Thank you so much. Bought the game a few weeks ago, was on "Don't lose your mind" quest. Found out I didn't have the 12 Int it was asking for after making it to the core so I loaded an earlier save and gained the levels to get the intelligence only to suddenly be unable to get into the building because the door check needed another technical point all of the sudden, get that tech point to get past the door and then made it back to the core only to be told I needed 14 now instead of the 12. Made me want to rage quit since I just poured all my leveling into an attribute and then got told tough, it's harder now. This is a godsend.
I went through a similar thing when 2.0/Phantom Liberty came out except it was involving a broken down fence that went from like a 8 to 12 on the Technical Ability check by one level.
That same drive to rage quit the game all together because I felt punished for planning my character *in a supposed RPG* was pretty much the ember needed to light the flame that fueled my spite enough to create this through sheer brute force as I had no idea how the tools worked lmao.
This is a very necessary mod for me. I literally do not like the way the checks scale as you level. It literally makes some checks next to impossible at points. At least with this mod it keeps everything leveled. I ended up purchasing the PC version since there was a sale on but I got to play this on ps5 and I got to say, finding out that the attribute checks was both bewildering and deflating. I put 30 hours into the game at that point so thank you for the mod. :)
The mod seems to not work after the 2.3 update. I tried the replay back to start of the game, and I seem to not be able to take Royce down and they said I only have Body 6 out of 9 and it used to work at body 5, Can you update and check it again?
I've started playing a bit again when the update came out and the mod is still fully functional and since you've mentioned it being 9 now, it means that the game used the medium difficulty scaling for that check which the mod has set to an unchanging 9.
The reason you had it at 5 before was probably because you got there before the scaling was starting to kick in and screw things over.
I thought this first myself, but I think what happens is if you come upon the skill check the game locks it in so even if you load the mod it's still going to give you the scaled number. What I suggest is loading before you come on that skill check and it should be de-scaled. This worked for me. The job to break the guy out of the Tyger Claws' gym had a check with the scaled number of 16 when I came onto it, I installed the mod, still 16. So I reloaded a save before I got there and it was back to 15. Maybe worth trying.
DawgstarPrime is correct. It's perfectly fine to install mid save if you don't have any nearby checks.
Another good example that I had during testing was the Clouds receptionist I used for the images of the page. If you install the mod at the elevator you take to get up towards Clouds before going in, it works fine but if you walk past it's front door then the check has already been set to whatever the scaled number is.
Doesn't seem to be working currently, I just got a 11 skill check, which shouldn't be possible. Installed with Vortex, and confirmed the .archive file is in my archive\pc\mod folder.
I still tested it myself when the latest update came out, I've been watching a friend of mine play the game with the mod installed as I'm typing this and both instances had it still working as intended.
Oh, it definitely works, though I doubt I'll continue using it. Sure, it turned a 5 Tech panel down to a 4, but it turned a 10 Strength door up to a 15, and this is before I've even met Keanu yet.
Hey, thank you for this mod. This is great! It seems to be overwritten by the mod HARDCORE22V2 COMPLETE- REALISTIC COMBAT OVERHAUL. Although your mod "wins" in the conflict checker. The other mod still overwrites the curveste file. I've tried renaming the mod with "!!" in the filename to maybe change load order but it doesn't do anything. How can I make sure you mod doesn't get overwritten by Hardcore22?
That's weird since last time I checked, Hardcore22 and Attribute Checks De-Scaled should not be close to touching each other.
Maybe there's a way to open up Hardcore22 (I tried with WolvenKit but with no success as of writing this) and see if it's changing the "attribute_checks.curveset" file?
The Cyberpunk mod loading order is alphabetical. The easiest way to make this mod work with a hardcore mod is to add a prefix to the mod's name. Since hardcore overrides this mod, we need to do the opposite: make this mod override hardcore. Rename the files something like this: 99_SkillCheck.archive and 98_HARDCORE.archive.
As this is my first time playing this game I was surprised to see my car hacking going from costing 6 ram to 7 ram once I leveled up to level 3. So I googled and came across this mod. Sadly after installing it, it did not change that. Even reloading to a save before I leveled up did not change anything. It will still cost 7 ram.
So does this mod not affect ram skills or does it just not work for me at all?
210 comments
Bought the game a few weeks ago, was on "Don't lose your mind" quest.
Found out I didn't have the 12 Int it was asking for after making it to the core so I loaded an earlier save and gained the levels to get the intelligence only to suddenly be unable to get into the building because the door check needed another technical point all of the sudden, get that tech point to get past the door and then made it back to the core only to be told I needed 14 now instead of the 12.
Made me want to rage quit since I just poured all my leveling into an attribute and then got told tough, it's harder now.
This is a godsend.
That same drive to rage quit the game all together because I felt punished for planning my character *in a supposed RPG* was pretty much the ember needed to light the flame that fueled my spite enough to create this through sheer brute force as I had no idea how the tools worked lmao.
The reason you had it at 5 before was probably because you got there before the scaling was starting to kick in and screw things over.
I'm actually starting to get impressed with how update proof the mod's been so far since I first released it.
Another good example that I had during testing was the Clouds receptionist I used for the images of the page. If you install the mod at the elevator you take to get up towards Clouds before going in, it works fine but if you walk past it's front door then the check has already been set to whatever the scaled number is.
Any other mods installed? Did you install this one mid game?
I still tested it myself when the latest update came out, I've been watching a friend of mine play the game with the mod installed as I'm typing this and both instances had it still working as intended.
It seems to be overwritten by the mod HARDCORE22V2 COMPLETE- REALISTIC COMBAT OVERHAUL. Although your mod "wins" in the conflict checker. The other mod still overwrites the curveste file. I've tried renaming the mod with "!!" in the filename to maybe change load order but it doesn't do anything.
How can I make sure you mod doesn't get overwritten by Hardcore22?
Maybe there's a way to open up Hardcore22 (I tried with WolvenKit but with no success as of writing this) and see if it's changing the "attribute_checks.curveset" file?
Thank you for replying though, I really appreciate your time :)
This mod doesn't seem to be working while also having Hardcore22v2 installed, at least for me.
1. No update has broken this mod since I made it back during 2.0 and I haven't needed to update it since so it should still work.
2. It is compatible with Phantom Liberty.
3. It affects every attribute check, not just dialogue and doors as shown in the screenshots.
So does this mod not affect ram skills or does it just not work for me at all?