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Fuji

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NotFuji

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191 comments

  1. Jimmkekw
    Jimmkekw
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    i think it's a little odd that the nue, which is based on the desert eagle, shoots so slow in vanilla. so i think it's even more odd that you decided to nerf it's firing rate. the desert eagle can shoot quite fast, despite it not being accurate while doing so. it's not an attack or critique, just something i noticed 
    1. NotFuji
      NotFuji
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      I did it to give it a role somewhere between revolvers and semi-automatics.  Otherwise it would behave just like every other pistol, but better.
    2. Lezepticon
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      Shouldn't some weapons be better than others, as per the description?
  2. phantomshotgun
    phantomshotgun
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    does this still work for 2.2?
    1. GeorgeCorbul
      GeorgeCorbul
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      I'd like to know this too.
    2. Samm5er
      Samm5er
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      Yes it does, but you need to update all the requisite mods to their latest versions.
  3. Would it be possible to rescale the damage bars in the inventory to fit the new range?
  4. TheRealFikus
    TheRealFikus
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    Says Malorian is part of this mod, but it isnt included in the files, am I missing it?
  5. Throwaway4201
    Throwaway4201
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    Will this Mod be updated again for 2.13 and beyond?
    It seems really cool, but needing to rollback to 1.3 seems excessive
    1. NotFuji
      NotFuji
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      1.3 is the mod version, not the game version.  It should work fine
  6. Cryzed972
    Cryzed972
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    i don't know what is the issue but the audio seems borked, most weapons (even the npcs) are near silent on fully automatic weapons, i think it is due to the fire rate being way faster than it used to be, i'd like to know if there is a mod to fix that, if not then perhaps someone would know how to fix this 

    Edit#1: otherwise the weapons feel really good i'm sadly avoiding auto weapons cause of the sound issue
    1. moddel
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      Can someone confirm this audio issue, possibly related to fire rate?
      Just from looking at the values, some of those fire rates seem a bit excessive, so I was already thinking that it might be better if I lowered them to my liking. In my opinion the SMGs should have the high fire rate mostly and a quite a few of the assault rifles should have lower fire rate and more damage per hit - because I personally like to use them more like DRM (not every Assault rifle, of course).

      If however the fire rates really cause issues, I'd consider it a bug and would kindly ask it to be fixed in the mod :)
  7. Drofseh
    Drofseh
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    @NotFuji would you consider increasing the EffectiveRange and MaximumRange of weapons? Either in the main pack or as an optional?
    1. moddel
      moddel
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      I came here to also ask about range, especially on the shotguns. I hate shotguns in games that feel as if the shots disappear after a few meters.
  8. SolusDawn
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    A question for the npc mod, Is it scaling the NPCs to do the same damage or is it just forcing them to follow the same rules as you. 
    1. NotFuji
      NotFuji
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      It just changes their damage.  But their AI isn't changed at all, so it may end up too hard in certain sections (car chase scenes in particular).  I'd recommend installing something to modify damage multipliers ingame when this happens.
    2. moddel
      moddel
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      You could lower or remove certain values from the NPC addon, that's what the author of "Weapon Tweaks and Balance" did. I don't want "OP" weapons compared to the NPCs and I think it's weird to have basically totally different weapons from the NPCs, so I definitely want to use your NPC addon with your mod - but to reload the last save and then use another mod to totally nerf the NPCs just to be able to survive certain sections of the game... doesn't seem like a good solution
  9. Seedybest13
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    EDIT: Found it! For anyone who didn't know, the value set below refers to seconds between shots, so a value of 1 = 1 second between shots = 60 rpm. I set mine to 0.03 to achieve 2000 RPM burst on the Kenshin, which is close enough to the AN-94 I mentioned below lol. 

    However, on testing I noticed that the second shot in the burst was frequently going high, making headshots only half as useful as they could be. To fix this, I set BaseStats.RecoilTime and BaseStats.RecoilRecoveryTime to 0.75 (half the default value) which reduced the recoil on the second shot, ensuring a really nice, tight group on the burst. I don't know much about modding so i just created two new yaml files in the same folder, name and contents below: 

    Items.Base_Kenshin_Recoil_Stats_inline3.yaml
    Items.Base_Kenshin_Spy_Recoil_Stats_inline3:
      $type: gamedataConstantStatModifier_Record
      value: 0.75
      modifierType: Multiplier
      statType: BaseStats.RecoilTime # time taken by gun to reach the recoil distance

    Items.Base_Kenshin_Recoil_Stats_inline4.yaml
    Items.Base_Kenshin_Spy_Recoil_Stats_inline3:
      $type: gamedataConstantStatModifier_Record
      value: 0.75
      modifierType: Multiplier
      statType: BaseStats.RecoilRecoveryTime # time taken to return to normal position after recoil


    ORIGINAL:
    Thanks for this, was hoping someone would give the Kenshin some love – always thought the gun was crying out for an AN-94 hyperburst. 

    I wanted to fiddle around with the RPM a little more but am really new to modding Cyberpunk, so I'm struggling to see how the values in the mod files relate to the stated RPM on the description. Is the below value the one I need to change to affect RPM during the charged burst fire of the Kenshin? How does the 0.04 value translate into a 1500 RPM effective rate of fire? 

    Items.Base_Kenshin_Spy_Technical_Stats_inline4:
      $type: gamedataConstantStatModifier_Record
      value: 0.04
      modifierType: Additive
      statType: BaseStats.CycleTime_BurstSecondary

    Thanks for the help, this mod saved my pistol run 😄
  10. Thefish196
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    senkoh with its mag is bugged and has its mag set to 16