes it hard to construct a condition based on which weapon inflicted the damage. It could work if you patch the call sides, I don't know how many methods you would need to override for this though.
The Gore aspect doesn't bother me...
But its just so unrealistic for heads to explore lol