Projectile Launcher Rework

Created On
N/A
Updated On
N/A
Total Views
6
Total Downloads
0
Maintainer
Riv

Hi everyone,

As stated in the overview, this is basically a combination of two mods. This is my previous cyberware AoE rework combined with Launcer Rebalance by dillingspam. The goal here was to make it easier for players to customize the values on the fly. 

This is my second mod ever and I'm hoping you all enjoy it! Please let me know of any suggestions you have or bugs you find. 

Install requirements: 

You need cyber engine tweaks CET and you also need native settings UI

FOR 2.0 UPDATE: you will also need to download Red4Ext, TweakXL, Archive XL, and redscript. I think that should be all of them. If it still doesn't work then you may need to install the rest of the utility mods like Codeware, RedMod, and input loader. These are in addition to the previous requirements of CET and native settings UI. Please make sure that all of your mods are up to date!

You should delete any previous files that changed the damage and range of the projectile launcher system (like cyberware AoE rework or Launcher Rebalance) and drop the unzipped folder into your cyberpunk main directory.

Also it should be known that I do not support any attachment overhaul mods. If you have any of the mods that change what mods can go on what item and how many mods an item can have this mod may not work with those and may break those mods or this one.

To uninstall the old PLR mod:
Go to your ... Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods folder and look for projectile launcher rework or PLR something like that. Delete that folder. 

To uninstall Cyberware AoE rework and other important information:
go to your r6/tweaks folder and delete the file with the same or similar-ish name as cyberware AoE rework.

If you have Launcher rebalance you should go to your bin\x64\plugins\cyber_engine_tweaks\mods folder and look for launcher rebalance and then delete that folder.

Any other mods that you have that may deal with changing range and damage of the projectile launcher should be deleted before installing projectile launcher rework

It is very important that all other mods that deal with launchers, projectile launcher rounds, and launcher fragments, be deleted before installing and using this mod I can not guarantee compatibility between my mods and others that change the same thing.

To uninstall the current 2.0 version of this mod:

There are 3 areas where you have to go to delete the whole mod.

You have to go to your r6/tweaks folder and delete the launchers folder and the file new_projectile_launcher_rounds and new_projectile_launcher_attacks 

Then you have to go to your archive/pc/mod folder and delete anything projectile launcher related there from this mod should be PLR2.0 file and a
Projectile Launcher Rework file delete those two and you should be good.

2.0 UPDATE INFO:

VERY IMPORTANT! PLEASE READ EVERYTHING BEFORE DOWNLOADING, INSTALLING, AND USING THE 2.0 VERSION OF THE MOD!

FEATURES AND CHANGES:

  1. This mod now adds new projectile launcher variants, those being a common, uncommon, and iconic launcher. All of these launchers can be found at different ripperdocs in Watson. Or you can spawn them in with the scripts necessary to do so and then go to a ripper to add them. The launchers have different street cred levels that they will unlock at.

2. There is a new base round in all the launchers, the Biotechnica kinetic projectile round. These rounds increase in rarity and other aspects with better launcher types.

3. You can not add any items of higher quality into the lower quality launcher slots. Common launcher can only use common rounds etc.

4. Time dilation will no longer affect the cooldown of the projectile launcher.

5. There are other new rounds to be found from different ripperdocs throughout night city most are just variations of the different rounds in the base game. Others are new rounds that I created that are kinda new and I think are pretty fun. I hope you all like them too.

6. There are more settings now for each of the new rounds added. You can change the damage range and damage amount.

7. There have been other tunings to each of the individual rounds to balance the launchers accordingly. A common launcher should not feel the same as the legendary launcher so you will notice that there will be some change with how they work. Although I did not change individual stats of the launchers by changing how the rounds work and limiting which launcher they can go on this allows a better player/power progression of the launcher throughout the game.
To go into further detail: lower quality rounds suck and higher quality rounds good!

8. Sometimes you may have to wait a day or two for the item to spawn into the vendors inventory or you can also just spawn them in with the scripts if you don't want to do that.

WARNING: IMPORTANT WARNING PLEASE READ!

There is a bug that I have found within two saves but I have not been able to reliably reproduce. I am not sure if it is coming from my code or not but part of the reason I am releasing it is to see if others can reproduce it so that I can then fix it.

THE BUG: If you have ever had Drone Companions mod before and did not completely uninstall it then the mod will crash at certain points when you go to cyberware inventory screen. To fix this you must go into the save and have Drone companions reinstalled and then make sure to go through the clean uninstall instructions.

HOW TO FIX THE BUG: To cleanly uninstall the Drone Companions mod make sure you reinstall it then go into the save where the issue is happening. When there spawn a drone companion tech deck and install it into an available slot. Then you must force unequip it. Then you must sell that techdeck and any other Drone Companion mod equipment to the vendor you are at. Hopefully this will take away the invisible techdeck which then resolves the bug.

As far as I know this is the only trouble that I could find. Also it should be known that I do not support any attachment overhaul mods. If you have any of the mods that change what mods can go on what item and how many mods an item can have this mod may not work with those and may break those mods or this one.

2.01 UPDATE INFORMATION PLEASE READ:

My mod caused a bug with weapon mods. I have fixed this weapon mod bug but it comes at the cost of temporarily removing a feature. There are no quality restrictions on what part can be installed where. A legendary round can go on a common launcher with this update. If you would like to have quality restrictions, you can revert to previous version and look to the posts for a workaround with the weapon mods or you can just pretend and not put it on through sheer will. Whatever works for you. I will hopefully get this and other bugs fixed soon.

Please let me know of any bugs you all find I will actually take people seriously this time.

POTENTIAL updates coming:

I want to create cooler rounds but that will take time

I might change around the settings menu a bit but this is hard.

I might add in the other settings that Launcher Rebalance changed that I did not add here. Still debating on this not sure what I'm gonna do.

Please let me know of any other updates you all would like to see for the projectile launcher system.

Special thanks to: dillingspam, cyberpunk 2077 modding community discord, and psiberx, wssdude, #1 tweakXL lover, mikeyray, keanuwheeze for all of their help. Thank you to brahmax for testing out this mod and honestly thank you all out for testing the mod out too because honestly rn yall are beta testers.

Special thanks also to neon engine vangelis, fronky, manavortex, RMK, anygoodname, and I'm probably forgetting others but thank you to everyone on that discord who helped me out.