Cyberpunk 2077
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Bobbert

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BobbertModdert

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42 comments

  1. BobbertModdert
    BobbertModdert
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    Before reporting a bug:
    -Make sure you correctly installed the mod and its dependencies
    -Disable other mods to rule out mod conflicts
    -Make sure you're on the latest game version
    -Provide more information than "it doesn't work" or I'll call MaxTac.
  2. DarkMasterr
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    Yo BobbertModdert! I'm sorry for pestering you here, but I couldn't contact you anywhere else... we just need to be able to give those brats a thrashing! You are our only hope!

    Jokes aside, I am currently working on my own immersion-focused v2.02 collection and I just hate the fact that you can't target/kill all NPCs. Would you consider updating your mod for v2.02 and perhaps also v2.1? I would love to send a donation your way!

    Also, have you seen Knock Out Children and Invisible Children No More? Would be so awesome if you could make potential future versions of your mod compatible (or even implement their functionality).
  3. BobbertModdert
    BobbertModdert
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    Latest 2.0 update and it's changes to the upgrade system invalidates this mod so it's deprecated now.
    1. Starke
      Starke
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      I get that it would basically mean starting from scratch, but this would be a pretty cool mod to see come back. Since only iconics can be upgraded now.
    2. Battousai124
      Battousai124
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      True, it would be nice for it to be revived.
  4. gjguzman
    gjguzman
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    Just wanted to say thank you!  To me it looks organic and lore friendly. The way it should have been done in the game by devs
  5. TheTrexler
    TheTrexler
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    does it still work?
  6. masc
    masc
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    Hey, great mod.  Any chance you could add an option for a more curved progression. ie:

    say:
    common > uncommon    3
    uncommon > rare    6
    rare > epic        8
    Epic > legendary     10

    Or maybe sliders to adjust it for ourselves

    Edit:
    Nevermind, figured it out myself:

    I replaced (on line 160 of "r6\scripts\QualityUpgrades\qualityUpgrades.reds"):
    if ((Cast<Int32>(newVal) % QualityUpgradesConfig.UpgradesPerQualityLevel() == 0) || RPGManager.IsItemMaxLevel( itemData )) && itemQuality < 4.0 && !itemData.HasTag(n"DLCStashItem"){ with this:
    // amount to adjust default, negative values will subtract;
        switch itemQuality {
            case 0: // common > uncommon            
                upgradeValue = -3;
                break;
            case 1.0: // uncommon > rare
                upgradeValue = 0;
                break;
            case 2.0: // rare > epic
                 upgradeValue = 1;
             break;
            case 3.0: // Epic > legendary
                upgradeValue = 2;
                break;           
            default: // default for any future levels
                upgradeValue = 3;
        };
        upgradeValue = QualityUpgradesConfig.UpgradesPerQualityLevel() + upgradeValue;
        // in case the default is lower than one of the subtractions
        if (upgradeValue < 1 ) {
                upgradeValue = 1;
        };    
        if ((Cast<Int32>(newVal) % upgradeValue == 0) || RPGManager.IsItemMaxLevel( itemData )) && itemQuality < 4.0 && !itemData.HasTag(n"DLCStashItem"){
    1. ElTorqiro
      ElTorqiro
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      Thanks for this feature 'patch', I'm using it :)

      But you didn't copy in the code that declares the variable, so it fails to compile during loading.  Needs this adding (which I assume you already have at the top of the function somewhere in your local copy).

      let upgradeValue: Int32;

      So the whole thing looks like:

      // amount to adjust default, negative values will subtract;
      let upgradeValue: Int32;
      switch itemQuality {
        case 0: // common > uncommon
      upgradeValue = -3;
      break;
        case 1.0: // uncommon > rare
      upgradeValue = 0;
      break;
        case 2.0: // rare > epic
      upgradeValue = 1;
      break;
        case 3.0: // Epic > legendary
      upgradeValue = 2;
      break;  
        default: // default for any future levels
      upgradeValue = 3;
      };
      upgradeValue = QualityUpgradesConfig.UpgradesPerQualityLevel() + upgradeValue;
      // in case the default is lower than one of the subtractions
      if (upgradeValue < 1 ) {
      upgradeValue = 1;
      }; 
      if ((Cast<Int32>(newVal) % upgradeValue == 0) || RPGManager.IsItemMaxLevel( itemData )) && itemQuality < 4.0 && !itemData.HasTag(n"DLCStashItem"){
  7. Phaha
    Phaha
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    There is a bug with upgrading weapons. Lets take a power assault riffle for example. A legendary version will have 6 properties(crit chance, crit damage, element chance, element damage, headshot damage multiplier and bonus richoche damage). A purple will have 5 of those, will miss either the crit chance or the crit damage. A blue will have 4 of those.
    When upgrading any ranged weapon from blue to purple to legendary, it does not add the extra stat. 
    Same goes for the melee weapons.
    1. irizenyt
      irizenyt
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      You should put this in the Bugs section if you are reporting a bug. Just sayin'...
    2. ElTorqiro
      ElTorqiro
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      I think this lack of adding stats/slots fits nicely into the idea of 'upgrading', even if it wasn't intentional by the author :)

      As in, you're taking the existing item and increasing it's *quality* but not it's *capability*.  i.e. quality upgrade.

      This is what makes it different to 'crafting' a fresh item from scratch where you can bake in the tier *capability* (e.g. more stats or slots etc).  Otherwise 'upgrades' are just the same as creating a brand new item, meaning there would be no distinction.

      So I personally like this (presumably unintended) feature!  Makes upgrading distinct from crafting.
  8. tduality
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    Please separate weapon upgrades.
  9. GG1313
    GG1313
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    First, thank you for the amazing mod gain.
    Can you make compatibility option for Custom Level Cap?
    I personally use level scaling mod that makes all enemies level 6 higher than my level and set my max level to 40.
    Making 40 Rare weapon to Epic works, but it blocks to make Legendary because it's item level reached 41.
    Is there any way to make a limit on the maximum level of item upgrades?
  10. theravinglunatic
    theravinglunatic
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    Mod doesn't seem to be working, think it might have something to do with this error in my console: https://imgur.com/L9VoXvD
    Tried removing all other mods, no change. The options for the mod still show up in my menu with NativeSettings, but my items don't upgrade quality regardless of what the settings are set to.
    1. BobbertModdert
      BobbertModdert
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      Do you have redscript installed correctly? That error would indicate the new class I added isn't being loaded in via redscript.
    2. theravinglunatic
      theravinglunatic
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      Completely uninstalled the game and deleted any leftovers using Revo, then reinstalled without REDmod and it worked, so I think it has something to do with that but I'm afraid to install REDmod again lol.
    3. whacked
      whacked
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      You should only have to install cybercmd to run redscript and redmod together. Link available on the redscript page.
    4. theravinglunatic
      theravinglunatic
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      I reinstalled REDmod along with cybercmd, as I did before reinstalling the game and it works fine. Must have been a hiccup at my end but everything is working. Also a great mod, Widowmaker is my favorite gun and it always bothered me I couldn't upgrade its quality
    5. Derwan
      Derwan
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      If you have Redmod, you need CyberCMD for Redscript to work correctly

      Took ages to figure out, but this fixed this kind of issue for me permanently

      Edit: Didn't read below lol
  11. ZeroIQ
    ZeroIQ
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    I have been looking for something like this since they added that feature to the GOG items.
    Any chance you could make a version that are limited to Iconics?