Sorry for that but it looks this needs clarification here:
Please note that I do not take requests. I'm happy with the mod in the current shape. Thank you for your understanding.
Please make sure to read the mod's Description. If you experience some unexpected issues please make sure you read and follow the Compatibility Info and the Issue reporting notes on the Description tab and the Sticky Posts here before reporting.
Please note 99% of issues come from incorrect or incomplete requirements configuration, incompatible mods, corrupted data in game saves, unhealthy game install base or corrupted mod install.
Please read before posting. If anything is unclear in the provided information: ask about it. Please make sure you verify your issues against a healthy and clean game install before reporting. If the issue persists please provide details on the issue.
I will not answer issue reports not adhering to the above rules. I reserve rights to delete posts I find violating the rules, offending, defamatory, misleading, containing accusations, unfounded assessments, bad opinions based on beliefs or blanket statements or any other false or unjust information about this mod, promoting unauthorized or risky changes or just any spam messages. Which basically follows what the Nexusmods commenting guidelines describe.
Please don't post similarly negative comments on other mods neither links to other mods.
Also please post in English. With full respect to all the beautiful languages of non-English speakers here, I'm not a multilingual person to understand posts in other languages. I'm not a native English speaker either so it's a mutual effort to understand each other in the most commonly used language here.
Hi anygoodname If possible, could you make a mod that stops the game from forcing us to pick up the dead body's weapon (nearby) when carrying a corpse?
On controller, the button to pick up body is the same as pick up weapon, and this forces us to pick up unwanted weapons. Then much time is spent inside inventory sorting through unwanted weapons to delete them, and it breaks the immersion of the game.
Appreciate if you could create a mod for this, or implement it into your existing mod?
Ugh, tough call, I must admit. I have a similar issue with the keyboard Z button. While it has always been used to read the last received message or shard, in the game v2 it also turns on/off the radio through the radioport, as the game developer assigned it to the same button, and in most cases, they overlap. The key question is: how can the mod second-guess your intention? So, it would then adjust the game accordingly.
I'm not sure what's happening, but the earlier version (* Reds.A. No initial weapon equip 1.0.0) of this mod actually works fine with Savage Sling perk. I can throw body just fine with this mod installed and the mod works as intended(keeps the pistol in holster.) Maybe the latest patch somewhat changed the behavior of Savage Sling script and made existing conflict with 1.0.0 version of the mod gone..?
I found it by complete accident. You see, I kept every versions of the mods I use in my external storage, as a back up if I needed to roll back the game to specific version. I have reinstalled the game recently and of course I needed my mods back, started go through the storage and reinstall all the mods. After all the mods been placed, I opened up my finished save, mish-mash character with revolver/body build; also had Savage Sling perk. Roamed around the city to see if my mods had any sort of conflict happens. While doing so, ended up killing few scavengers and picked up a body to throw and realize my character didn't bringing up the Overture revolver. Few more bodies thrown for testing purpose and now I'm reporting it here. Your mod (* Reds.A. No initial weapon equip 1.0.0) works fine with Savage Sling. For me, at least.
Thank you for your feedback. That's interesting as my mod should simply stay inactive with the perk enabled. Maybe they changed in the body carrying combined with this perk behavior. The main reason to disable the mod with this perk enabled was about using the right mouse button to equip a weapon - it was overlapping with the perk body throw trigger action resulting in tossing the carried body if I remember correctly.
I just gave this mod a try, since the whole auto-equip-weapon thing was starting to annoy me whenever I picked up a body (kinda silly that CDPR changed that mechanic, makes no sense; probably one of the first things I noticed right away, with 2.0), and none of the files worked for me.
I tried all three versions: CET, Reds.A, and Reds.B. The Reds versions didn't do anything at all, vanilla body-carrying behaviors were still present with each version installed. The CET version...while the actual CET settings/controls for this mod were present and configurable, doing so didn't change anything ingame---vanilla body-carrying behaviors were still present. Tested all three versions while my other mods were installed (I don't use that many), and also tested with no other mods installed (aside from the Requirements/core-mods). Same results on both occasions. Manual installations (I don't use Vortex/MO2).
All the mods work perfectly on the specified game versions inluding 2.12a. Please make sure to read the Description, especially: Limitations, Compatibility Note and Issue reporting.
I just did a complete and fresh reinstall of the game (game Patch 2.12a, via Steam). Deleted the previous Cyberpunk 2077 root game directory (entire folder) before reinstalling, to make sure there were no left-over files that might cause problems. I also deleted my entire 'Saved Games\CD Projekt Red' folder, just to be safe and make sure that previous saves would not/could not cause any mysterious and unforeseen errors. (Note: I did however, make a backup of my save folder, for when I've reinstalled everything else later on.)
Installed the following (Manual installs/uninstalls only; I don't use Vortex/MO2; I never use REDmod mods): Cyber Engine Tweaksv1.32.1 cybercmd (CET installed file) v0.0.12 redscriptv0.5.18 Game v2.0 Patch - No Forced Weapon On Carrying Bodies (CET Edition) 'CET. No forced weapons all-in-one 1.1.1' v1.1.1
Started a New Game...and with only these four mods installed on a freshly installed game, I can confirm that this mod is working 100% as advertised. \o/ (Note: I didn't bother testing the Redscript Editions, since the CET Edition was working.)
This mod's CET Edition 'CET. No forced weapons all-in-one 1.1.1' is working as advertised, with game Patch 2.12a (Steam).
Hella preem work on this, anygoodname! THANK YOU for this mod, choombatta! Endorsed! ♥
Reminder:DO NOT have Body Perk 'Finisher: Savage Sling' turned-on/equipped, for this mod to work properly. (FYI~ You can equip/unequip perks as often as you want, as long as you keep/save the perk point for it/them.)
From all the strange things from the game, forcing pistol out during body carrying - and removing the option to not kill when dumping, these are the weirdest. Thank you very much for the mod.
You're welcome Well, weapons were also forced in the previous game if you enabled a special perk to allow weapons use while carrying bodies. Yet it was still your choice to enable it. With the skills/perks system redesign in the game v2, it's no longer optional, meaning it's forced. And yeah, the new always lethal body dump in the new game is weird and makes me feel very uncomfortable about it.
Agreed, wow. The lethal body dumping is.....I mean what's the logic behind that? I don't get it. Playing PL for the first time, I really noticed it when doing the quest for the monks, the one that asks you to save his brother. The brother doesn't want you to kill his kidnappers, and technically I didn't, I choked them all out. But, I'd stashed one and only one in something and didn't notice that it was lethal in time. I go back and he whines that I'm going to hell or something lol.
Hopefully there's a mod for it. Because that is just stupid.
Being thrown into a tiny box head first does not sound very good for your health, also suffocating in an enclosed space, of all the things to complain about in this game this is a weird one.
I've checked the game's code on the lethal disposal - it's just a fake. The code just updates the player stats kill counter. There is no even a reward for the kill. And of course the npc disposed alive but unconscious remains in this state.
As someone who strived for a "zero kills" playthrough once upon a time, the body dump being lethal isn't new. The only new part is that they made it clear via text labeling that dumping a body in a box/trunk/freezer etc would make it lethal for sure. I know this from one mission, in the badlands, where you rescue the target from the Militech camp, and get yelled at if you kill any of the guards. Hiding an unconscious guard always bleww that mission.
So hiding unconscious folks *always* killed them, QED.
I guess what they wanted is you to be able to kill stealthy, say with a silencer, while holding a body at the same time. AI has gotten "better" and refurbished other stuff so that's a thing. The problem here is that it is not optional. It still isn't optional.
Now, at least we can turn radio off in options when leaving the car, it seems devs loves to force crazy mechanics. But they fix this, like quest markers, but can't deactivate gigs from the map. They fix one thing, then they force another by design. We need to mod every little thing.
The hell is up with CDPR quality control anyways? Who's the dude behind the decision making? He's not thinking like a gamer. Want this toggle on or off? Yes or no? Its simple.
🤔 Reading through the description page, it seems the mod is working with 2.1? Just want to confirm before I'm started to go on the hunt for why it is not working for me.
🤔 I've reset my game and CET, latest updated, and this mod (CET version) are the only mods installed, and it won't work. 😭 I'll do one last try with the redscript versions.
What does it mean " it won't work"? Does the mod code run? Do the CET console window and the scripting.log show this line? No Forced Weapon On Carrying Bodies: 1.1.1 Initialized.Does it show any warnings in the mod's CET window? Are there any entries in the mod log file?
Either you have Savage Sling body perk active, either something is affecting this mod activity. Please refer to the Limitations, Compatibility Info and Issue reporting notes in the Description.
Bloody hell... I'm such an idiot. Thanks for your patience. And sorry for the bother. I forgot about Savage Sling. Thought I had read through the entire description page, but must have skimmed that part. Again, sorry.
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.
Great mod, exactly what I was looking for. However, there is a small issue with this mod. It works perfectly well most of the time, but if you acquire the perk "Blunt Finisher: Savage Sling", the mod completly stops working, After removing the perk, it works fine again. I don't know if you plan to update this mod further, but it would be really nice if you could fix this issue in a future patch. Thanks for the great work.
Thanks for your quick reply. So does that mean that it's simply not possible to implement this mechanic while having the perk or that it may take some time and work to figure out and may be part of a future update?
It would require modifying quite a lot of game code to resolve conflicts, and still, it could result in unexpected issues or affect other mods. IMO, not worth going this way for just a little benefit Actually, these code changes is something that the game developer should address in the first place. I have impression that the weapons are forced to work around these underlying issues in the original code.
73 comments
Please note that I do not take requests.
I'm happy with the mod in the current shape.
Thank you for your understanding.
Please make sure to read the mod's Description.
If you experience some unexpected issues please make sure you read and follow the Compatibility Info and the Issue reporting notes on the Description tab and the Sticky Posts here before reporting.
Please note 99% of issues come from incorrect or incomplete requirements configuration, incompatible mods, corrupted data in game saves, unhealthy game install base or corrupted mod install.
Please read before posting.
If anything is unclear in the provided information: ask about it.
Please make sure you verify your issues against a healthy and clean game install before reporting.
If the issue persists please provide details on the issue.
I will not answer issue reports not adhering to the above rules.
I reserve rights to delete posts I find violating the rules, offending, defamatory, misleading, containing accusations, unfounded assessments, bad opinions based on beliefs or blanket statements or any other false or unjust information about this mod, promoting unauthorized or risky changes or just any spam messages.
Which basically follows what the Nexusmods commenting guidelines describe.
Please don't post similarly negative comments on other mods neither links to other mods.
Also please post in English.
With full respect to all the beautiful languages of non-English speakers here, I'm not a multilingual person to understand posts in other languages.
I'm not a native English speaker either so it's a mutual effort to understand each other in the most commonly used language here.
If possible, could you make a mod that stops the game from forcing us to pick up the dead body's weapon (nearby) when carrying a corpse?
On controller, the button to pick up body is the same as pick up weapon, and this forces us to pick up unwanted weapons.
Then much time is spent inside inventory sorting through unwanted weapons to delete them, and it breaks the immersion of the game.
Appreciate if you could create a mod for this, or implement it into your existing mod?
Thanks
I have a similar issue with the keyboard Z button.
While it has always been used to read the last received message or shard, in the game v2 it also turns on/off the radio through the radioport, as the game developer assigned it to the same button, and in most cases, they overlap.
The key question is: how can the mod second-guess your intention?
So, it would then adjust the game accordingly.
I found it by complete accident. You see, I kept every versions of the mods I use in my external storage, as a back up if I needed to roll back the game to specific version. I have reinstalled the game recently and of course I needed my mods back, started go through the storage and reinstall all the mods. After all the mods been placed, I opened up my finished save, mish-mash character with revolver/body build; also had Savage Sling perk. Roamed around the city to see if my mods had any sort of conflict happens. While doing so, ended up killing few scavengers and picked up a body to throw and realize my character didn't bringing up the Overture revolver. Few more bodies thrown for testing purpose and now I'm reporting it here. Your mod (* Reds.A. No initial weapon equip 1.0.0) works fine with Savage Sling. For me, at least.
That's interesting as my mod should simply stay inactive with the perk enabled.
Maybe they changed in the body carrying combined with this perk behavior.
The main reason to disable the mod with this perk enabled was about using the right mouse button to equip a weapon - it was overlapping with the perk body throw trigger action resulting in tossing the carried body if I remember correctly.
none of the files worked for me.I tried all three versions: CET, Reds.A, and Reds.B.
The Reds versions didn't do anything at all, vanilla body-carrying behaviors were still present with each version installed.The CET version...while the actual CET settings/controls for this mod were present and configurable, doing so didn't change anything ingame---vanilla body-carrying behaviors were still present.Tested all three versions while my other mods were installed (I don't use that many), and also tested with no other mods installed (aside from the Requirements/core-mods). Same results on both occasions.Manual installations (I don't use Vortex/MO2).
Please make sure to read the Description, especially: Limitations, Compatibility Note and Issue reporting.
Installed the following (Manual installs/uninstalls only; I don't use Vortex/MO2; I never use REDmod mods):
Cyber Engine Tweaks v1.32.1
cybercmd (CET installed file) v0.0.12
redscript v0.5.18
Game v2.0 Patch - No Forced Weapon On Carrying Bodies (CET Edition) 'CET. No forced weapons all-in-one 1.1.1' v1.1.1
Started a New Game...and with only these four mods installed on a freshly installed game, I can confirm that this mod is working 100% as advertised. \o/
(Note: I didn't bother testing the Redscript Editions, since the CET Edition was working.)
This mod's CET Edition 'CET. No forced weapons all-in-one 1.1.1' is working as advertised, with game Patch 2.12a (Steam).
Hella preem work on this, anygoodname!
THANK YOU for this mod, choombatta! Endorsed! ♥
(FYI~ You can equip/unequip perks as often as you want, as long as you keep/save the perk point for it/them.)
Well, weapons were also forced in the previous game if you enabled a special perk to allow weapons use while carrying bodies.
Yet it was still your choice to enable it.
With the skills/perks system redesign in the game v2, it's no longer optional, meaning it's forced.
And yeah, the new always lethal body dump in the new game is weird and makes me feel very uncomfortable about it.
I'm sure someone will find a solution for the other stuff.
Thanks a lot!
Hopefully there's a mod for it. Because that is just stupid.
The code just updates the player stats kill counter. There is no even a reward for the kill.
And of course the npc disposed alive but unconscious remains in this state.
The only new part is that they made it clear via text labeling that dumping a body in a box/trunk/freezer etc would make it lethal for sure. I know this from one mission, in the badlands, where you rescue the target from the Militech camp, and get yelled at if you kill any of the guards. Hiding an unconscious guard always bleww that mission.
So hiding unconscious folks *always* killed them, QED.
Now, at least we can turn radio off in options when leaving the car, it seems devs loves to force crazy mechanics. But they fix this, like quest markers, but can't deactivate gigs from the map. They fix one thing, then they force another by design. We need to mod every little thing.
The hell is up with CDPR quality control anyways? Who's the dude behind the decision making? He's not thinking like a gamer. Want this toggle on or off? Yes or no? Its simple.
Update:
Another mod was the problem.
Sry
Does the mod code run?
Do the CET console window and the scripting.log show this line?
No Forced Weapon On Carrying Bodies: 1.1.1 Initialized.
Does it show any warnings in the mod's CET window?Are there any entries in the mod log file?
Please refer to the Limitations, Compatibility Info and Issue reporting notes in the Description.
due to numerous issues CET 1.29.0 is deemed unsupported.
Please update to the CET 1.29.1 at least.
What you described is as designed and explained in the Limitations in the Description.
IMO, not worth going this way for just a little benefit
Actually, these code changes is something that the game developer should address in the first place.
I have impression that the weapons are forced to work around these underlying issues in the original code.