In case you're playing with the Attribute Point System enabled and have feedback, do let me know (cuz I play without it)
Please file a bug report for any unexpected behaviors.
(For a bug report, I'll need your redscript log at "\Cyberpunk 2077\r6\logs\redscript_rCURRENT.log" which was auto-generated as you started the game that gave you the bug. If you can PM me a save it’d be even better.)
I believe I noticed a bug likely from the game itself: As I was testing the code on 2.0 game version, the character level displayed on a save file (or at the moment I saved) seems not to agree with the stats when I actually load it. Like I quick saved at level 3, but V is level 4 when I load in. Super weird and there's no perk point as the game didn't consider it as a "level up" ( @_@ ?)
Please keep reporting unexpected behaviors. Many thanks :))))))
I'm not entirely sure I'm just terrified to install until I get 2.2 confirmed working T-T I'll test em out. Already too rich before meeting Vik and I hate the base attributes/skills system T-T
[testing on a playthrough right now. not a mod pro or anything but i'll try to let you know if anything stands out.]
I remember using the pre 2.0 mod and I like you continued the legacy of it. I am using parabola mode, though because I started using this in the middle of a play though, my stats of course got all messy (knew this would happen). I did have a thought of something akin to a distributed progression. The progress in one skill, slightly progresses the other attributes as well. An example would be at lv 60 head hunter it would give 12 points (/4) to Cool, 1.5 points (/30) to Int and Tech, and .75 points (/60) towards Body and Reflexes. This allows a degree of freedom to raise other attribute points while raising different one.
If you're using Skillful as well, then you'd find the following settings: Mod Settings/Skillful Attributes/Interchangeable Skill Experience/Engineer-Netrunner Mod Settings/Skillful Attributes/Interchangeable Skill Experience/Shinobi-Solo I felt bad for a bad coding some versions ago related to this feature...
I limited the interaction between two (imo) related skills. Since I believe reaching max level shouldn't speed up the progression of another skill, exp don't just go all the way to another skill after hitting the cap.
Though, this will only affect your game progression thereafter :p
Hello buddy, is it possible to make a version of the mod where the initial 7 attribute points are saved? Or let's make it simpler. Can you tell me in which file and in which line these 7 attribute points should be written, so that they are not lost during recalculation and when reset for redistribution, they are not lost either. Thank you
currently I only auto save the vanilla initial attribute levels when a new character is created, so you'll need to adjust your starting attribute levels in the setting menu.
You can disable that option after it's stored (helpful if you've multiple playthroughs.
Let me see if I get this straight. Original format is you level up and have to put attribute points into one of the 6 stats. That basically leads to being able to use more perks in that state. But the skill progression is only advanced doing certain things and getting xp for that.
This mod now just ties what my Stat for each of those attributes and gives me the same in skill progression? So if I have a cool of 9, I would have all my skill progressions that use Cool leveled up to 9?
Ok . I reread and I understand it better. I am curious does this mod work with Stealthrunner - Stealth Gameplay Expansion? I feel they would mess each other up in the way it awards progression or skills.
So then does leveling up do anything? If it's all tied to skill progression. All leveling up will so is allow me perk points but I wouldn't be able to use them unless I leveled up my skills?
not sure about stealthrunner. Based on the mod page, I feel it's fine, but tbh there's only one way to find out (i.e., test it yourself...)
leveling up gives perk points. if you also installed Skillful, then you'd get options to configure a bit of other related rewards
you can use your perk points as long as the perk tier is unlocked. You can adjust the starting attribute level (new game/ thru setting menu), change the perk tier requirement with Skillful, or just play and get higher skill levels.
Hey, not sure if anyone else has experienced this.
I uninstalled the mod according to uninstallation instructions. I reset my perks and attributes on a reset attribute points and skills mod. Everything looked good until I leveled up.
I'm not able to gain any attribute points from leveling up based on the vanilla system. I'm still able to gain perk points but not attributes.
weird. would you test a things for me in case you still have the save with the mod installed.
uninstall the mod (assuming you did this already), level up (with CET command perhaps?) and see if you can gain attribute point and perk point? Just wanna check if it's that command shouldn't be used.
if the problem still exists, please send me the save file through DM or Discord. I'll check perhaps 2-3 days after. (not free at the moment.)
Hi ! Does the default setting work well for a Jack of all Trade type of character ? I don't expect to obtain every attribute by the end of the game but atleast grab the essential ones in the middle of each attribute tree (like Adrenaline Rush, Target Lock Transfer, License to Chrome and Ninjutsu)
I play a character playing with quickhack, a katana, a pistol, and a smart AR. I suspect I may max out INT when I finish the game and most side quests, but since I don't use melee much, I won't get much level for Body.
I feel PL gave players more shards than base game, and I feel this may make leveling attributes a little easier than I expected. I may end up skill exp multiplier at high level by 0.1 or 0.2, or write another code to lower the experience from skill shards.
I don't know what kinda of perks you consider as essential, but you can get a higher starting attribute level or lower the attribute level requirement however you want.
Hello ! Thanks for the mod, but there is a question : Using a mod that breaks the initial distribution of character points, won't the scripting of your mod break ? Thanks !
The new 1.3.0 version of Skillful Attributes has removed all character points restriction when creating a character. As the mod you linked was a tweak, I expect my mod to FULLY override it. Though, this also means installing that mod won't do anything afaik.
I wonder how your mod works, doesn't the formula take character points as a basis ? I guess then this mod Simple XP Multiplieri and the No More Tiers are useless ?
I did not check these two mods tbh so idk. I decided to remove part of the mod and upload it as a standalone mod Skillful 1.3.0, even though I set it so that the config will go under Skillful Attributes on Mod Settings menu when both were installed.
I guess Skillful does a bit more than what these two mods do with more customization possibilities. Still not motivated enough to update the mod page so people know what the mod actually offers.
I think you can install all mods but it's unnecessary and I don't know if they're gonna conflict with each other.
Do I need to delete 1.2 before installing 1.3 and now ALSO install Skillful 1.3? You need to better explain what do you mean by "completely split part of the mod"
No danger of f*#@ing up my save with 1.2 or anything?
iirc the old redundant files are replaced with dummy files in 1.3, and then you can feel free to install both mods (or skip Skillful 1.3.0 if you don't use that part of the mod)
I don't think there's any danger since I'm using my own save as I'm writing the mod. just make a save and remember the old settings just in case, install 1.3.0 for both Skillful Attributes and Skillful, make sure the settings are right, and then load the save. If you find something is off, then revert to 1.2.0 and load the old save, I guess.
If you wanna be extra sure, just retrospec everything to vanilla. Those stored value would worry me a little, even though Skillful creates those storages and should keep things running.
207 comments
Bad new: I don't have enough people to test that s#*! for me lmao
If you're using the Extra Point System and Experience tweak
go install Skillful 1.3.0 as well
- Share Your Mod Settings Here -
Please file a bug report for any unexpected behaviors.
(For a bug report, I'll need your redscript log at "\Cyberpunk 2077\r6\logs\redscript_rCURRENT.log" which was auto-generated as you started the game that gave you the bug. If you can PM me a save it’d be even better.)
I believe I noticed a bug likely from the game itself: As I was testing the code on 2.0 game version, the character level displayed on a save file (or at the moment I saved) seems not to agree with the stats when I actually load it. Like I quick saved at level 3, but V is level 4 when I load in. Super weird and there's no perk point as the game didn't consider it as a "level up" ( @_@ ?)
Please keep reporting unexpected behaviors. Many thanks :))))))
In case you don't want vanilla shards, install Cyberware Capacity Shards RNG Removed and config this mod the way you prefer. d(゚ー゚@)
[testing on a playthrough right now. not a mod pro or anything but i'll try to let you know if anything stands out.]
I am using parabola mode, though because I started using this in the middle of a play though, my stats of course got all messy (knew this would happen).
I did have a thought of something akin to a distributed progression. The progress in one skill, slightly progresses the other attributes as well. An example would be at lv 60 head hunter it would give 12 points (/4) to Cool, 1.5 points (/30) to Int and Tech, and .75 points (/60) towards Body and Reflexes.
This allows a degree of freedom to raise other attribute points while raising different one.
Mod Settings/Skillful Attributes/Interchangeable Skill Experience/Engineer-Netrunner
Mod Settings/Skillful Attributes/Interchangeable Skill Experience/Shinobi-Solo
I felt bad for a bad coding some versions ago related to this feature...I limited the interaction between two (imo) related skills. Since I believe reaching max level shouldn't speed up the progression of another skill, exp don't just go all the way to another skill after hitting the cap.
Though, this will only affect your game progression thereafter :p
Or let's make it simpler. Can you tell me in which file and in which line these 7 attribute points should be written, so that they are not lost during recalculation and when reset for redistribution, they are not lost either.
Thank you
You can disable that option after it's stored (helpful if you've multiple playthroughs.
This mod now just ties what my Stat for each of those attributes and gives me the same in skill progression? So if I have a cool of 9, I would have all my skill progressions that use Cool leveled up to 9?
leveling up gives perk points. if you also installed Skillful, then you'd get options to configure a bit of other related rewards
you can use your perk points as long as the perk tier is unlocked. You can adjust the starting attribute level (new game/ thru setting menu), change the perk tier requirement with Skillful, or just play and get higher skill levels.
I uninstalled the mod according to uninstallation instructions. I reset my perks and attributes on a reset attribute points and skills mod.
Everything looked good until I leveled up.
I'm not able to gain any attribute points from leveling up based on the vanilla system.
I'm still able to gain perk points but not attributes.
Anyone have an idea what the issue might be?
uninstall the mod (assuming you did this already), level up (with CET command perhaps?) and see if you can gain attribute point and perk point? Just wanna check if it's that command shouldn't be used.
if the problem still exists, please send me the save file through DM or Discord. I'll check perhaps 2-3 days after. (not free at the moment.)
I was also thinking of reinstalling the mod and just turning on the point-based mode to get vanilla progression back.
FALSE ALARM: Tested it today by levelling up normally and I can gain an attribute point and a skill point like vanilla.
Thanks for the quick replies!
Does the default setting work well for a Jack of all Trade type of character ? I don't expect to obtain every attribute by the end of the game but atleast grab the essential ones in the middle of each attribute tree (like Adrenaline Rush, Target Lock Transfer, License to Chrome and Ninjutsu)
I play a character playing with quickhack, a katana, a pistol, and a smart AR. I suspect I may max out INT when I finish the game and most side quests, but since I don't use melee much, I won't get much level for Body.
I feel PL gave players more shards than base game, and I feel this may make leveling attributes a little easier than I expected. I may end up skill exp multiplier at high level by 0.1 or 0.2, or write another code to lower the experience from skill shards.
I don't know what kinda of perks you consider as essential, but you can get a higher starting attribute level or lower the attribute level requirement however you want.
Thanks for the mod, but there is a question :
Using a mod that breaks the initial distribution of character points, won't the scripting of your mod break ?
Thanks !
I guess then this mod Simple XP Multiplieri and the No More Tiers are useless ?
I guess Skillful does a bit more than what these two mods do with more customization possibilities. Still not motivated enough to update the mod page so people know what the mod actually offers.
I think you can install all mods but it's unnecessary and I don't know if they're gonna conflict with each other.
No danger of f*#@ing up my save with 1.2 or anything?
I don't think there's any danger since I'm using my own save as I'm writing the mod. just make a save and remember the old settings just in case, install 1.3.0 for both Skillful Attributes and Skillful, make sure the settings are right, and then load the save.
If you find something is off, then revert to 1.2.0 and load the old save, I guess.
If you wanna be extra sure, just retrospec everything to vanilla. Those stored value would worry me a little, even though Skillful creates those storages and should keep things running.