Cyberpunk 2077
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RMK

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rmk1234

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  1. rmk1234
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    Patch 2.12 status: No update needed. CDPR have not changed this text/value.
  2. lemonsofliberty
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    Cogito Lattice isn't working for me, or at least I don't think it is? It's hard to tell. When I have low enough RAM for it to theoretically work my armor value doesn't change. I'm running this mod, would it affect this?
    1. rmk1234
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      Definitely not from from this mod. Either base game bug or other mod. It's possible that the cyberware is working but the armor value you see in the menu doesn't update based on the cyberware effect (again nothing to do with this mod).
  3. raulfin
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    Do you, or anyone else, have the values for other difficulties, or know where I can pull them from?

    Edit, nvm got them. I really hope that CDPR internal file naming schemes don't suck this bad on other things...
    ArmorEffectivenessMultiplier_hard = Very Hard
    ArmorEffectivenessMultiplier = Hard
    ArmorEffectivenessMultiplier_easy = Normal
    ArmorEffectivenessMultiplier_story = Easy

    It seems there may be something else adjusting DR(Damage Reduction value given by this mod) also, on normal from 14-19 I only added 6 armor but I had unexpected changes to DR at lvl 18 and 19, neither of which has a new value multi. @17 I added 4 armor and lost 2%DR, and @19 I added 2 armor and lost 3%DR.
    1. rmk1234
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      The values between 17 and 20 are linearly interpolated, so you should get the evenly spaced out changes between the values the curve has at 17 and 20, at 18 and 19.

      Also, Hard and Very Hard are swapped in your list.
    2. raulfin
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      Ahh that makes more sense, and I guess I shouldn't have assumed they got at least 1 files name right.
          LvlDR%   Ar   diff
    3. raulfin
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      Sorry, been a few years since i posted on Nexus, didn't realize it had become the worst site in the history of the internet at handling
      pressing submit.
      Would you hide all the extra replies please, I can't find my way to the files forum anymore, looks like they must have hidden it.

      If anyone is like "files forum wtf?!", you use to be able to swap over to the raw forum thread from the mods page but this seems to have been removed c.2018 sadly, not sure if it's still possible to get there anymore, can't even find a way to a mods page on forum.nexus either :(. You can see the link in old mod videos from the time.
    4. rmk1234
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      Haha I had the same issue. There were at least 4 of my replies initially. First they appeared as their own comments and then they appeared under this one.
    5. raulfin
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      I got bored;
      Bold is the coded value.
      Italic is the interpreted value.
      Small text size is levels your armor doesn't change.
      There is a grand total of 9 levels your armor changes on Very/Hard (10, 11,12, 18, 19, 20, 26, 27, 28), and 12 on Easy and Normal (+34, 35, 36). This feels like a joke, I need to make a mod...
      Spoiler:  
      Show
  4. Edg3runnr
    Edg3runnr
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    Hi,mod need a little update, with this mod it shows 0/400 carry weight and blue armor numbers on wrong position
    1. rmk1234
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      Nope, that must be from another mod.
    2. Edg3runnr
      Edg3runnr
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      okay..maybe conflict with another mod 
    3. rmk1234
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      Likely not a conflict if there wasn't an issue before the patch. Just an issue from another mod.
  5. FEARtheMoose
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    so ive noticed that no matter how high my armour rating is this tool tip always tells me i have between 31-38% damage reduction. Was wondering if this is possibly be a bug? I saw posts on reddit etc that armour should cap/get up to around 60%+. my current armour rating is 1100/1100 and says 38%. But even when my armour was like 200/1000 it still only said 31-32%! I would just uninstall it and compare but the vanilla tool tip is basically useless lol so that doesnt help much
    1. rmk1234
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      Those are likely correct. Armor effectiveness decreases as your level increases. See the table in the description that gives the multipliers by level for Hard/Very Hard. As well, each additional armor point gives less benefit - it's not a linear increase of damage reduction % per armor point.

      The full formula is there, you can calculate it yourself based on your level at the time you had those armor values.

      Also one last thing, the denominator (1000 and 1100 in your examples) doesn't matter. It's just a supposed maximum armor you should be able to reach at your level.
    2. rmk1234
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      Oh and what you're reading on reddit is almost certainly people describing the base game tooltip, which is telling them the reduction from having the max armor... that they don't have, lol.
    3. FEARtheMoose
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      okay thanks for the info bud!
  6. decamarks
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    Thanks for this great mod, does a much better job than the in-game desc. BTW, do you know how damage reduction works with armor? For example the cybeware pain editor -7% dmg taken, does it apply before or after armor damage reduction for damage calculation?
    1. rmk1234
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      It doesn't matter if it's before or after if they're both % reductions.
    2. decamarks
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      what i meant was is it multiplicative or a flat reduction? Like does it reduce the total dmg by 7% or 7% of the remaining damage already reduced by armor?
    3. rmk1234
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      Everything that modifies damage by a percentage in the game is multiplicative.
  7. onegreyself
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    Hello! 

    First, I would like to thank you for working on this mod.

    I'm having the same issue as another person below. The correct value is showing but the text remains the same. My core mods are all up to date, including the mod dependencies (redscript, RED4ext, and ArchiveXL). I made sure that the 2 mod archives are in their designated spot (Cyberpunk 2077\archive\pc\mod). I did the same for the redscipt part. 

    EDIT: I installed the mod manually, as I don't use Vortex or REDmod. I simply extracted the files in the game directory as instructed.

    Here's the log from ArchiveXL. Maybe it could help you locate what the issue is:

    [2023-12-31 00:41:17.296] [info] ArchiveXL 1.10.2 is starting...
    [2023-12-31 00:41:19.548] [info] Scanning for archive extensions...
    [2023-12-31 00:41:19.548] [info] Reading "BetterArmorTooltip.archive.xl"...
    [2023-12-31 00:41:19.549] [info] Reading "DatabaseFixes.archive.xl"...
    [2023-12-31 00:41:19.550] [info] Reading "OfficialE32018TrailerIntroCinematic.archive.xl"...
    [2023-12-31 00:41:19.550] [info] Configuration completed.
    [2023-12-31 00:41:26.339] [info] |Localization| Initializing translations for "en-us" language...
    [2023-12-31 00:41:26.339] [info] |Localization| Processing "BetterArmorTooltip.archive.xl"...
    [2023-12-31 00:41:26.339] [info] |Localization| Merging entries from "better_armor_tooltip\localization\en-us.json"...
    [2023-12-31 00:41:26.340] [info] |Localization| Merging entries from "better_armor_tooltip\localization\pl-pl.json"...
    [2023-12-31 00:41:26.340] [info] |Localization| Processing "DatabaseFixes.archive.xl"...
    [2023-12-31 00:41:26.340] [info] |Localization| Merging entries from "base\localization\en-us\database_fixes.json"...
    [2023-12-31 00:41:26.341] [info] |Localization| Merging entries from "base\localization\pl-pl\database_fixes.json"...
    [2023-12-31 00:41:26.341] [info] |Localization| Processing "OfficialE32018TrailerIntroCinematic.archive.xl"...
    [2023-12-31 00:41:26.377] [info] |Localization| Merging entries from "base\localization\en-us\onscreens\onscreens.json"...
    [2023-12-31 00:41:26.422] [info] |Localization| Merging entries from "base\localization\ar-ar\onscreens\onscreens.json"...
    [2023-12-31 00:41:26.430] [info] |Localization| All translations merged.
    [2023-12-31 00:41:26.506] [info] |Localization| Initializing subtitles for "en-us" language...
    [2023-12-31 00:41:26.506] [info] |Localization| No subtitles to merge.
    [2023-12-31 00:41:49.279] [info] |Journal| Journal tree is initializing...
    [2023-12-31 00:41:49.279] [info] |Journal| No entries to merge.
    [2023-12-31 00:41:49.651] [info] |FactoryIndex| Initializing factory index...
    [2023-12-31 00:41:49.652] [info] |FactoryIndex| No factories to add to the index.
    [2023-12-31 00:42:42.366] [info] |WorldStreaming| World streaming is initializing...
    [2023-12-31 00:42:42.366] [info] |WorldStreaming| No blocks to merge.
    [2023-12-31 00:42:42.410] [info] |FactoryIndex| Initializing factory index...
    [2023-12-31 00:42:42.410] [info] |FactoryIndex| No factories to add to the index.
    [2023-12-31 00:42:59.105] [info] |Localization| Initializing lipsync maps for "en-us" language...
    [2023-12-31 00:42:59.105] [info] |Localization| No lipsync maps to merge.
    1. rmk1234
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      I don't really have any good ideas. Could try uninstalling other mods to see if there's a conflict (as first step just temporarily move all other files from archive/pc/mod to pc/mod_bk or something - tells you right away if there's a conflict within those).
    2. onegreyself
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      Thanks! I'll give it a try :)
  8. Arael54
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    Is it possible to mod the other variables you mention in the description ?

    effectiveHealthPerArmorPointBase
    effectiveHealthPerArmorPoint


    1. rmk1234
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      Yes, someone could make that mod. But this mod is only for changing the displayed information. If someone makes that mod (correctly) than this one will show the correct information.
  9. murhc
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    Nice mod but I think it would be wise to add the requirements just before a user downloads the file. Not many people read the descriptions
    1. InigoMontoyaOG
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      The website specifically shows you a popup when you press the download button with the specific dependencies and links you can click to each.

      What more do you want?
    2. rmk1234
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      I think I hadn't clicked the button to make that happen on this mod in particular when they made this comment. Still if you use any mods for this game you'll figure out quickly that most have requirements.
  10. Van0
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    Does anybody know if 1500 is the real armor cap? You can increase armor past it, but do you get any benefit from it?
    1. rmk1234
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      It's not a real cap. I assume they tried to calculate some maximum armor values at different levels based on cyberware capacity limits. The benefit per armor point decreases as the armor goes up, though, and can never reach 100% damage reduction. For instance at 1500 armor you get 59% reduction at level 50, but at 3000 armor you would get 74.2% reduction.
  11. RobustTurd
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    Does this work in 2.02?
    1. rmk1234
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      Yes.