Cyberpunk 2077
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Kingpin RBD

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Kingpin26

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About this mod

This mod allows you to cycle between cyberarms freely, excluding Projectile Launcher which becomes usable alongside other cyberarms. Different arms can be accessed from both within the Weapon Wheel menu, as well as by key & controller button(optional).

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This mod allows you to cycle between cyberarms freely, excluding Projectile Launcher which becomes usable alongside other cyberarms. Different arms can be accessed from both within the Weapons Wheel menu, as well as by key & controller button(optional). This mod originally just added the sub-functionality used by gadget & consumable quickslots in the Weapons Wheel to its cyberarm slot. Later versions take it beyond the Weapons Wheel to make it the complete package for your cyberarm cycling needs.


Important: This feature ONLY takes effect when you have more than one combat/weapon variety cyberarm equipped. This means it will cycles between equipped Gorilla Arms, Mantis Blades, and Monowire exclusively. As such, Cyberware-EX is required. Also note that to apply the arm swap, you must still perform the "apply" action with the desired cyberarm displayed. This is unlike swapping gadgets so be aware. Cancelling out of the menu will reset the slot to your current selection upon reopening it.

Note: As of update 1.2.2, you can now cycle your cyber arms by using the hotkey command set to '4' by default as well. Version 1.1.0 is the most stable version currently, but it lacks the additional features so downgrade if you're having major issues & can't resolve them by clearing your 'r6/cache' folder & verifying your game files to replace them which tends to fix a lot of Redscript compile related errors.

Note: As of update 1.2.7, I've added an optional file that enables switching to & between cyberarms using the X/Square button. Meanwhile, weapon reloading was moved to the B/Circle button & has become a double tap action. I recommend using this with the "Alternative" control scheme in-game as it moves the crouch button from B/Circle by default which frees it up nicely for the reload mech & dodging. Unfortunately, this feature is not compatible with mods such as Custom Quickslots, as it monopolizes such inputs. It also requires the mod, Input Loader to work. (Updated Versions: Input Loader GitHub releases.)

Note: As of update 1.2.8, adding the optional Cyberarm Cycle Button files also changes the behavior of the default weapon swap button(Y/Triangle). Pressing Y/Triangle will instead only cycle between normal weapons excluding both cyberarms & normal fists. Your last selected weapon is now saved alongside your last selected cyberarm so you can actively switch between the two when alternating buttons. Removing the related optional files will cause the multiple button cycling feature to disable & return both cyberarm & weapon cycling to the one button cycling method(Y/Triangle). You won't need to change to an old version or anything.

Note: Update 1.2.9 includes a fix for a reported bug that is actually a game bug having nothing to do with my mod directly. It's been reported on the game's forums multiple times & there is video evidence of it as well: Ripperdoc Current Capacity Calculation Bug. My workaround for this involves forcing the game to check against all installed cyberware for the correct value before updating the capacity meter. This may cause a bit of lag for some users. I may release this fix as a separate file at some point.

Note: As of 1.3.0, the previously included fix for the Ripperdoc Current Capacity Bug has been released as its own mod here: Ripperdoc Current Capacity Bug Fix. Install that if you want to continue using the fix.

Note: As of 1.4.0, Cyberarm Cycle Button users can no longer cycle directly to regular fists(bare hands) by button or wheel. You can now instead directly holster & unholster your mantis blades & monowire when active quickly giving you access to their versions of the fists weapon(updated skin). To do this, simply double tap X/Square. Note: You can not holster/unholster Gorilla Arms. Refer to the Q&A section on the "Posts" tab for more details on holstering/unholstering. You can still disarm your arms entirely by double tapping Y/Triangle. To re-arm your arms in that situation, simply tap X/Square as you would Y/Triangle to re-equip your weapon. Double tapping or holding X/Square will trigger the "First Equip" animation as well. Also worth noting is that your active cyberarms are now reflected on weapon change as well(the skins match). Note: As of 1.4.5, even non Cyberarm Cycle Button users can holster/unholster applicable cyberarms by double tapping the 4-Key.

Note: Version 1.5.0 features a substantial list of core changes & fixes. Please refer to the change log for details. Important changes:
- Holstering your current cyberarm has been remapped to Hold 4/X/Square from Double Tap 4/X/Square. (Added an input hint for applicable arms as well)
- (Cyberarm Cycle Button) Reload Button remapped to Hold B/Circle from Double Tap B/Circle.
- (Cyberarm Cycle Button) Input hints added for all in-game languages. The Reload input hint now updates to reflect the above change. Meanwhile, "Draw Cyberarm" will now show while unarmed. (Requires ArchiveXL)




Installation:
1. Install all necessary requirements(as well as their requirements of course).
2. Extract the archive into your game directory.


Uninstallation:
1. Remove the "CyberarmCycle" folder & contents from your "r6/scripts" folder.
2. (Cyberarm Cycle Button) Remove the "CyberarmCycle.xml" file from your "r6/input" folder.
3. (Cyberarm Cycle Button) Remove the "CyberarmCycle.archive" & "CyberarmCycle.archive.xl" files from your "archive/pc/mod" folder.


Compatibilty:
- The file "Gorilla Arms - Bypass Patch" is not compatible with the restored features file from Gorilla Arms Extended (Restored all Cut Features). My file essentially does the same thing but through redscript & it accounts for having multiple cyberarms equipped at the same time which is why I made it. It's also compatible with any custom versions of Gorilla Arms regardless of their rarity.
Vehicle Combat may randomly create a bug where you cannot open the weapon which obviously breaks this mod. Check my pinned post for a temporary if this happens to you. If that fix doesn't work for you, please consider uninstalling that mod until they release a more viable fix.
- The optional Cyberarm Cycle Button feature is not compatible with mods such as Custom Quickslots, as it monopolizes required inputs. (Yeah, sucks to give that one up.) The feature is also not compatible with main file versions lower than 1.2.2.
- Not currently compatible with Cyberware Mesh Ext.

This mod doesn't interact with the code from Cyberware-EX or other mods directly. It will work as long as there are additional cyberarms equipped regardless of the mod that adds the slots. BACK UP YOUR SAVES BEFORE INSTALLING CYBERWARE-EX!!! It's smart to do so when installing any mod so do it!


Credits:
All redscript contributors.
psiberx for Cyberware-EX & various essential tools for all modders.
LadyAlekto for previous contributions (System-EX Patch).


My Other Mods:
Kiroshi Optics Expanded
Psychodeck
Ripperdoc Current Capacity Bug Fix
Gorilla Grip
KingCode