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This page was last updated on 21 February 2024, 6:27AM
- Changelogs
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Version 1.5.3
- Fixed: Not being able to draw fists when starting fist fights.
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Version 1.5.2
- Fixed: Returning new game invisible arm issue. Note: Took a while to sort out, but this fix should prove pretty reliable against invisible arm issues. If instances of invisible arms still persist please mention them in the "Posts" tab with sufficient details included.
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Version 1.5.1
- Fixed: Arm visibility issue when disarming your active weapon/cyberarm.
- Fixed: Cycling issues related to using the mouse wheel.
- Fixed: Issue where pressing 4/X/Square wasn't bringing out bare fists when no cyberarms are installed.
- Improved logic for handling limited equip scenarios such as fist fights & driving. Hitting any draw/cycle button or key should now force equip a proper weapon for each scenario given you have a valid weapon equipped.
- Improved default handling for equipping/unequipping your weapons/cyberarms.
- Other small fixes & improvements
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Version 1.5.0
- Various small fixes & QoL improvements.
- Fixed: A potential freeze/crash issue that can occur after upgrading to patch 2.11.
- Fixed: Arm visibility issue when starting a new game.
- Fixed: Aspects of the Cycle Button mod being enabled by default.
- Fixed: LMB always drawing cyberarm when unarmed.
- Change: LMB now reliably draws your last active weapon/cyberarm.
- Change: The accessibility option for disabling cycling to cyberarms now works for non-Cycle Button users. Note: This value is ignored for Cycle Button users as it's already designed to separate weapon & arm cycling.
- Change: Using projectile launcher will result in the game re-equipping your last active weapon/cyberarm by default after.
- Change: The game can now properly keep track of "Last Used" & "Last Active" weapons of all types including cyberarms. My "Last Used" values actually refer to the last valid item you had in your hands or cyberware you were using exclusively before a change. They also allow you to to reference the last item used in a specific hand. Note: Previous "Last Used" methods now return equivalent "Last Active" values since that's what the game obviously wanted to access. They basically return more accurate values than before. The references to the actual "Last Used" values are there for when actually needed which admittedly should be rare.
- Change: To disarm your current cyberarm, double tap 4/X/Square or Tap B(Key).
- Change: To disarm your current weapon, double tap Y/Triangle or Tap B(Key).
- Change: (CyberarmCycleButton v1.1.0) To holster your current cyberarm, hold 4/X/Square. (No longer double tap) Unholstering can be done by either tapping or holding 4/X/Square, but holding the button/key will trigger the first equip animation. Note: Hold 4-Key Holstering works for non-Cycle Button users as well.
- Change: (CyberarmCycleButton v1.1.0) Added the input hint "Holster/Unholster" which will show while using holsterable/holstered cyberarms. (Hold 4/X/Square)
- Change: (CyberarmCycleButton v1.1.0) Added the input hint "Draw Cyberarm" to the unarmed state. (Press 4/X/Square)
- Change: (CyberarmCycleButton v1.1.0) The reload button action has been remapped to Hold B/Circle from Double Tap B/Circle.
- Change: (CyberarmCycleButton v1.1.0) Updated reload-related input hint. (Hold B/Circle).
- Change: (CyberarmCycleButton v1.1.0) Added ArchiveXL as an requirement. Note: This is needed for some of the related input hints to show. *Supports all in-game languages.
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Version 1.4.5
- Fixed weapon keys(1-4) not working.
- Spamming the 4-Key will no longer cause the game to just backlog cycle attempts & try to execute them back to back. This should hopefully relieve system stress & prevent crashing.
- Moving forward the tapping the 4-Key will both switch & holster/unholster(double tap) cyberarms by default.
- (CyberarmCycleButton v1.0.5) The button file's size is smaller because some code was transferred to the main file. This has no impact on how things currently work for button users, but you should still update the file.
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Version 1.4.4
- Fixed the cause of the weapon equip crash. Also rewrote some things to hopefully circumvent other issues.
- Weapons now "first equip" if you're using holstered cyberarms, gorilla arms, or normal fists when equipped. (Transitions from bare hands state to holding weapon.) Note: Keep in mind that by default with this mod, weapons/arms do not become active/usable on screen unless replacing an active item of compatible type or you're currently unarmed(includes using fists).
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Version 1.4.3
- Revamped a large portion of the code. Should be far more stable & reliable.
- Fixed various bugs & crashes.
- Fixed various arm visibility issues. (Note: Needs more testing.)
- Fixed various Weapon Wheel interaction issues.
- Improved cyberarm cycling & holstering via the Weapon Wheel. You can once again choose the normal fist item when Gorilla Arms aren't equipped. The normal fist item also shows in the menu alongside Gorilla Arms when an arm is already holstered. Selecting the normal fist item holsters your active cyberarm.
- Fixed various cycling issues.
- (CyberarmCycleButton v1.0.4) The cycling key(4) now works primarily the same as the button(X/Square). Spam tapping the key is now managed properly. Double tapping it will also holster/unholster applicable cyberarms.
- (CyberarmCycleButton v1.0.4) Using the cycle button should no longer apply outside of combat.
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Version 1.4.2
- Added back the fists option to the weapon wheel for those not using the Cyberarm Cycle Button addon.
- Addressed potential issues with normal weapon cycling when not using the Cyberarm Cycle Button addon.
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Version 1.4.1
- Quick fix for non-Cyberarm Cycle Button users.
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Version 1.4.0
- Your active cyberarms are now reflected on weapon change as well(the skins match).
- (CyberarmCycleButton v1.0.3) You can no longer cycle directly to regular fists(bare hands) by button or wheel. You can now instead holster & unholster your mantis blades & monowire when active giving you access their versions of the fists weapon. Refer to description page for specifics.
- (CyberarmCycleButton v1.0.3) Double-tapping X/Square now holsters/unholsters your active arm giving you access to a related version of the fists item. Double tapping Y/Triangle still completely disarms you like before.
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Version 1.3.3
- Simply changed file structure again to allow for a new shared mod dependency. This update requires a clean install so delete the 'r6\scripts\CyberarmCycle" folder & install the main mod & optional files over again. Be sure to install KingCode as well or things will stop working for sure.
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Version 1.3.2
- Relocated some code to a separate file. This required an update to avoid conflict.
- Updated CyberarmCycleButton to v1.0.2 which adds in-depth code for the cycle button mechanic. This change allowed me to properly define its use.
- (CyberarmCycleButton v1.0.2) You can now double-tap X/Square or Y/Triangle to holster your active cyberarm and/or weapon. Note: This only applies when using the optional mod listed.
- (CyberarmCycleButton v1.0.2) You can now tap or hold X/Square to unholster your active cyberarm exclusively(hold X = First Equip Animation). Note: This only applies when using the optional mod listed.
- (CyberarmCycleButton v1.0.2) Tapping or double tapping Y/Triangle when unarmed now exclusively unholsters your normal weapon. Before it would bring out your cyberarm under certain circumstances. Note: This only applies when using the optional mod listed.
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Version 1.3.1
- Fixed some leftover issues with transitioning to an unarmed/barehanded state after unequipping your active weapon. By default, the game just leaves you in an invalid state after unequipping your active weapon until you switch manually or attack which forces the weapon in slot 1 to become active. This feels more realistic.
- Fixed issues causing any weapon equipped to still automatically replace the active weapon. Now it should only swap your active weapon if actually replacing that weapon, i.e; having a katana as your active weapon in slot 1 while equipping a new weapon to slot 3 will result in the katana remaining active. Replacing the katana instead would swap it with the replacement weapon.
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Version 1.3.0
- Fixed some issues regarding the transition to being unarmed feature when unequipping your active cyberarm/weapon.
- Made it default for the game to play the 'first equip' animation whenever equipping cyberarms or weapons that replace your active cyberarm/weapon. The game will no longer automatically switch to a newly installed weapon or cyberarm if you have one active. (i.e., equipping a gun in slot two while actively using a gun you have equipped in slot one will not swap to the new gun by default. Replacing the gun in slot one would cause them to swap though & the 'first equip' animation would play in response.
- Removed my fix for the Ripperdoc Current Capacity Bug & posted it as a standalone mod for players who don't feel the need to use this mod.
- Misc improvements.
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Version 1.2.9
- Fixed the reported issue involving the currently used cyberware capacity value in the ripperdoc menu decreasing upon cycling weapons. It appears that the issue itself is a game bug & is unrelated to my mod directly. That said, this is more of a workaround than a fix as I couldn't pin down the exact cause, but it works for resolving the issue.
- Added additional code fail-safes to address potential, & hopefully resolve any existing, cycling issues. I've tested using various combinations of cyberarms & normal weapons with no issues regardless of arm/weapon count, types, or install order.
- When you unequip active weapons whether normal or cyberarms, the game now automatically equips either normal fists or gorilla arms if you have them equipped. Note: The equip animations are different when unequipping your active normal weapon vs your active cyberarm.
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Version 1.2.8
- Including the optional Cyberarm Cycle Button files now 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.
- Fixed an issue where using the launcher while actively using a non-cyberarm weapon would cause the weapon wheel to bug out & not let you cycle cyberarms. This was indicated by a crossed out symbol appearing in the cyberarm slot. That represented the current item being considered invalid after the launcher being temporarily equipped then unequipping. The game should now be able to refer to the last selected melee cyberarm in those situations.
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Version 1.2.7
- Attempted to address FPS Loss issues. Doubt it will make much difference though, honestly. Hopefully, it does. Not much else has changed so there should be no issues upgrading from 1.2.6.
- Added an optional file that enables switching to & between cyberarms using the X/Square button. Meanwhile, 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.
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Version 1.2.6
- Fixed an issue related to weapon swapping when having no cyberarms equipped or having just a projectile launcher equipped.
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Version 1.2.5
- Reworked the code again making various improvements overall. There should be far fewer bugs than before outside of possible compatibility issues.
- Attempted to address reported issues concerning weapon swapping. Once again though, I'm not having them so I can't test them for you. The changes are just based on random thoughts like "Maybe this might do something..." or "Well, this couldn't hurt at least.". I can make no promises with such updates. Update: Most prior reported issues seem to only apply when using Cyberware-EX's Extended Mode. I personally use Override Mode with no issues, so I suggest using that if this update doesn't fix your issues.
- Unequipping active cyberarms will now auto equip normal fists, or gorilla arms if you have them equipped.
- Unequipping active arms will now cause a first install animation to play when they get swapped to fists/gorilla arms(I just liked the look).
- Equipping arms while you have an active arm will no longer switch to that arm automatically unless replacing the active arm. Extra arms install behind the scenes.
- Added code to insure that the projectile launcher ability is removed from the cyberware slot when uninstalling the arm, though issues may arise when using Custom Quickslots as that mod seems to have issues registering when additional arms are removed. My code now deals with cyberarm uninstallation directly.
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Version 1.2.4
- Attempted to fix an issue people are reporting concerning the new cycle by 4 Key function. This is a beta test release at this point. I can't test it without having the issue, so try it & tell me whether it works or not. Update: This bug only effects Cyberware-EX's Extended Mode so I advize using Override Mode instead.
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Version 1.2.3
- Resolved reported issues involving projectile launcher & using specific cyberarms alone. Note: You'll probably need to unequip/re-equip all of your cyberarms, then select a weapon from the wheel to get things recognized properly.
- Misc improvements.
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Version 1.2.2
- You can now cycle your cyber arms by using the hotkey command set to '4' by default as well.
- Fixed various leftover weapon transition issues.
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Version 1.2.1
- Made an attempt to at fixing the source of a compile error reported by some users. It may or may not work.
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Version 1.2.0
- Majorly revamped a lot of the previous code.
- Resolved transition issues when cycling through weapons by button.
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Version 1.1.0
- Updated for patch 2.01.
- Small code changes that hopefully prevent future issues.
- The source of the Projectile Launcher issues was addressed in patch 2.01, so they now work alongside other cyberarms.
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Version 1.0.3
- When using a cyberarm other than gorilla arms, you can now cycle to & select the normal fists option to withdraw them as in the vanilla game. Note: This only applies if you don't have gorilla arms equipped. The normal fists option swaps out for gorilla arms when its unavailable.( I will not be adding the ability to cycle between normal fists & gorilla arms)
- Pressing the cyberarm hotkey(Default - 4) should now allow you to draw your previously equipped cyberarm rather than only the first slotted cyberarm.
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Version 1.0.2
- Fixed the file structure. There was an extra top level folder when I was packing the archive. Nothing has changed with the script though so don't bother with this if you already figured out what to do with the last upload.
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Version 1.0.1
- Fixed a bug where unequipping all combat cyberarms didn't re-equip your base fists.
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Version 1.0
- Initial Release.
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