If you can't remove a scope ("Action Blocked") you just need to equip a different scope and you'll be able to unequip it. Or you can install this mod as well: Item Modification Unlocker
I made a 2.0 PL version of the silencer fix. I went through each weapon type that has a silencer by default and noted the type and weapon speed. Then for each weapon that doesn't have a silencer sound by default, I made the best match selection based on its type (power pistol, tech precision rifle, etc.) and attacks per second, to closest match the silencer sound for the base game weapon most like it that has one. It might not be perfect but in my testing it was pretty good.
If you are curious here are the base weapons that have silencer sounds. The first item is the name of the weapon silencer sound (which you can tell the weapon based on this) followed by the type and speed (aps = attacks per second):
Spoiler:
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wea_pla_masamune_suppressor -- power assault rifle 2.94aps wea_pla_kyubi_suppressor -- power assault rifle 3.25aps wea_pla_ajax_suppressor -- power assault rifle 4.89aps wea_pla_copperhead_suppressor -- power assault rifle 6.52aps wea_pla_umbra_suppressor -- power assault rifle 8.04aps
wea_pla_nue_suppressor -- power pistol 2.22aps wea_pla_unity_suppressor -- power pistol 3.43aps wea_pla_liberty_suppressor -- power pistol 3.75aps wea_pla_lexington_suppressor -- power pistol 5.36aps
wea_pla_overture_suppressor -- power revolver 1.34aps wea_pla_nova_suppressor -- power revolver 2aps
wea_pla_defender_suppressor -- power LMG 7.76aps
wea_pla_guillotine_suppressor -- power SMG 6.49aps wea_pla_saratoga_suppressor -- power SMG 6.90aps wea_pla_pulsar_suppressor -- power SMG 8.89aps
Here is the same format for the modded weapons. None of these would normally make any sound when using a silencer. This shows the weapon name, type and speed, and finally the sound that was selected for each by the mod:
Beware of using Phinix Silencer Audio Fix for its completely off the engine sounds in Mizutani Cars, when i remove this mod, game back to normal and cars engine working.
But there is many weapons variants that doesn't have the slots (sight/silencer) unlocked, while other variants of the same weapon model does. The issue became very apparent to me when trying to craft a full loadout of weapons (one weapon of each type) and selecting each weapon variant (with the mod "craft enhanced"), for many of them the slots were locked while the weapon icon would indicate the 4 points as if that the 4 slots are available. Is there any way to apply the "unlock all slots" to all weapons variants ? I feel like right now only one (the default) variant of each weapon is fully unlocked and the rest is mostly not. And i am not speaking about weapons that does not really accept any sight/silencer because of the way they were modeled but some that have been made to work well with them.
The mod doesn't support enhanced craft variants anymore. Enhanced Craft received an update that broke compatibility. I'd have to figure out how that mod generates variants again and update this mod.
Currently with 2.21 this mod breaks any modded weapon, makes it so no muzzle attachment can be added to them, they do have the slot but the list is empty. All i want is a mod that lets me add silencers to snipers but its not worth breaking half my weapons for it. Not complaining, just leaving the info here for others with many custom weapon mods.
Edit: This mod is not safe to install, it permanently fucked up all my attachments and there is no way to go back to before installing this mod. Removing the files does nothing, it needs an uninstall mod that reverses everything this mod did. And going back to saves before installing also doesen't help, so do yourself a favor and don't use this crap.
In order to remove this i now have to reinstall the whole game and every mod.
What? It works fine for me. Are you sure it's not just any other mod that's interfering and caused you issues?
This mod exists from 1.6 and was updated because the records changed, but other than that its core has been the same. Never had any issue with modded guns losing their slots. If anything they should be getting slots since even the modded guns are based on vanilla records to which this mod adds attachment slots.
I also never had any persistent issues like what you mentioned. It would also be nice to be a bit more specific than just "it permanently fucked up all my attachments" and if you linked to at least one modded weapon that this mod supposedly broke. Even if the mod made persistent changes to the records, which it doesn't, you can revert these changes by loading a save before you installed this mod.
amazing mod for everything i tested except my favorite gun, the metel revolver. if equipped with a silencer all animations the gun has like taking out the magazine, the slide moving, or the cylinder rotating are frozen and the grip has a weird broken texture like there's a second grip inside the real one. the shooting sound is also silent but thats an issue for alot of the guns i tested so im not surprised at that. scopes however are completely broken and sit inside the gun but thats understandable since it literally has no rail. if anyone has any way they know to fix this by all means i'd love to know!!
scoped don't work with Jonny's gun. the scope is put inside of the gun and forces you to look at the but of the gun when ads. impossible to use with scope
Install this https://www.nexusmods.com/cyberpunk2077/mods/15443?tab=description It fixes the issue and work perfectly for me now. (it was explain in the description to add this mod for Johnny's gun)
The Reeds gun does not seem to equip scopes normally but above the rail which looks hilarious but it completely makes ads impossible. "Items.Preset_Ticon_Reed" Can this even be fixed?
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It prints the weapon's preset in the console and makes troubleshooting a lot easier. Credits to psiberx for the code snippet.
If you are curious here are the base weapons that have silencer sounds. The first item is the name of the weapon silencer sound (which you can tell the weapon based on this) followed by the type and speed (aps = attacks per second):
wea_pla_kyubi_suppressor -- power assault rifle 3.25aps
wea_pla_ajax_suppressor -- power assault rifle 4.89aps
wea_pla_copperhead_suppressor -- power assault rifle 6.52aps
wea_pla_umbra_suppressor -- power assault rifle 8.04aps
wea_pla_nue_suppressor -- power pistol 2.22aps
wea_pla_unity_suppressor -- power pistol 3.43aps
wea_pla_liberty_suppressor -- power pistol 3.75aps
wea_pla_lexington_suppressor -- power pistol 5.36aps
wea_pla_overture_suppressor -- power revolver 1.34aps
wea_pla_nova_suppressor -- power revolver 2aps
wea_pla_defender_suppressor -- power LMG 7.76aps
wea_pla_guillotine_suppressor -- power SMG 6.49aps
wea_pla_saratoga_suppressor -- power SMG 6.90aps
wea_pla_pulsar_suppressor -- power SMG 8.89aps
Here is the same format for the modded weapons. None of these would normally make any sound when using a silencer. This shows the weapon name, type and speed, and finally the sound that was selected for each by the mod:
wea_pla_ashura -- smart sniper rifle 0.26aps -- wea_pla_masamune_suppressor
wea_pla_burya -- tech revolver 0.78aps -- wea_pla_overture_suppressor
wea_pla_carnage -- power shotgun 0.65aps -- wea_pla_overture_suppressor
wea_pla_chao -- smart pistol 2.1aps -- wea_pla_nue_suppressor
wea_pla_chao_voodoo -- smart pistol 2.1aps -- wea_pla_nue_suppressor
wea_pla_crusher -- power shotgun 1.5aps -- wea_pla_overture_suppressor
wea_pla_dian -- smart SMG 7.54aps -- wea_pla_pulsar_suppressor
wea_pla_grad -- power sniper rifle 0.28aps -- wea_pla_masamune_suppressor
wea_pla_grad_suppressor -- power sniper rifle 0.28aps -- wea_pla_masamune_suppressor
wea_pla_hmg_militech -- heavy machine gun (from turrets) -- wea_pla_umbra_suppressor
wea_pla_igla -- power double barrel shotgun 0.83aps -- wea_pla_overture_suppressor
wea_pla_kappa -- smart pistol 5.45aps -- wea_pla_lexington_suppressor
wea_pla_kenshin -- tech pistol 3.57aps -- wea_pla_liberty_suppressor
wea_pla_kenshin_chaos -- tech pistol 3.57aps -- wea_pla_liberty_suppressor
wea_pla_kolac -- power precision rifle (?aps) -- wea_pla_copperhead_suppressor
wea_pla_ma70 -- power LMG 5.34aps -- wea_pla_defender_suppressor
wea_pla_nekomata -- tech sniper rifle 0.93aps -- wea_pla_masamune_suppressor
wea_pla_omaha -- tech pistol 17.51aps -- wea_pla_lexington_suppressor
wea_pla_palica -- smart double barrel shotgun 0.67aps -- wea_pla_overture_suppressor
wea_pla_pozhar -- power shotgun 2.24aps -- wea_pla_nova_suppressor
wea_pla_quasar -- tech revolver 3.53aps -- wea_pla_nova_suppressor
wea_pla_satara -- tech double barrel shotgun 0.77aps -- wea_pla_overture_suppressor
wea_pla_senkoh -- tech SMG 6.59aps -- wea_pla_saratoga_suppressor
wea_pla_senkoh_prototype -- tech SMG 6.59aps -- wea_pla_saratoga_suppressor
wea_pla_shingen -- smart SMG 4.55aps -- wea_pla_guillotine_suppressor
wea_pla_sidewinder -- smart assault rifle 6aps -- wea_pla_copperhead_suppressor
wea_pla_silverhand -- power pistol 2.22aps -- wea_pla_liberty_suppressor
wea_pla_slaught-o-matic -- power pistol (disposable) -- wea_pla_nue_suppressor
wea_pla_sor22 -- power precision rifle 1.84aps -- wea_pla_masamune_suppressor
wea_set_special_flak_cannon -- special HMG (?) -- wea_pla_umbra_suppressor
wea_pla_tactician -- power shotgun 1.21aps -- wea_pla_overture_suppressor
wea_pla_testera -- power double barrel shotgun 0.74aps -- wea_pla_overture_suppressor
wea_pla_yukimura -- smart pistol 4.55aps -- wea_pla_lexington_suppressor
wea_pla_yukimura_preset -- smart pistol 4.55aps -- wea_pla_lexington_suppressor
wea_pla_zhuo -- smart shotgun 0.87aps -- wea_pla_overture_suppressor
Here is the mod:
PhinixSilencerAudioFix_Archive.zip (archive version)
PhinixSilencerAudioFix_RedMod.zip (redmod version)
Tested on 2.2 version of Cyberpunk 2077 on PC.
But there is many weapons variants that doesn't have the slots (sight/silencer) unlocked, while other variants of the same weapon model does.
The issue became very apparent to me when trying to craft a full loadout of weapons (one weapon of each type) and selecting each weapon variant (with the mod "craft enhanced"), for many of them the slots were locked while the weapon icon would indicate the 4 points as if that the 4 slots are available.
Is there any way to apply the "unlock all slots" to all weapons variants ? I feel like right now only one (the default) variant of each weapon is fully unlocked and the rest is mostly not. And i am not speaking about weapons that does not really accept any sight/silencer because of the way they were modeled but some that have been made to work well with them.
Not complaining, just leaving the info here for others with many custom weapon mods.
Edit: This mod is not safe to install, it permanently fucked up all my attachments and there is no way to go back to before installing this
mod. Removing the files does nothing, it needs an uninstall mod that reverses everything this mod did. And going back to saves before installing also doesen't help, so do yourself a favor and don't use this crap.
In order to remove this i now have to reinstall the whole game and every mod.
This mod exists from 1.6 and was updated because the records changed, but other than that its core has been the same. Never had any issue with modded guns losing their slots. If anything they should be getting slots since even the modded guns are based on vanilla records to which this mod adds attachment slots.
I also never had any persistent issues like what you mentioned. It would also be nice to be a bit more specific than just "it permanently fucked up all my attachments" and if you linked to at least one modded weapon that this mod supposedly broke. Even if the mod made persistent changes to the records, which it doesn't, you can revert these changes by loading a save before you installed this mod.
It fixes the issue and work perfectly for me now. (it was explain in the description to add this mod for Johnny's gun)
Thanks a lot for the work on this !! Endorsed !
"Items.Preset_Ticon_Reed"
Can this even be fixed?