The sniper nest version and the version you can carry around are two completely separate entities in the game data, so this is more complicated than adjusting an existing stat.
I'm trying to figure this out and If I can I'll either add a file to this mod or make a new mod, depending on how it has to be implemented.
That mod also changes the magazine size and damage, so they will conflict. From a quick look at that mod's code there will not be any errors if you install both, but the order CET runs the scripts in will choose which settings end up being active.
You can try renaming \bin\x64\plugins\cyber_engine_tweaks\mods\RasetsuTweaks to see if that changes the script order.
Thanks for replying! I tried that and it works. This mod does conflict with "Modified Weapons 2.01" that Tduality made for adjusting what weapons get certain attachments so I had to delete it to get yours to work.
I use the sniper nest version instead, since it can penetrate walls. Here's the values for it. Items.Base_Sniper_Nest_Rasetsu_Technical_Stats_inline2.value
It's the weapon from the mission itself. Here's the weapon you can spawn via CET. Game.AddToInventory("Items.Sniper_Nest_Version_Tech_Sniper_Rifle", 1) It's a better version of it with a quicker charge time and it penetrates walls. Items.Base_Sniper_Nest_Rasetsu_Technical_Stats_inline2.valueIt is its magazine capacity. Just wondering if you could add it to your mod. I modified it myself and added it. with notepad++ and it works perfectly I modified them both magazines to be 4 to match the other tech sniper rifle. So looks like this. registerForEvent("onInit", function() TweakDB:SetFlat("Items.Base_Rasetsu_Technical_Stats_inline2.value", 4) --Rasetsu Magazine Size (default 3) TweakDB:SetFlat("Items.Base_Sniper_Nest_Rasetsu_Technical_Stats_inline2.value", 4) --Sniper Nest Rasetsu Magazine Size (default 3) --TweakDB:SetFlat("Items.Base_Rasetsu_Handling_Stats_inline1.value", 3.6) --Rasetsu EmptyReloadTime (default 3.6) (doesn't work, just stops gun workinga fter animation if set higher) --TweakDB:SetFlat("Items.Base_Rasetsu_Handling_Stats_inline2.value", 1.5) --Rasetsu ReloadEndTimeBase (default 1.5) (doesn't work, just stops gun workinga fter animation if set higher) --TweakDB:SetFlat("Items.Base_Rasetsu_Damage_Stats_inline0.value", 25.0) --Rasetsu Base DPS (default 25)
Coincidentally I've been doing the same thing the last two hours. I've been getting the Nest version set to 12 mag capacity, but it annoyingly drops the damage from 251 to 140 and I can't figure out why. And then I tried upping the DPS to be equal to before, but the Nest version has no DPS entry.
i tried it out and was playing around with the "inline" values
found so far 3 different values that can be modified but also found a issue with the nest one the issue is, yes you can penetrate with that one walls, but it seems like that with the nest sniper version the bullets are not "ricochet" anymore. which means, they are not bouncing from one enemy to the next one?
Base_Sniper_Nest_Rasetsu_Technical_Stats_inline0 = number of bullets per shot Base_Sniper_Nest_Rasetsu_Technical_Stats_inline1 = number of lightning strikes per shot Base_Sniper_Nest_Rasetsu_Technical_Stats_inline2 = magazine size
even tried with the save editor to just add the legendary perk of the Rasetsu to the nest Rasetsu version but without success maybe i did something wrong
guess i need to wait for someone with more knowledge than me to mod the normal Rasetsu as a silenced one and the bullet bouncing perk all together
> but it annoyingly drops the damage from 251 to 140 and I can't figure out why. I figured this out playing with other weapons - the "damage" stat is really a "DPS" stat and it takes into account reload times. For a weapon that spends a lot of time reloading relative to shooting (Rasetsu, Ba Xing Long, etc) this has a big impact of per-shot damage so if you increase the magazine size you need to increase the target DPS as well.
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I'm trying to figure this out and If I can I'll either add a file to this mod or make a new mod, depending on how it has to be implemented.
https://www.nexusmods.com/cyberpunk2077/mods/10311
You can try renaming \bin\x64\plugins\cyber_engine_tweaks\mods\RasetsuTweaks to see if that changes the script order.
Items.Base_Sniper_Nest_Rasetsu_Technical_Stats_inline2.value
Game.AddToInventory("Items.Sniper_Nest_Version_Tech_Sniper_Rifle", 1)
It's a better version of it with a quicker charge time and it penetrates walls.
Items.Base_Sniper_Nest_Rasetsu_Technical_Stats_inline2.value
It is its magazine capacity.Just wondering if you could add it to your mod. I modified it myself and added it. with notepad++ and it works perfectly
I modified them both magazines to be 4 to match the other tech sniper rifle.
So looks like this.
registerForEvent("onInit", function()
TweakDB:SetFlat("Items.Base_Rasetsu_Technical_Stats_inline2.value", 4) --Rasetsu Magazine Size (default 3)
TweakDB:SetFlat("Items.Base_Sniper_Nest_Rasetsu_Technical_Stats_inline2.value", 4) --Sniper Nest Rasetsu Magazine Size (default 3)
--TweakDB:SetFlat("Items.Base_Rasetsu_Handling_Stats_inline1.value", 3.6) --Rasetsu EmptyReloadTime (default 3.6) (doesn't work, just stops gun workinga fter animation if set higher)
--TweakDB:SetFlat("Items.Base_Rasetsu_Handling_Stats_inline2.value", 1.5) --Rasetsu ReloadEndTimeBase (default 1.5) (doesn't work, just stops gun workinga fter animation if set higher)
--TweakDB:SetFlat("Items.Base_Rasetsu_Damage_Stats_inline0.value", 25.0) --Rasetsu Base DPS (default 25)
end)
found so far 3 different values that can be modified but also found a issue with the nest one
the issue is, yes you can penetrate with that one walls, but it seems like that with the nest sniper version the bullets are not "ricochet" anymore. which means, they are not bouncing from one enemy to the next one?
Base_Sniper_Nest_Rasetsu_Technical_Stats_inline0 = number of bullets per shot
Base_Sniper_Nest_Rasetsu_Technical_Stats_inline1 = number of lightning strikes per shot
Base_Sniper_Nest_Rasetsu_Technical_Stats_inline2 = magazine size
still trying to find the pure DPS inline value
maybe i did something wrong
guess i need to wait for someone with more knowledge than me to mod the normal Rasetsu as a silenced one and the bullet bouncing perk all together
I figured this out playing with other weapons - the "damage" stat is really a "DPS" stat and it takes into account reload times. For a weapon that spends a lot of time reloading relative to shooting (Rasetsu, Ba Xing Long, etc) this has a big impact of per-shot damage so if you increase the magazine size you need to increase the target DPS as well.
*There's a typo in the description of RasetsuAmmoCapacity-6.zip - 12 rounds at the files tab : )