![]() ![]() Cyber Engine Tweaks is very helpful for debugging redscript-based mods.After completing Playing for Time you will now have unlocked the option to begin your next Main Job, Down On The Street, which sees V meeting with Takemura at the Channel Street docks in Japantown.redscript by jekky is essential for this mod.Cool Vs Don't Die From Explosions (AKA Explosion Nerf).Custom Quickslots for Consumables and Cyberware Abilities.To install this mod, extract the zip file into the Cyberpunk 2077 installation folder (the mod files go to "Cyberpunk 2077/r6/scripts").IMPORTANT: This mod depends on redscript.They modify the same redscript function, so I have to do it that way. If you use Lifepath Bonuses and Gang/Corp Traits you can just skip this mod because I will incorporate this fix into that mod. Make sure to DELETE " Cyberpunk 2077/r6/scripts/armor_works_against_melee.reds" if you were using that one.There is a perk that makes tech weapons ignore armor, I think, and if that has any affect it must be processed somewhere else. So you should be able to see that shotgun blasts do as low as 1 damage to you per bullet in the unmodded game if you have a normal amount of armor for your level. If you want to test the effects yourself, note that armor can't reduce damage below 1. This results in an identical reduction for most ranged weapons, and a corrected reduction for shotguns (used to be reduced by over 100% for a typical amount of armor), turrets (same), Oda's smart gun (no reduction in unmodded game), and probably some other weapons I didn't encounter in my testing. My new solution for all weapons is to calculate attacksPerSec using the NPC's DPS value (determined by their level and the difficulty setting) and the damage of the hit, making the armor damage reduction consistent across all attacks. This was ok for melee weapons, but didn't fix the problem with shotguns and other weapons which I didn't know about. ![]() ![]() I don't know if making melee weapons unaffected by armor is intentional or not.įor my armor_works_against_melee mod I just changed attacksPerSec to a new value I found through experimentation whenever it was set to 0. The problem is that the attacksPerSec value is clearly wrong for a few ranged weapons, and is 0 for all melee weapons, causing those to be unaffected by armor. In the unmodded game, when processing a hit to the player, the game pulls an "attacksPerSec" stat for the weapon the NPC is using and uses that and the armor point amount to calculate the damage reduction. That means that the reduction per hit is different for each weapon, since a shotgun or submachine gun hits more often and for smaller amounts of damage than a rifle or something like that. After some digging, it looks like there are some incorrect data values the game uses to calculate damage reduction for armor for certain weapons, but not others.Īrmor is supposed to reduce damage by 0.1 DPS per point of armor. Thanks to some observations by Scissors (of Full Gameplay Rebalance) that shotguns and some other weapons were doing very little damage to the player, I discovered some weird stuff in the game's armor logic. This mod replaces my " armor_works_against_melee" mod which was a part of Level Scaling and Balance ( make sure to delete armor_works_against_melee.reds). ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |