**The current version isn't for 2.0 (btw I'm quite happy with 2.0 but I can always make some quite update for this mod if needed)
If you've changed the filename of HARDCORE22, then you will want to change mine so that this fix can load after the original work :)
Edit: Yooooo I added an optional file for armadilla and melee weapons (I wanna cover more weapons than mudoso's code); haven't checked the balancing but I FEEL it's fine. So, let me know if those values are off for you.
**If you think there's anything needs fixing in the original mod, let me know and I'll see if I can do anything about it
Hey I got a small question. This mod overwrites the tech curve set in Hardcore 22. I want to overwrite other stuff but how do you make sure that my tweak archive is loaded after Hardcore22 or taker priority? Im using vortex atm.
EDIT: Oh its just alphabetical order. I played around a little but It didnt seem to work so will try a bit more.
This mod was left active for pre 2.0 game version user. The 2.0 game has new curves, and I don't think you'd get good result using this with the HC22V2.
Yeah i know its mainly that when I make an archive to overwrite H22 the way you did it just doesnt even change anything. No matter where I load it H22 take priority.
oic. My Skillful Attributes overwrites an archive in Skillful. i.e., SkillfulAttributes.archive overwrites SkillfulSplit.archive when loaded. You can always try using "a_" and "z_" prefixes to make it work.
Tnx for this mod! He's insanely important for HARDCORE22!! However, there is still a problem for the MA70 HB machine gun which has 1000 damage... Is this fixed in any mod? :(
this mod is only for pre 2.0 gameplay. i'm leaving here for legacy support (sorta)
For post 2.0, I gave cortlong50 some files so that he can adjust weapons damage (and handling perhaps) one by one, but I don't think he's free lately. perhaps wait for a few days or a week then he'd be back.
Yo guys. As the 2.0 update and PL expansion are both dropping soon, I plan to update my mods swiftly, thou I probably won't have enough time to do anything before 25th (or even 26th) in my time zone. Sorry to upset you if you can't get your mod updated on the first day (lol)
For this mod in particular, I may try to implement the Native Settings UI as well to make in-game tuning possible so everyone is happy. It may further delay me to updating the mod, yet the worst case scenario we should have a version without its implementation to speed up the process.
Regardless, main goal is still to nullify the level based stats cuz I hate it :)
Hey you wanted to know if the Melee balance wasn't right. I found that I couldn't beat Fred's training bot in the very first act with your mod installed. Once I uninstalled it, it was too easy. So somewhere in between. I'll play around with the flesh fists value, see if I can recommend something.
iirc tuning the fist damage value up will make you too strong, and vice versa, once you have a few points in Body. I feel the damage kinda make sense, as I feel the damages I was doing and taking were about the same in the fist fight quests. (I've both Immersive State-based Attributes and Sensible Stamina and Athletics installed btw.)
I thought of flattening the melee damage output from body attribute, but then it feels weird if body attribute doesn't make V punches people harder lol
If you've CET, you can use the console command there and input Game.ModStatPlayer("Health", "99999")whenever you are stuck in a mission. Just remember to reset the health afterward (I think HARDCORE22 set "Health" to "100"? You may want to check for yourself).
I went through the chase with Jackie without using any additional stuff, so I suppose these mods alone was enough and I'm a little lazy to code lately...
Yeah I had a tough time initially because I was using SDO No Shooting Delay enabled, and I couldn't get out of the car before being hit by a shot. Disabling that meant I could actually defeat them (Lexington appears to be the easiest weapon to win).
duplicate the folder "CombatOverhaulFix_Subdermal Armor"
rename it to "CombatOverhaulFix_Melee", and open init.lua inside with a text editor like Notepad
go to HARDCORE22 and find the pinned message under the "POSTS" section
copy all lines from registerForEvent("onInit", function() to end) into this init.lua
save, and boot game.
I didn't talk to MUDOSO, so I don't want to put his line here or in my mod, meaning you gotta do it yourself.
You can also tweak the values of these items to fit your liking, but imo those are fine (you just need to up your Body before you can fist fight without an arm implant, so yes it's hard to win that fighting bot near your H10 apartment.
The problem with cyberpunk is the " progression farm" that kill all realism. At the beginning you are ultra weak and get one shot by enemies you need to kill yourself with 20 bullets in the head. Around level 30 you beging getting godlike and barely take any damage from enemies.
I installed some damahe mods still they break the whole game. In fact, with a force and cold blood build I can achieve around 6000 Armor with perma heal. Problem: I still get killed by the enemies with 3 pistol bullets.
Did you use both the HARDCORE22 (play on very hard) and this fix and got 6000 armors? I haven't done any build specific playthrough so I don't know enough about these perks, but I read there're only two Cool skill rewards to give 3% and 7% armor boast and the Defensive Clotting (DC) perk can only give 24% (i.e., 8% x 3 cold blood (CB)) max.
With my current setting, level 20 Tech only boasted my armor from like 3 armors to 4 when I only have 1 armadillo; Tech level 8 only boasted my subdermal armor from 30 to 37; and 1DCw/3CB (level 1 Defensive Clotting with 3 Cold Blood), 2DCw/1CB, 2DCw/2CB, and 2DCw/3CB respectively boasted my armor from 37 to 41, 40, 42, and 45. This is roughly the same as the description for this DC perk (8% armor boast).
Let me know if you got more armor than mine if you used both HARDCORE22 and my armor fix. I've installed many mods, but only the HARDCORE22 and some quick fixes has touched damage and armor values.
The design for HARDCORE22 is hardcore and everyone (NPCs and V) dies equally quick, so V dies by a few bullets is kinda normal.
Ah yes cortlong's mod, I know it but never played with it. It crashed my game.
I am using the mod, "PED damage overhaul" and the auto-scaling of dermal armor (scales with level). But at 700+ HP (during combat with cold blood boosts) one or a small auto rifle burst or 2 revolver bullets drop me at 200 HP easily. My build was with 15 body, 20 reflexes and 20 cold blood. The armor I accumulated was insane during combat because each time I killed a few enemies I boosted my cold blood stack over 1800 with gave me an additionnal +40% armor bonus.
Unfortunately, those numbers had no effect on damage reduction or HP regen : one gorilla fist hit or 2-3 bullets dropped my health around 30%HP. Maybe I have a mod conflict that prevents correct damage reduction. Will have to investigate or maybe try out your mods to see if it changes something.
If your aim is to make your V less killable, then don’t use this fix. This fix is to stop V from having too much armor when you use HARDCORE22 - pretty much the opposite of what you want.
In HARDCORE22, all leveling curves are flattened, so neither you or NPCs are stronger as you level up (not hitting harder or having more health). There’s also a redscript in it to nullify equipping requirement.
What this means is the mod was unlikely what caused the crash – it’s too simple to crash anything even with a conflict imo
I suggest you to try one of those mod like HARDCORE22 to nullify leveling effect, as leveling is only gonna make your gameplay balance off. Without them, you sorta have to balance everything per level yourself. I constantly felt my V and NPCs are either too fragile or too tanky, the balance is almost never right for me before I used these mods (it’s on/before 1.3).
Anyway, try to clean up other damage/ armor mods, and then give HARDCORE22 a try, and then change the subdurmal armor value in the .lua with a text editor.
The auto scaling subdurmal armor with your level probably have some kinda conflict with this armor fix.
Edit: I just noticed I’ve downloaded PED sometime ago but have never installed it, so I guess I’ll do it today and see if there’s any compatibility/ balancing issues :)
Edit 2: Yes the PED seems to be compatible (kinda as expected). Love it as NPCs don't just die after I shot their limbs a few times and their down.
soooo I tested thoroughly the combo "Hardcore 22 + your mod" + SDO. I must say...I have never though having such a great experience with CP 2077.
The " stay in front of 50 enemies and tank them with 5000 armor and huge HP regen" concept is finished. Gotta really plan ahead how I am going to kill especially when I use the katana -> targeting non fire weapon enemies or at least circumvent them and surprise them, elsewhere I am dead.
All three mods work perfecty and the Dermal armor mod scales well. I am level 14 with around 850 armor, I can tank 3 bullets with 135 HP (even if I am stunned by bullet shot or knockeddown).
But Cortlong's mod basically makes the skill tree useless since the damage of weapons is allready realistic and OP so damage modifiers are not useful. The points need to be invested in cold bold and tech I guess.
Glad you enjoy it. This's my type of balancing too, as now I can play with my (dis)engagement tactics. I'm not crazy in a dramatic and bullet absorbing boss fight, so I care less about a tougher boss fight – a lore-friendly and realistic fight is what I aim at.
Perks that give higher damages are also useful if you try to hit enemies away from you with an SMG. I like to pretend my V only conceal carries two relatively small guns and a melee around, and pick up larger guns from vehicles before a job. I'm using Immersive State-based Attributes, so I do not assign attribute anymore :p
For the armor scaling part, If you do not want to get distracted by the balancing mid play through, make sure the final armor value when you hit 50lvl with the best subdermal armor won't make you a tank. (e.g., with Game.SetLevel("Level", 50) in your CET console.) If it does, you can either lower the unscaled subdermal armor values in init.lua of this fix, or increase these values but remove the auto-scaling armor mod.
you're welcome. it's actually a simple fix, but needs a few testings (for balancing), so I suppose releasing stuff I made for myself to the community helps those who don't do mod themselves :)
27 comments
(btw I'm quite happy with 2.0 but I can always make some quite update for this mod if needed)
If you've changed the filename of HARDCORE22, then you will want to change mine so that this fix can load after the original work :)
Edit: Yooooo I added an optional file for armadilla and melee weapons (I wanna cover more weapons than mudoso's code); haven't checked the balancing but I FEEL it's fine. So, let me know if those values are off for you.
**If you think there's anything needs fixing in the original mod, let me know and I'll see if I can do anything about it
EDIT: Oh its just alphabetical order. I played around a little but It didnt seem to work so will try a bit more.
hope this helps.
However, there is still a problem for the MA70 HB machine gun which has 1000 damage... Is this fixed in any mod? :(
For post 2.0, I gave cortlong50 some files so that he can adjust weapons damage (and handling perhaps) one by one, but I don't think he's free lately. perhaps wait for a few days or a week then he'd be back.
CL50 is working on an update for 2.0, so may be you can update to 2.0 soon as well?
For this mod in particular, I may try to implement the Native Settings UI as well to make in-game tuning possible so everyone is happy. It may further delay me to updating the mod, yet the worst case scenario we should have a version without its implementation to speed up the process.
Regardless, main goal is still to nullify the level based stats cuz I hate it :)
I thought of flattening the melee damage output from body attribute, but then it feels weird if body attribute doesn't make V punches people harder lol
Game.ModStatPlayer("Health", "99999")
whenever you are stuck in a mission. Just remember to reset the health afterward (I think HARDCORE22 set "Health" to "100"? You may want to check for yourself).I went through the chase with Jackie without using any additional stuff, so I suppose these mods alone was enough and I'm a little lazy to code lately...
now it'd be fine
I didn't talk to MUDOSO, so I don't want to put his line here or in my mod, meaning you gotta do it yourself.
You can also tweak the values of these items to fit your liking, but imo those are fine (you just need to up your Body before you can fist fight without an arm implant, so yes it's hard to win that fighting bot near your H10 apartment.
At the beginning you are ultra weak and get one shot by enemies you need to kill yourself with 20 bullets in the head.
Around level 30 you beging getting godlike and barely take any damage from enemies.
I installed some damahe mods still they break the whole game. In fact, with a force and cold blood build I can achieve around 6000 Armor with perma heal.
Problem: I still get killed by the enemies with 3 pistol bullets.
I don't know what will fix this.
With my current setting, level 20 Tech only boasted my armor from like 3 armors to 4 when I only have 1 armadillo; Tech level 8 only boasted my subdermal armor from 30 to 37; and 1DCw/3CB (level 1 Defensive Clotting with 3 Cold Blood), 2DCw/1CB, 2DCw/2CB, and 2DCw/3CB respectively boasted my armor from 37 to 41, 40, 42, and 45. This is roughly the same as the description for this DC perk (8% armor boast).
Let me know if you got more armor than mine if you used both HARDCORE22 and my armor fix. I've installed many mods, but only the HARDCORE22 and some quick fixes has touched damage and armor values.
The design for HARDCORE22 is hardcore and everyone (NPCs and V) dies equally quick, so V dies by a few bullets is kinda normal.
I am using the mod, "PED damage overhaul" and the auto-scaling of dermal armor (scales with level).
But at 700+ HP (during combat with cold blood boosts) one or a small auto rifle burst or 2 revolver bullets drop me at 200 HP easily.
My build was with 15 body, 20 reflexes and 20 cold blood.
The armor I accumulated was insane during combat because each time I killed a few enemies I boosted my cold blood stack over 1800 with gave me an additionnal +40% armor bonus.
Unfortunately, those numbers had no effect on damage reduction or HP regen : one gorilla fist hit or 2-3 bullets dropped my health around 30%HP.
Maybe I have a mod conflict that prevents correct damage reduction.
Will have to investigate or maybe try out your mods to see if it changes something.
Thanks for the answer.
In HARDCORE22, all leveling curves are flattened, so neither you or NPCs are stronger as you level up (not hitting harder or having more health). There’s also a redscript in it to nullify equipping requirement.
What this means is the mod was unlikely what caused the crash – it’s too simple to crash anything even with a conflict imo
I suggest you to try one of those mod like HARDCORE22 to nullify leveling effect, as leveling is only gonna make your gameplay balance off. Without them, you sorta have to balance everything per level yourself. I constantly felt my V and NPCs are either too fragile or too tanky, the balance is almost never right for me before I used these mods (it’s on/before 1.3).
Anyway, try to clean up other damage/ armor mods, and then give HARDCORE22 a try, and then change the subdurmal armor value in the .lua with a text editor.
The auto scaling subdurmal armor with your level probably have some kinda conflict with this armor fix.
Edit: I just noticed I’ve downloaded PED sometime ago but have never installed it, so I guess I’ll do it today and see if there’s any compatibility/ balancing issues :)
Edit 2: Yes the PED seems to be compatible (kinda as expected). Love it as NPCs don't just die after I shot their limbs a few times and their down.
soooo I tested thoroughly the combo "Hardcore 22 + your mod" + SDO.
I must say...I have never though having such a great experience with CP 2077.
The " stay in front of 50 enemies and tank them with 5000 armor and huge HP regen" concept is finished.
Gotta really plan ahead how I am going to kill especially when I use the katana -> targeting non fire weapon enemies or at least circumvent them and surprise them, elsewhere I am dead.
All three mods work perfecty and the Dermal armor mod scales well. I am level 14 with around 850 armor, I can tank 3 bullets with 135 HP (even if I am stunned by bullet shot or knockeddown).
But Cortlong's mod basically makes the skill tree useless since the damage of weapons is allready realistic and OP so damage modifiers are not useful. The points need to be invested in cold bold and tech I guess.
Perks that give higher damages are also useful if you try to hit enemies away from you with an SMG. I like to pretend my V only conceal carries two relatively small guns and a melee around, and pick up larger guns from vehicles before a job. I'm using Immersive State-based Attributes, so I do not assign attribute anymore :p
For the armor scaling part, If you do not want to get distracted by the balancing mid play through, make sure the final armor value when you hit 50lvl with the best subdermal armor won't make you a tank. (e.g., with Game.SetLevel("Level", 50) in your CET console.) If it does, you can either lower the unscaled subdermal armor values in init.lua of this fix, or increase these values but remove the auto-scaling armor mod.