End game saves issue: So for some reason end game saves (saves continuing on from a Point Of No Return save) just don't have the logic running anymore for the shooting range. In order to get it working again, as if you were on any other save, I have added in a work around. It's pretty simple, but does need an action on the part of the user The Work Around
Game.CheckFactValue("factname")is replaced by: print(Game.GetQuestsSystem():GetFactStr("factname")) I'll try and get around to updating all the mod pages, but for now I'll be posting this on all the post pages.
Custom quest gps: ArchiveXL has a bug related to integrating new quest mappins (gps) All of my new quest mods will currently track towards world 0 (a location underground in Westbrook) The quests still playout just fine, you just can't rely on the gps until ArchiveXL has a fix
REDmod versions: I am currently not supporting REDmod versions: It simply adds extra work, while I am having to update multiple times to solve bugs as they come up They don't do anything different or better than "normal" versions They have been disabled for a period by CDPR for the launch of Phantom Liberty They make load ordering more complicated if some mods are installed with REDmod and others not
This. I would love to take on that bastard repeatedly. It's a travesty we get one, single training session with the man who is supposed to be our "coach" there.
Where is my Rocky Balboa montage? I want to have this dude running behind me calling me a bum as I go up the stairs to Arasaka Tower.
From all the lacking things of this game, the boxing robot is one of the worst. Poor bot just keeps there sparkling the entire game. What a waste of good mini-games in the game. If anyone pulls out this mod he'll be the hero.
Weird issue I have. Couldn't get mod to work right. Tried all possible solves easter egg etc. but still not working. When installed all I can do is go into the range but no prompt to start shooting, the range mission is completed and way past meeting Takemura at dinner. When I try the easter egg fix all I get is the music but no video plays is that how it should work? Or music plays for a bit then video plays? I just never get the video to trigger is the issue. Is there a way to check if the mod initiated properly? When uninstalled door still opens to the range.
!Update:
Spoiler:
Show
Only way I found to fix issue is a replay of the game. seems like code didn't initialize properly in that save file. Restarting from the beginning fixed this issue for me. Also maybe skipping Act 1 could cause issues in my experience, Range now works for my new playthrough I also DID NOT skip Act 1.
Yeah, instead of giving something actually useful, they decided to let you look at low res city through some binoculars lmao. That said, it works perfectly on 2.11, didnt even had to do these steps the author said I should for post ending saves.
Only thing missing is the firing range with some challenges. The best range I ever played was in an old game called Perfect Dark, suited for each weapon and very hard modes. In Cyb77 ages later there's not even simulations. The only one is before the first intro mission with Jackie.
They're on tourist places. You know that thing you put a token and use it to see the skyline. Devs didn't bother with quality of life, but binoculars. Useful.
I really enjoy this mod. It's fun to see how high I can get my score on different weapons, or on the same weapon I'm modded out with Preem Weaponsmith. But... there's times when I just want to test out a new gun configuration or ten, without having to activate Wilson's minigame, or visit Little China's gun range. Any chance on making the the activation of the score targeting shooting option, for us that like to tinker with our weapons, but don't want to play the minigame every single time we want to use Wilson's range?
also id be interested in generally faster moving targets <3 please - the firing range is so cool but everything is slomo. the back and forth moving speed isnt the main issue - rather the slow up and down :\
appreciate the mod tho! btw i also only use it for testing and dont care about the minigame^^ hit counter is nice to have tho.
i wish we got a mod which allows to pull out and use weapons in our appartments... btw the modder x1EGG once said in the post section of "gameplay restriction - unlocked" he already made a mod like that and will upload but its been a few weeks^^ if youre interested in this mod, maybe go there and bump my comment - it should be still on the first page of the post section :)
After installing this mod, if you click Skip and Start with Phantom Liberty when creating a new character, infinite black screen happens. Just deleting this mod solves the problem.
This bug is happening even without this mod for me. It could be a different mod, or its busted/ funky even in vanilla game. Saw some posts about this. So likely unrelated to mod.
62 comments
So for some reason end game saves (saves continuing on from a Point Of No Return save) just don't have the logic running anymore for the shooting range.
In order to get it working again, as if you were on any other save, I have added in a work around.
It's pretty simple, but does need an action on the part of the user
The Work Around
- Go to the Blade Runner easter egg
- Take the lift to the roof and come back down
- Wait for a minute or two for the music to finish and the scene to end
- When you next visit the range it should be working as normal
You only need to visit the easter egg once, but repeated visits shouldnt break anythingGlobal issue:
CET fact commands have changed (the command itself, not the values):
Game.SetDebugFact("factname", X)
is replaced by:Game.GetQuestsSystem():SetFactStr("factname", X)
Game.CheckFactValue("factname")
is replaced by:print(Game.GetQuestsSystem():GetFactStr("factname"))
I'll try and get around to updating all the mod pages, but for now I'll be posting this on all the post pages.
Custom quest gps:
ArchiveXL has a bug related to integrating new quest mappins (gps)
All of my new quest mods will currently track towards world 0 (a location underground in Westbrook)
The quests still playout just fine, you just can't rely on the gps until ArchiveXL has a fix
REDmod versions:
I am currently not supporting REDmod versions:
It simply adds extra work, while I am having to update multiple times to solve bugs as they come up
They don't do anything different or better than "normal" versions
They have been disabled for a period by CDPR for the launch of Phantom Liberty
They make load ordering more complicated if some mods are installed with REDmod and others not
Where is my Rocky Balboa montage? I want to have this dude running behind me calling me a bum as I go up the stairs to Arasaka Tower.
!Update:
That said, it works perfectly on 2.11, didnt even had to do these steps the author said I should for post ending saves.
Devs didn't bother with quality of life, but binoculars.
Useful.
FYI: Didn't work with Vortex for some reason. Had to extract directly to folder and then it worked like a charm.
same thing goes for that "punching bag" robot in the beginning
the back and forth moving speed isnt the main issue - rather the slow up and down :\
appreciate the mod tho! btw i also only use it for testing and dont care about the minigame^^ hit counter is nice to have tho.
i wish we got a mod which allows to pull out and use weapons in our appartments...
btw the modder x1EGG once said in the post section of "gameplay restriction - unlocked" he already made a mod like that and will upload but its been a few weeks^^ if youre interested in this mod, maybe go there and bump my comment - it should be still on the first page of the post section :)
Just deleting this mod solves the problem.