The mod has been updated to the game v2.x Please make sure to install the latest CET version matching your game version available at the Nexusmods. There may be many CET releases in the coming days so please stay tuned to the release announcements.
I greatly appreciate your support and patience regarding the frequent updates. This seemingly simple mod has proven to be quite complex when combined with other mods. A big thanks to vanaukas for reporting issues and providing details that allowed me to address them properly.
Hopefully, the version 1.4.0 is going to be the final one for the game's v1 generation (the Phantom Liberty game is labeled as v2, and it's unclear to me whether the shards list design will remain the same as in v1).
I'd also like to express a special thanks to those who have endorsed the mod. Your support is truly appreciated and plays a significant role in the mod's global ranking.
Thank you once again for your endorsements, ongoing support, and understanding.
Is it possible to add a feature to the mod that would automatically open shards for reading after picking up it and receiving a notification with an offer to read the shard, without the need to follow notifications and the need to press the T key to read the newly received shard?
Shards are items that you can find in the word. You don't receive shards - you discover them as you explore the world. There are no notifications for shards. I guess you may be confusing them with text messages. When you find a shard, you're presented with two options: take it without reading (F) or take and read it (R).
For example. There is a container with several things, and among the things there is a shard. I hold down F to pick up all the things from the container, and then I get a notification on the screen that I picked up a shard and a prompt to press T to read it. But this notification is only on the screen for 2-3 seconds, and you can miss it, or simply not have time to press T
You can read a shard directly from the looting dialog list before choosing to loot all... Anyway, it's about post-processing loot. There are some mods that handle it (and it's not a trivial thing with the abundance of various items and condition). I don't know if any of them provides such functionality but maybe their authors could add it.
You can read a shard directly from the looting dialog list before choosing to loot all... Anyway, this s about post-processing loot. There are some mods that handle it (and it's not a trivial thing with the abundance of various items and condition). I’m not sure if any of them offer this specific feature, but perhaps their authors could add it. However, I wouldn’t expect much interest in such a feature, as it could easily turn into a spammer mod.
I understand that I can also read from the loot window. But to read from the loot window, you need to pick up items one by one and not use the ‘pick up all’ function, but that takes quite a bit of time. I don't think it's necessary to analyse loot in containers/corpses to automatically read shards. After picking up a shard, a notification appears with a suggestion to press T to read the shard. In theory, the mod could react to this event and automatically confirm the reading without pressing T. There is a mod that does similar functionality for incoming calls, automatically answering them without pressing T. I also asked this question on the page of that mod, and wrote here because this mod is related to shards, and maybe the author knows how to do it.
Loot post-processing is beyond the scope of this mod. Actually, the primary purpose of this mod is to avoid reading shard text. It is designed to mark owned shards as 'read' (which is not the same as actually reading their text) to clean up the shard list and potentially trigger the next quest phase or objective without requiring the player to read the text. This is particularly useful for those who have already completed the game once and are not interested in re-reading the same text. Originally designed for game v1.x, where the shard list view was problematic, to support Autoloot, then I added support for gigs from the Missing Persons and Pacific Typhoon mods.
Update: CET is back on Nexus. The note below is obsolete now.
VERY IMPORTANT NOTE:
Since game version 2.2, the required newer versions of Cyber Engine Tweaks are no longer published on Nexusmods. The CET authors recommend downloading it from their GitHub site: https://github.com/maximegmd/CyberEngineTweaks/releases Click here to learn how to install it with Vortex if you prefer this method.
I have CET 1.30.1 installed, and when I installed this mod, CET hotkey shorts stopped working and I couldn't launch CET to use it's console because it's assigned key end key stopped working
I figured out why CET wouldn't launch, my numlocks key went off and after turning it back on again, CET and all the other numlock area shortcut keys worked again
I had uninstalled my game and mods and re-installed both new yesterday only to find out my numlock was off
I'm sorry but I don't really understand what you mean. Is the mod installed correctly? Does it show the line in the CET console on scripts startup? Read Shards v1.5.5 initialized. Are there any entries in the mod's log? "...\Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\read_shards\read_shards.log? Does this CET command return "true"? print(type(GetMod("read_shards")) == 'table')
No worries. I simply installed this and didn't see the option to read all. I'll look more into it when I wake up. I have an extreme amount of mods so I believe there may be a conflict.
Game 2.1 and Cyber Engine Tweaks 1.29.0 compatibility headsup: due to numerous issues CET 1.29.0 is deemed unsupported. Please update to the CET 1.29.1 at least.
It's not only about changing shard status from new/unread to read. It's also about updating anything that is related to the processed shards like quest objectives. While it may look unimpressive when clicking the button, internally it does the same as traversing the list of shards to read them one after another manually.
This may be a GOG issue, but this does not seem to be working. All req mods are installed and updated. (And not using Missing Persons nor the Find-EX mod.)
Edit : I am a dingle berry. Turns out I was in the wrong menu. It works just fine on GOG edition. (Gonna go hide now)
Is the CET working? Is it the latest version? Is the mod installed properly? Can you see this line in the CET console and the CET scripting.log? Read Shards v1.5.2 initialized.
The new buttons should appear on top of the shards list similar to these show on the banner picture on top of this page. At least the right one. If they're not there then either the code is affected by some other mod, either it breaks on something unexpected. Maybe l Assuming it works as you confirmed you can see the mod's initialization output in the CET console. You can check the mod's log if there are any entries.
Also corrupted mod's language files could theoretically affect the buttons though I've put some defenses against it in the code... If you temporarily rename the language subfolder and reload game, it should switch to internal English buttons text.
53 comments
Please make sure to install the latest CET version matching your game version available at the Nexusmods.
There may be many CET releases in the coming days so please stay tuned to the release announcements.
I greatly appreciate your support and patience regarding the frequent updates.
This seemingly simple mod has proven to be quite complex when combined with other mods.
A big thanks to vanaukas for reporting issues and providing details that allowed me to address them properly.
Hopefully, the version 1.4.0 is going to be the final one for the game's v1 generation (the Phantom Liberty game is labeled as v2, and it's unclear to me whether the shards list design will remain the same as in v1).
I'd also like to express a special thanks to those who have endorsed the mod.
Your support is truly appreciated and plays a significant role in the mod's global ranking.
Thank you once again for your endorsements, ongoing support, and understanding.
When you find a shard, you're presented with two options: take it without reading (F) or take and read it (R).
Anyway, it's about post-processing loot.
There are some mods that handle it (and it's not a trivial thing with the abundance of various items and condition).
I don't know if any of them provides such functionality but maybe their authors could add it.
You can read a shard directly from the looting dialog list before choosing to loot all...
Anyway, this s about post-processing loot.
There are some mods that handle it (and it's not a trivial thing with the abundance of various items and condition).
I’m not sure if any of them offer this specific feature, but perhaps their authors could add it.
However, I wouldn’t expect much interest in such a feature, as it could easily turn into a spammer mod.
I don't think it's necessary to analyse loot in containers/corpses to automatically read shards. After picking up a shard, a notification appears with a suggestion to press T to read the shard. In theory, the mod could react to this event and automatically confirm the reading without pressing T.
There is a mod that does similar functionality for incoming calls, automatically answering them without pressing T. I also asked this question on the page of that mod, and wrote here because this mod is related to shards, and maybe the author knows how to do it.
Actually, the primary purpose of this mod is to avoid reading shard text.
It is designed to mark owned shards as 'read' (which is not the same as actually reading their text) to clean up the shard list and potentially trigger the next quest phase or objective without requiring the player to read the text.
This is particularly useful for those who have already completed the game once and are not interested in re-reading the same text.
Originally designed for game v1.x, where the shard list view was problematic, to support Autoloot, then I added support for gigs from the Missing Persons and Pacific Typhoon mods.
VERY IMPORTANT NOTE:
Since game version 2.2, the required newer versions of Cyber Engine Tweaks are no longer published on Nexusmods.
The CET authors recommend downloading it from their GitHub site:
https://github.com/maximegmd/CyberEngineTweaks/releases
Click here to learn how to install it with Vortex if you prefer this method.
Unrelated to any mod actually as this is your CET install base/configuration issue.
Please contact CET support.
I had uninstalled my game and mods and re-installed both new yesterday only to find out my numlock was off
Is the mod installed correctly?
Does it show the line in the CET console on scripts startup?
Read Shards v1.5.5 initialized.
Are there any entries in the mod's log?"...\Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\read_shards\read_shards.log?
Does this CET command return "true"?
print(type(GetMod("read_shards")) == 'table')
due to numerous issues CET 1.29.0 is deemed unsupported.
Please update to the CET 1.29.1 at least.
is this a Mark All as Read button for shards?
It's also about updating anything that is related to the processed shards like quest objectives.
While it may look unimpressive when clicking the button, internally it does the same as traversing the list of shards to read them one after another manually.
This may be a GOG issue, but this does not seem to be working. All req mods are installed and updated. (And not using Missing Persons nor the Find-EX mod.)Edit : I am a dingle berry. Turns out I was in the wrong menu. It works just fine on GOG edition. (Gonna go hide now)
Is it the latest version?
Is the mod installed properly?
Can you see this line in the CET console and the CET scripting.log?
Read Shards v1.5.2 initialized.
I just doubled checked and yes to all.There are no buttons. Unless I read wrong, should there not be buttons? Or is there something I need to set up to get it to function?At least the right one.
If they're not there then either the code is affected by some other mod, either it breaks on something unexpected.
Maybe l
Assuming it works as you confirmed you can see the mod's initialization output in the CET console.
You can check the mod's log if there are any entries.
If you temporarily rename the language subfolder and reload game, it should switch to internal English buttons text.