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Here's the screenshot. I was fooling around in dev mode, choosing between bionics mods, and you can notice another issue here. When hovering over the install optic camo, when a pawn has some.. excessive amounts of implants, due to this replacement visual error, you can't actually click on the operation anymore.
Same if you have bionic eyes, or try to install titanium bones in the torso slot when biomonitor is already there. All are compatible and install correctly, but the "replacement" notification is there.
I'm running this together with EPOE and Integrated Implants.
And yes I just recently did beat Cyberpunk 2077 over a week ago in 1 July of this year.
I am not very familiar with translating, but if you'd like, you could show me your translation patch file.
New version is out, featuring that new Mantis Blade (model Higurashi 20-13) along with the Cyberware class OSes and associate quickhacks! 1.5 seems stable, ready for testing in 1.6.
Your modding work is seriously cool. Keep being awesome!
I'll tell you what, though, I will add a stronger MaxTac Mantis Blade, with a higher mental cost factor.
Speaking of which, in the actual game, there's this dynamic event at the Jinguji clothing store in the City Center. You encounter a female MaxTac agent there who uses a 2013-era Mantis Blade – an ancient model by the game's standards. That version had major flaws but was supposedly incredibly precise. Maybe it could offer higher melee accuracy at the cost of a significantly increased cyberpsychosis risk?
Of course, the reason I want Johnny's arm and the MaxTac Mantis Blade isn't because they're particularly powerful... it's simply because they're so damn coooool.
And in case this question comes up, the reason I opted not to include all cyberware of all tiers is, I really don't want to make 5 versions of each individual item. Most people are probably not going to use the first 4 versions at all, and will probably just turtle up and skip right to the best version, so what's the point? It would be useless bloat, and it'll complicate the implant system... A lot.
I might consider upping the penetration factor. I did initially want to balance the Mantis Blades as being a high DPS/lower armor pen version compared to the Gorilla Arms' higher blunt penetration/lower DPS.
I don't really have a game reference point for Johnny's arm. Considering its technological age compared to contemporary Gorilla Arms and the fact that it was pushing Johnny into cyberpsychosis, I'd guess it's probably inferior to normal Gorilla Arms in every way.
To my knowledge, the MaxTac Mantis Blades are functionally identical to regular Mantis Blades of the same Tier level. All cyberware included in this mod have their stats based on the highest tier version of that cyberware, so there would be no difference.
Yes, I hear you, but I need more details because I cannot replicate it on my end when I test using this mod and my modlist.
Repeat: I NEED YOU TO GIVE ME MORE DETAILS SO I CAN FIX THIS.
Things like:
Does this problem affect all pawns? Just ones with cyberware, or all of them? Is this affected by melee skill?
Do raiders have this problem, or just your colonists?
Most importantly, what other mods are you using?
Do any of these mods add apparel that increases dodge chance, etc?
Are you using Yayo's Combat or VCR or Combat Extended?
Have you checked using a brand new save? Does this problem only occur on saves that are more than a week old?
Please post your error reports in the Discussions thread labelled DODGE CHANCE ISSUES.
DMS, ironically, has its on cyberware rejection system too (but only for its own cybernetics).
This should let you salvage your old saves that were having issues with replaced Torsos and things.
Which version of the mod are you on? I just tested on the latest release (1.2.0) with Altered Carbon, none of the implants are overriding other implants or replacing the body on my end. (besides the arms, which are intended to override each other, and the OS implants which have their own special spot where they can also override each other)
The whole body replacement thing was an issue I though I fixed... It hasn't done that to me but I'll look into it again.
Please let me know if you encounter any issues.
I've tested it on a clean game and one with CE, and the dodge chance appears to be normal for me - pawns with low melee had like 0-5% dodge chance, a pawn with 12 melee had 25% dodge chance. This of course increases when they install implants that increase dodge chance, but the base dodge chance values should not be modified.
If you would, please unsubscribe the mod, wait about 15-30 seconds for Steam to finish deleting it, then resubscribe and check again.
Dodge rate shouldn't be abnormally high anymore. Let me know if it still is.
CE version, I might keep it OP since there's not a hard cap on armor penetration there, so I want a fully modded character to have built-in armor on a level similar to power armor. Hopefully you'd have some sort of OP raiders. Eventually I'll make it so they can spawn with these implants as well.
My intended level of balance is such that your guys might be able to hold their ground against VOID, despite lacking their speed. Then you can very respectfully send their corpses home intact. Or steal all their implants and win the game.
I would, but once I get those links somewhere else in private. I would link these mods when I have time for.
Are the pawns with 90% dodge chance *all* pawns, or is it just ones that have implants installed?