Cyberpunk 2077
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  1. Kingpin26
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    Q&A


    Q: Does this mod let you cycle cyberarms with a key?

    A: No, it by design modifies the weapon wheel only as the description clearly states. Yes, as of version 1.2.2, you can cycle cyberware using the 4 Key. Using an optional file, you can also cycle cyberarms using the controller button X/Square.


    Q: Why can't you cycle between the melee arms & a launcher arm?

    A: Because there's simply no need to be able to cycle to launcher arms. When you equip projectile launcher arms, it simply unlocks the use of a cyberware action which can then be slotted to and used through a hotkey alongside grenades & other cyberware actions such as optical camo. As long as the launcher arm is equipped, you can slot & use it's cyberware action. The arm itself doesn't need to be set to active, i.e, selected, like melee arms need to be for use. My mod enables ALL cyberarms to actually & reliably be used together.

    Normally, projectile launchers & melee arms couldn't be used together. The launcher arm would usually need to be the active arm to work, preventing use of the others alongside it. Melee arms would also fight over this active state which can normally only be set by equipping different cyberarms. With this mod: Screw that crap! You're welcome.


    Q: Will this work without Cyberware-Ex?

    A: Yes & no. This mod is designed to take effect if you have more than one cyberarm equipped which you need that mod to enable. As of a later update though, you can also cycle between base fists when just using mantis blades or monowire specifically without gorilla arms. That's my attempt to emulate an old function that's available in the vanilla game that lets you sheathe them & use fist combat alongside them.


    Q: I can no longer open the weapon wheel. What happened?

    A: This is not a bug related to this mod. From my research, it has been reported on Redditt in the past & can just happen randomly. It seems to be an issue with redscript mod compilation which I managed to fix by deleting the "final.rescripts" files from the directory: "r6/cache/modded".

    When I ran the game it recompiled the files & the weapon wheel was working again. If you attempt this you should probably save backups somewhere else but it shouldn't be an issue. Try this fix if it happens to you.


    Q: The mod throws a compile error?

    A: This is most likely a general Redscript error & is best solved by clearing your 'r6/cache" folder & re-validating your files through Steam/GOG. Other than that, you may be missing requirements. If something gets added later & you fail to install it, then things will probably break. Always check change logs. Most will mention when new requirements are added.


    Q: Does the latest version work with previous versions of the game?

    A: Most likely no. I keep my game updated so there will be no support for making this mod or old versions of this mod work with old versions of the game. Use older versions at your own risk!


    Q: What does it mean to "Holster/Unholster" your cyberarm?

    A: The holstered state for cyberarms in this mod is essentially a safe mode for dangerous arms. Holding 4/X/Square is the typical way to Holster cyberarms. You can also holster qualified cyberarms by selecting the normal fists option from the weapon wheel. Once holstered, you can't cycle to another cyberarm by button or key without unholstering first. Unholstering can be be performed by either tapping or holding 4/X/Square with the latter option also triggering the first equip animation. Additionally, selecting any cyberarm or weapon from the weapon wheel will force a switch & automatically cancel the holstered state. The only time selecting the normal fists item from the Weapon Wheel will not put you into a "holstered" state is when you have no holsterable arms equipped(Mantis Blades/Monowire) or no cyberarms equipped period. The game actively keeps track of when you should be considered holstered or not, so don't think too hard on it.

    Note: Unequipping normal weapons will automatically holster you current cyberarm because it makes sense to me to go from holding a weapon to bare hands or holstered arms, then unholstering them.


    Q: What does the optional file "Gorilla Arms - Bypass Patch" do?

    A: This patch allows having Gorilla Arms equipped to bypass Body-related skill checks whenever necessary. If your Body stat is already high enough it won't kick in. There's another mod that does this but it doesn't account for having multiple cyberarms equipped so I made this. It's also compatible with any custom versions of Gorilla Arms regardless of their rarity.


    Q: What does the optional file "Cyberarm Cycle Button" do?

    A: It enables the switching of cyberarms using the X/Square button as you can with the 4-Key by default. As of 1.2.8, this also makes the Y/Triangle button exclusive to weapon swapping. Both methods now save their last position you can quickly swap between cyberarms & other weapons without things resetting. Meanwhile, weapon reloading was moved to the B/Circle button & has become a hold action. I recommend using this with the "Alternate" controller config 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.)

    Important Note: Keep in mind that required mods will sometimes also have required mods that also must be installed in order for things to work. Input Loader obvious requires red4ext to work if you bothered to look at the details page before installing it. Without both installed, this file won't work so please avoid making this rookie mistake & then coming to me about it like there's a problem on my mod's end.


    Q: Can you fix my FPS issues?

    A: No. There are a lot of state checks required to keep everything updated properly regardless of player actions. These are basically loops that search across multiple elements in real time before allowing things to move forward & depending on your machine they may take more or less time to perform. The code is already optimized as best as it can be as far as I'm concerned unless some new ideas come to me, so no it's not "fixable" or something I consider a bug. It's not even a problem that I personally face alongside many others. My only suggestion is freeing up some resources while playing games. Some anti-virus software & such will have "Game Modes" which pause scans, background updates(including Windows' updates), ect. while a game is running once activated. I think nvidia's geforce software does it too. Other than that, having browsers, videos, & such running in the background can consume a lot of resources as well. If worse comes to worse you may have to lower your specs, improve your rig, or just forgo the using the mod. The mod does what it does & takes what it takes.



    Known Issues:

    - Arms may not register properly at first when installing this. One of the first things you should always do after installing or upgrading to be safe is unequip then re-equip all of your cyberarms & weapons to set the proper flags. Also. make backup saves. That's important when using any mods in general. I'm not responsible if something breaks & you had no backups.

    - You can't fully charge projectile launcher when used alongside other firearms. Fixed by patch 2.01.

    The game appears to be hardcoded in a way that doesn't want to let it work properly if it's not the active cyberarms & when one of the others is deployed its then treated as the active cyberarm. I've discovered a partial fix but I won't be releasing it until/unless I'm able to resolve the new issues it creates. I've had my suspicions that the issue was related to some classification error or something that made cyberarms not considered as proper weapons. I suspect that the change they made that lets you now cycle between weapons & cyberarms by hotkey properly now is what resolved this problem. There's a part in the transition code that's supposed to temporarily unequip weapons when using "leftarmcyberware" but in practice it would simply re-equip melee cyberarms as soon as the charge action stage updated. That's what I was looking into before I noticed the update notes for patch 2.01 & decided to see if it may fix it. Luckily, it did.

    Vehicle Combat may create a bug where you cannot open the weapon wheel which obviously breaks this mod under that circumstance. If my above fix doesn't work for you, please consider uninstalling that mod until they release a more viable fix.
  2. Kingpin26
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    For those of you with compile issues:

    Refer to the pinned posts here: link. My ongoing suggestion about clearing your cache folder & verifying file integrity which has worked for some is straight from there. If you're trying to use this mod with redmod version mods, I suggest you install red4ext like it suggests there then trying to clear your cache folder & verifying file integrity. This is the last time I will address these reported compile issues. You will simply be referred to that link. My mod definitely works if set up properly. All the requirements have to be set up properly too though.


    For those with technical issues:

    My mod rewrites a lot of code. If another mod attempts to do the same it will likely create issues. This mod is now the type where others will have to make there mods compatible for it when there's a conflict. If I can't replicate your issue though, then it's not likely related to my mod. If that's the case, then it's more likely related to a conflict or a required mod not being set up properly. There's only so much I can do. It's sounding like recent versions of my mod likely conflict with some popular mod(s) out there, but not knowing exactly what it is means no possible workaround other than downgrading.
  3. Kingpin26
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    You guys keep creating new bug reports without ever even coming here to bring your issue up. That's done now. The bug report section is locked. Bring issues up here, then based on the feedback from others I'll give the issue priority & potentially add them there myself. If it's an issue only you can confirm, simply wait for me to get a chance to test it on my end. If I can duplicate the issue, then I'll work on fixing it if that's possible. If I determine that it's not, then you're SOL honestly. Can't fix a problem I can't even source out. It's more than likely a configuration issue on your end anyways.

    P.S. Keep in mind that if you get too out of hand here, i.e., rude and/or disrespectful to me or others who try to help you out here, I can block individuals from accessing my mod pages. Would hate to have to ever do that.
  4. Kingpin26
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    This mod doesn't need an update to work with patch 2.1. Any issues you're facing are more than likely on your end. I actually had crazy issues until this morning(12/9/23) after updating yesterday. I couldn't load any saves or even start a new save without the game pulling a CTD. I literally uninstalled all mods except CET, Redscript, Red4EXT, Codeware, Tweak-XL, & Archive-XL, but still couldn't get the game to work the entire day. Ended up having to use a mod called Mod Remover to make things work. Seems like clearing the cache isn't actually enough in some cases. For those having compile & other issues:

    First thing to try:

    1. Make sure you have all the core mods I mentioned above updated, not including Redscript because it doesn't appear to be receiving one for this patch.
    2. Once everything else is up-to-date, simply re-install Redscript, then try to launch the game. Re-installing redscript can sometimes suppress its compile issues.

    If that doesn't work:

    1. Delete everything your 'r6/Cache' folder.
    2. Go inside the 'r6/Cache' folder & create a folder named 'modded'.
    3. Go to Steam/GOG & verify the integrity of your files. (A quick search online will tell you how.)
    3. Launch your game. (This will fix most people's issues.)

    If that doesn't work:

    1. Download Mod Remover.
    2. Extract the zip to your game directory & run the included bat file.
    3. Go to Steam/GOG & verify the integrity of your files.
    4. Make sure the game runs. (It should.)
    5. Reinstall your mods starting with the above dependences & any others you're familiar with followed by everything else that you know has received an update or doesn't need one to work(like this mod). Alternatively, you can simply view the log file created by Mod Remover to find out where your original mod related folders are located & remove the '_' from their names. If you aren't using mods that need an update, it may work after.
    6. Launch your game & pray that that was enough. This mod does work as is.
  5. Kingpin26
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    For future reference:

    It will NEVER be ok to come on a page for any of my mods & outright badmouth any aspect of their design. If you don't like it then don't use it or suggest better options. Saying something's done poorly or stupid & then openly offering ways to mod my mod especially on the mod's official page without any kind prior permission from me is not only disrespectful but a major pain for obvious reasons. Those being:

    1. Any personal changes will be overwritten by official updates. Whenever I make an update, you would need to be ready with a new update because I will not be showing people how to alter my hard work. I don't have enough time in the day to be giving to that sort of thing.

    2. People who blindly choose to apply suggested changes without knowing how or why they work, or what's necessary to reapply them in the future, if that's even possible, will inevitably turn to me for support even though making those changes obviously makes their copy unsupported. People often choose not to accept something as simply being unsupported though & continue badgering about it.

    3. If the person suggesting the changes doesn't know exactly how everything works behind the scenes, then things may break & that too will bring people here to complain without ever even mentioning that they changed anything. It all comes back to creating more work & more potential issues that I won't allow to be put on me to fix. I'm busy enough trying to resolve official bugs & satisfy suggestions. I'm already sitting on multiple new mods which are done, but I won't release something new while I'm stuck working on something old. That'll just multiply the workload.

    The obvious thing to do instead is to simply & politely make a case for a change. If I feel your reasoning is sound then I'll likely apply the change in an update. At the very least, I may work with you on creating an alternate version or simply allow you to release an alternate version/patch. By default, no one is allowed to re-upload my mods or use any of part of them without permission. Any attempt will be promptly reported & taken down so it's best to try to get my cooperation from the start. I'm pretty accommodating especially if you make a solid point. It's nothing but foolish to think you can get away with the behavior mentioned at the top. And as said in a post I pinned back in October, any disrespect will get you banned. That was not a joke. Follow the rules & be respectful, or don't bother commenting. Have some common sense. Didn't think I'd actually have to spell this sort of thing out.
  6. Kingpin26
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    Just an update. I already found a fix for the invisible arms issue, but I decided to try out some other changes I had in mind. As is usually the case, the new stuff broke some old stuff so I'm just working on getting the new update in full working order. I also have a few new mods ready to be released that people should really enjoy. Look forward to all of it.
    1. Kingpin26
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      The update is out, but be prepared for some major changes. I believe they should make things transition more smoothly in general. There may be some bugs to work out still. Hope you guys enjoy the update. Have a couple new mods coming shortly as well.

    2. Kingpin26
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      Seeing that there are people who prefer not to use the Cycle Button addon. For those people, you'll want to download 1.4.2 or higher. It updates the basic cycling & weapon wheel feature to work how it previously did. If you aren't using gorilla arms, normal fists get added to the wheel as an option. The arm visibility fix/changes should still apply.

      Edit: For one reason or another, version 1.4.2 was refusing to be updated server side so I had to re-upload it as a 7-zip file to resolve the issue. If you see a '.7z' file available to download then it should be the right version. Downloaded it myself & it seems to be the right version. I included a timestamp in the file description so if you downloaded 1.4.2 prior to that time, you'll want to re-download it.
    3. Kingpin26
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      Version 1.4.3 is finally done. I spent a long time vetting this one & addressing as many reported issues as I could replicate. Recent experience gained working on other mods showed me that I previously made some things more complicated than they needed to be. Made a number of core changes in regard to that & everything feels far more stable to me now. I didn't wanna release another update until I was sure that at least the majority of the issues were fixed on my end. There may still be issues here & there but I'm confident this update should be a major improvement over the last batch so give it a try & let me know how it goes.
    4. Kingpin26
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      I just finished up 1.4.5 for the most part. It'll fix the issues with the weapon keys not working. I also made key/button press management local to the main file & set it to work for even just the key(for those not using the button file). The button files will no longer be required for the key to work properly. Simply put: Moving forward double tapping 4 will both switch & holster/unholster cyberarms by default. FYI: You can also holster your last selected cyberarm(not gorilla) by selecting the normal hands option in the weapon wheel, though the option is not available if you have gorilla arms equipped. Also worth noting is that key spamming will no longer cause the game to backlog cycle attempts & try to execute them back to back. This should hopefully relieve system stress & prevent crashing. Honestly, I've never experienced crashing when spamming it even before now, but I have a 12-core processor & ample RAM. Hopefully it works for you guys though.
    5. Kingpin26
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      Progress Report: v1.5.0
      Status: Complete

      Completed Fixes/Changes:

      - 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 hands. 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.
      - Fixed: Not being able to switch to weapons or other cyberarms by button or key when using holstered cyberarms.
      - 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.
  7. Serafik
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    after installing this mod, my character's hands disappeared, now the weapon is just hanging in the air and not in his hands. Is there any way to fix this?
    1. Jmolinares03
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      I use version 1.3.0, it is the one that works best in my opinion, the rest have problems like the one you mention, sometimes the arms disappear, I did several tests starting a new street kid game with each of the versions and 1.3 .0 onwards have the problem of arms disappearing
    2. Despair1394
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      Yeah, this guy doesn't even take bug reports. Too much pride. Calls his core mode "King". LoL

      Only 1.3 works for this mod.

      1.5 crashes my game and I can't even report the crappy bug.

      Well, hopefully someone make an alternative mod like this. 
    3. VenTairezt
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      Thanks for the tips guys this works perfectly !
  8. Cuteki
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    This all works however, the holster/unholster is set to 9 instead of 4 and it doesnt show up in Cyber engine Tweaks bindings
  9. PsychopathicAlpaca
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    I'm sorry to say so but your mod causes all the cyberware arms not to use any cyberware capacity (but will still delete the arms if you have < 8 capacity left)
  10. RRoman123
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    Hi. Apologies if this has been answered already but for the life of me I can't seem to get this mod to work correctly. I am 10000% confident it's more than likely due to my own human error. But I installed both this and Cyberware-EX and the game launches no problem whatsoever. But, no matter what I do/ no matter how many cyberarms I purchase I'm unable to use more than a single cyberarm at a time :( Any tips? I'm not having any script errors, compilation errors, or any errors at all. It has the "powered by cyberware-ex" watermark in the corner :/
    1. RRoman123
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      Update: Resolved. I am an idiot. it works perfect!
    2. BlackHammerUlthane
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      hey man, how do you resolve it? i've the same issue
  11. Despair1394
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    Dear mod creator, with your latest release, I am encountering CTDs with my game. I can only play a few minutes until something from the script will crash my game altogether. With CTD helper not updated and no tools in hand to pin point what conflicts with your latest release, I had to bisect my mods.

    Do you know other mods that may conflict with the changes you have made to the latest release?

    Note: I downgraded to v1.4.1 and my game is still living with all the ~500 mods that I have installed. So, yeah, something with the latest release doesn't like the other mods that I have for my game.
  12. hishin
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    Normal arms keep showing up under Gorilla arms glitching into each other.
    Also causes the same bug to Johnny during his playable flashbacks, he has a normal arm under his silverarm when you play as him because of this mod.
    1. Kingpin26
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      I'm not having this issue. It's entirely possible to face such an issue with Johnny though. I haven't reached a point to play as him so it's impossible for me to get a firsthand account of what happens when the game switches over to his body. I'd need a save to load where somebody is currently playing as Johnny. If there are instances while playing as V then I'd likely need saves at those points as well.
    2. hishin
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      You play as female V? Cause thats what im playing as, maybe its that? anyway im getting a save ready for you.
      I also use "Cyberarms Patch" and "Cyberware-EX" but the issue happens when i install your mod.
      Edit- and now the bug on Jonny is not happening anymore???
    3. hishin
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      Either way, here.
      https://ibb.co/RDdt5Xd
      a picture of the bug on female V
      you know how her arm is suposed to open up with Gorilla arms when you're charging the hit?
      Edit: ive literally uninstalled all mods but this one and its necessities and its the same, female V Gorilla arms get fucked
      Still I'd check the Alt Cunningam Johnny flashback and the Kurt Hansen flashbacks from the Balls to the walls mission cause those are the ones that bugged hard for me.
    4. CamSix
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      I'm having this same bug with male V.
      https://ibb.co/k17rKfD
      Uninstalling this mod fixes the issue.
      It also seems like this mod breaks the gorilla arms body check door opening animations (or rather, causes them to be overridden by the animations for regular arms without any of the mechanical expansion).
  13. DirtyThaiTea
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    Got a bug where my Reload hotkey wouldnt show up and it reappeared when I uninstalled this mod, I dont wanna point fingers and say its the fault of this mod and may likely be on my end with another mod installed, but basically the 'R' or 'hold b' hotkey hint wouldnt show. After uninstalling this mod it reappeared again. Tried fixing it without uninstalling (throw grenade, switch weapons, etc.) and even verified the integrity of the game through steam. 

    Mods I use
    ArchiveXL
    Codeware
    EquipmentEX
    Kingcode
    TweakXL
    Virtual Atelier
    RED4ext
    Cyber Engine Tweak


    Cant think of any other conflicting mods as they are just physical appearance mods like tattoos and added custom vehicles, if i can get help so I can continue to use this mod without issue, the help would greatly be appreciated!
  14. SuperBabyAway
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    Noticed 2 issues after installing this mod: first is that holding alt doesn't play the weapon inspect animation anymore (you can still do it by holding 1, 2 and 3 but still a little annoying) second I'm not sure if it's a bug or a feature but while carrying a body you can use any gun not only a pistol, would be nice if this was optional since it's a little buggy and would prefer only being able to use the pistol. Great mod otherwise
  15. VenTairezt
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    .
  16. spacejockey107
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    Is this compatible with 2.12a?