If it doesnt work, then you didnt follow the instructions properly
Seriously RTFM
I wont fix issues that are from not following the correct steps from all the mods you throw together, i know this works, ive seen others run it, so it works if you follow instructions
If you are sure you have all REQs updated or you know what you are doing, but a mod still doesn't work, always try this first. I currently have 141 mods installed and it happens from time to time that some new added mod doesn't work, deleting this folder always helps.
System-EX 1.1.0 no longer supports Mod Settings and provides access to all cyberware slots out of the box. This patch doesn't break anything, but it doesn't affect the mod's functionality either.
I know that this mod has nothing to do with my request but i didn't find anything so i asking here, sorry by advance.
Could you tell me if this is possible to have a mod to remove the third weapon slot please ? I don't know if it existing as i said just before, i play only with two weapons and it p*ss me off to switch 3 times to equip one of my two weapon ( i play with a controller)...
Sorry for my english guys. I hope you can help me with this !
The legs still needs an extra slot, just like the hands/arms does. It should be limited to avoid overpower, like arms does. In hands you can't install two of the same, but you can install one main and one auxiliary. Should be the same with legs. I'm glad there is already a mod following that logic.
I can't put in words how much I'm thankful this patch exist, I was almost giving up on Cyberpunk but this saved it. I finally can play as a character that uses the PLS with something else like either the Monowire or the Blades (I don't count the Gorillas since they're essentially enhancements of the regular fists, but still having it as yet another option is nice). Thanks a lot! X3
That's not possible unfortunately. changes to how slots are managed makes old saves unfixable with the current system. I eagerly await to be corrected, but pretty sure it is borked and it is better to fresh start.
Nah, and old saves with double cyberware mods are kinda fucked until update because you got ghost cyberware you can't remove and doesn't work, at least that's how it is for me with my sandevista + hack deck.
Not necesarilly fucked. I installed SYstem Ex with double Cyberware mods and when i play the new update, i can still use Sandevistan which i equipped (the other were gone).
The workaround is that if you want to change your currently equipped cyberware, DO NOT replace it in the Cyberware menu when visiting Ripperdoc. You have to unequipped it first in the Ripperdoc menu, then choose the cyberware you want to use in the Cyberware menu. Be extra careful not to click quickhack cyberware if you equipped Sandy or Berserker (and vice versa) because the second cyberware will be equipped to your "ghost" cyberware slot brought by the mods. If you do that, you have to load earlier save to prevent it, because you will not able to use ANY Cyberware from that point on.
Yea I have the same problem I cant even find a console command that force unequip cyberware hoping that this mod gets updated so I can at least unequip them.
Ugh looks like I'm in that situation, can't install quickhacks, OS slot bugged, once or if I get this fixed no more "-ex" stuff. I hadn't played since april version and forgot all about these minute details about system-ex.
So I had this issue like everyone else and I ended up downloading this after making sure this one was unisntalled. https://www.nexusmods.com/cyberpunk2077/mods/9429
yeah I forgot about system-ex and how it breaks saves, loaded up V2 and my OS slot is all messed up, doesn't show installed and I can't install any quickhacks it's really annoying. I didn't have this one btw just vanilla system-ex but he locked the comments so no one can help each other, not cool imo. Ok so I gather grab a save editor here and tweak stuff in there, not going to use any of the "-ex" series because it's easy to forget that it effects saves and bugs them for different versions not worth it.
How to solve the problem using CET Open CET > TweakDB Editor > Records tab > look for the line gamedataCyberwareArea_Record > open the list and look for the line EquipmentArea.SystemReplacementCW > open the list again and look for EquipmentArea.SystemReplacementCW. equipSlots > edit > I had only one entry, so I added a new EquipmentArea.SimpleEquipSlot and click save > save the game and load it > after removing all the implants from Ripperdoc and delete the line you created in CET and again save the game and load it. Hope this helps someone.
Sharing from system ex page. If you run beta patch 1.63 on steam, you can then edit the settings file back to vanilla via below instructions. The CET instructions didnt work for me; however, this did. Editing too much causes the game to crash before loading. Only editing arms count did the trick. Will see if I can revert all to Vanilla, perhaps multiple restarts and single edits?
Edit, only managed to edit arms count to 1, which fundamentally the issue here. Take what you can get I suppose. For the life of me I could not get mod settings to work on legacy patch.
Updated for Double Cyberware Slots v1.3:
The new version incorporates customization sliders within the Mod Settings menu so you can use that on your first time loading the mod no issue.
If you've already customized your settings in the last version & saved your game:
1. Go to "YourCyberpunk2077Folder\r6\scripts\SystemEx". 2. Open the file "Settings.reds" in some text editor. 3. Change the default values there to match the values in your save. This will help you avoid a potential crash & having your cyberware suddenly removed. Updates will keep defaulting to these settings so make a habit of doing this before loading your game. (Note: You can adjust min/max values here too if needed. I personally use 3 leg cyberware thanks to another of my mods so I raised the mod settings max on legs to 3.) 4. Overwrite the file & enjoy.
428 comments
system-ex 1.1 does not need this anymore
RTFM what mod youre installing
If it doesnt work, then you didnt follow the instructions properly
Seriously RTFM
I wont fix issues that are from not following the correct steps from all the mods you throw together, i know this works, ive seen others run it, so it works if you follow instructions
Try deleting "Cyberpunk 2077\r6\cache\modded" folder.
If you are sure you have all REQs updated or you know what you are doing, but a mod still doesn't work, always try this first.
I currently have 141 mods installed and it happens from time to time that some new added mod doesn't work, deleting this folder always helps.
This patch doesn't break anything, but it doesn't affect the mod's functionality either.
I know that this mod has nothing to do with my request but i didn't find anything so i asking here, sorry by advance.
Could you tell me if this is possible to have a mod to remove the third weapon slot please ? I don't know if it existing as i said just before, i play only with two weapons and it p*ss me off to switch 3 times to equip one of my two weapon ( i play with a controller)...
Sorry for my english guys. I hope you can help me with this !
That helps you understand what cyberware ex does
The legs still needs an extra slot, just like the hands/arms does. It should be limited to avoid overpower, like arms does. In hands you can't install two of the same, but you can install one main and one auxiliary. Should be the same with legs. I'm glad there is already a mod following that logic.
Yes > 1.05
The workaround is that if you want to change your currently equipped cyberware, DO NOT replace it in the Cyberware menu when visiting Ripperdoc. You have to unequipped it first in the Ripperdoc menu, then choose the cyberware you want to use in the Cyberware menu. Be extra careful not to click quickhack cyberware if you equipped Sandy or Berserker (and vice versa) because the second cyberware will be equipped to your "ghost" cyberware slot brought by the mods. If you do that, you have to load earlier save to prevent it, because you will not able to use ANY Cyberware from that point on.
Works now.
Open CET > TweakDB Editor > Records tab > look for the line gamedataCyberwareArea_Record > open the list and look for the line EquipmentArea.SystemReplacementCW > open the list again and look for EquipmentArea.SystemReplacementCW. equipSlots > edit > I had only one entry, so I added a new EquipmentArea.SimpleEquipSlot and click save > save the game and load it > after removing all the implants from Ripperdoc and delete the line you created in CET and again save the game and load it. Hope this helps someone.
Edit, only managed to edit arms count to 1, which fundamentally the issue here. Take what you can get I suppose. For the life of me I could not get mod settings to work on legacy patch.
Updated for Double Cyberware Slots v1.3:
The new version incorporates customization sliders within the Mod Settings menu so you can use that on your first time loading the mod no issue.
If you've already customized your settings in the last version & saved your game:
1. Go to "YourCyberpunk2077Folder\r6\scripts\SystemEx".
2. Open the file "Settings.reds" in some text editor.
3. Change the default values there to match the values in your save. This will help you avoid a potential crash & having your cyberware suddenly removed. Updates will keep defaulting to these settings so make a habit of doing this before loading your game. (Note: You can adjust min/max values here too if needed. I personally use 3 leg cyberware thanks to another of my mods so I raised the mod settings max on legs to 3.)
4. Overwrite the file & enjoy.