Is there a way to just reskin the iconic varient of the unity pistol? the ID is most likely different and wont cause multiple "Lucy Guns" to appear around the world. this way there'd only be one.
Hey so potential fix to your crafting immersion break.
Why not make both files neon then players load in with craftable, make it how they want, save, change files and tada?
Update* seems my gun didn't change colours but the icon did? second update* tried the non craft and it has no icon and not the right colour... I don't see what i'm doing wrong with the install.
FYI I got the "Edgerunner Lucy's Pistol" mod working, make sure you have the exact file structure they describe on the material and texture swap mod page and plop the Lucy's Gun Craftable.archive into the Cyberpunk 2077\mods\Material and Texture Override\archives folder!
Thank you for this! I am also noticing I have to clear the cache every time I start the game. If I don't, the material and texture override does not deploy properly (and I put it in the exact location it said to). Looking at the mods.json file, the materials mod always turns to false if I don't clear the cache before launching. Kind of annoying, but that's how I am getting it to work.
Thank you so much for making the version that's craftable and replaces that version in game! I've wanted to replace that for a long time and this was so perfect to do it with!
Hey man, love the skin! Could you do an edit for the Pride/Iconic gun? Cause the vanilla Pride skin is very bland, adding this skin would give it more oomf :D
Since this replaces a variant, does that make it craftable with Enhanced Crafting mod (where you can choose the texture you want your crafted gun to have)?
Ok. So. I can't get the gun to work. I've tried using the standalone and spawning it, the version bundled with the Lucy beginning mod, and the craftable one. The normal version and the bundled one both have the updated icon in the inventory, but when I pull out the gun it just shows one of the neon variants. The standalone craftable doesn't even do that, both gun and icon look normal. I tried with Enahnced Craft enabled and disabled. Not sure what is going on. I did check and made sure the .yaml file mentioned a few posts down was present. All mods installed and managed through Vortex.
EDIT: Also, does not seem to be compatible with Enhanced Craft, at least the non-craftable version of the mod. In-game, I had the correct icons for the modded gun, but Enhanced Craft showed the neon variants when crafting. Maybe someone with the mod actually working properly can test it out.
Hmm. The icon showing correctly means you put all the files in the correct locations. Both the archive and the yaml are necessary for the inventory icon to show up.
I wonder if there is another mod causing an incompatibility.
I am apparently also an idiot. I did not realize that you have to launch the game through the launcher every time if you use any redmod mods. I've just been launching from the vortex client straight into the game. That has fixed my issues.
I'll think about that later. There is a David custom start in the works similar to my Lucy's Beginning custom start. I made this specifically so that it'd reliably work with my custom start. I might not need an entire new gun mod for their weapons.
please post a line by line compare. i doubt they are similar.
edit: i just checked the icons, and they are not the same, you modified the neon, i modified the default. The only similarity is that we both copied the anime's gun.
edit2: actually, i'll post the line by line compare.
It's clear to see that she basically copied the official file while I drastically changed it.
I based mine off of the Default. Look at the icon's, her's looks scuffed and damaged around the grip, exactly like the Neon. While mine is clean like the Default.
The only similarity I can find is that we both changed the color of the top of the gun, cant do anything besides being similar in that regard. And we both chose to use shiny fine paint. Though, I reclassified mine as metal because it is more like anodizing than painting.
Here's the post she deleted to hide her mistake before I could lock it. Funny thing is, her "helping" me was her stating that 255 RGB is not a Float when it has a 255.0 Her audacity to claim that my mod is thanks to her.
Here is the proof that she banned me.
She still hasn't unbanned me from the community discord despite now that her allegations have been proven false. She later told me that I was mocking her colorblindness. A good person would have apologized by now and made amends by at least unbanning my main account from the discord.
I thought the same then figured this out... if you download (Edgerunners Trigger Shop - Atelier https://www.nexusmods.com/cyberpunk2077/mods/5348) and the requirements (basically the edgerunner mods out) every item will be LEGENDARY-rebecca gun, lucy gun, david gun and jacket all legendary. hope this helps
37 comments
Why not make both files neon then players load in with craftable, make it how they want, save, change files and tada?
Update* seems my gun didn't change colours but the icon did?
second update* tried the non craft and it has no icon and not the right colour... I don't see what i'm doing wrong with the install.
Thank you so much for making the version that's craftable and replaces that version in game! I've wanted to replace that for a long time and this was so perfect to do it with!
After I copy and paste
CET says I'm in the wrong format
EDIT: Also, does not seem to be compatible with Enhanced Craft, at least the non-craftable version of the mod. In-game, I had the correct icons for the modded gun, but Enhanced Craft showed the neon variants when crafting. Maybe someone with the mod actually working properly can test it out.
I wonder if there is another mod causing an incompatibility.
edit: I'll test enhanced craft next.
I am apparently also an idiot. I did not realize that you have to launch the game through the launcher every time if you use any redmod mods. I've just been launching from the vortex client straight into the game. That has fixed my issues.
I'll think about that later. There is a David custom start in the works similar to my Lucy's Beginning custom start. I made this specifically so that it'd reliably work with my custom start. I might not need an entire new gun mod for their weapons.
edit: i just checked the icons, and they are not the same, you modified the neon, i modified the default. The only similarity is that we both copied the anime's gun.
edit2: actually, i'll post the line by line compare.
I based mine off of the Default. Look at the icon's, her's looks scuffed and damaged around the grip, exactly like the Neon. While mine is clean like the Default.
The only similarity I can find is that we both changed the color of the top of the gun, cant do anything besides being similar in that regard. And we both chose to use shiny fine paint. Though, I reclassified mine as metal because it is more like anodizing than painting.
Her audacity to claim that my mod is thanks to her.
Here is the proof that she banned me.
She still hasn't unbanned me from the community discord despite now that her allegations have been proven false. She later told me that I was mocking her colorblindness. A good person would have apologized by now and made amends by at least unbanning my main account from the discord.
Endorsed. it's a keeper.
You can find the script here: AIO Command Sheet in the UPGRADES section.
P = Game.GetPlayer()
SSC = Game.GetScriptableSystemsContainer()
TS = Game.GetTransactionSystem()
SS = Game.GetStatsSystem()
CS = SSC:Get(CName.new('CraftingSystem'))
ItLe = SS:GetStatValue(SOID, 'ItemLevel')
PoLe = SS:GetStatValue(P:GetEntityID(), 'PowerLevel')
PoLe2 = SS:GetStatValue(SOID, 'PowerLevel') ok, INV = TS:GetItemList(P)
R = 'Legendary'
mod = { Wea_Handgun = true, }
for i, v in ipairs(INV) do
iID = v:GetID()
itemdata = TS:GetItemData(P, v:GetID())
SOID = itemdata:GetStatsObjectID()
vType = Game["gameRPGManager::GetItemType;ItemID"](iID)
CS['SetItemLevel2'] = CS['SetItemLevel;gameItemData']
CS:SetItemLevel2(itemdata)
if mod[vType.value] then
Game['gameRPGManager::ForceItemQuality;GameObjectgameItemDataCName'](P, itemdata, CName.new(R))
end
end
newItLe = 0
if ItLe < math.floor(PoLe) * 10 then
newItLe = math.floor(PoLe - PoLe2) * 10 + 5
qMOD = Game['gameRPGManager::CreateStatModifier;gamedataStatTypegameStatModifierTypeFloat']('ItemLevel', 'Additive', newItLe)
SS:AddSavedModifier(SOID, qMOD)
end