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CD Projekt's CYBERPUNK 2077 Release Thread - Phantom Liberty expansion coming in 2023

mediocrepoet

Philosoraptor in Residence
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Codex 2012 MCA Project: Eternity Divinity: Original Sin 2
This sounds really cool. Please keep us updated on how the later experience is.

Also: are these mods stable and being actively updated?
I added a couple of paragraphs to the above post.

Everything of the Blackwall list has been updated in the last month and is at least noted as compatible with 1.6

I'll post my full mod list later.

Makes me sad knowing they'll switch to Unreal 5, it will likely be the end of modding of their games, and they would really suck withot mods, judging by Witcher 3 and Cyberpunk.

I forgot to mention, you have an additional penalty to running and can't dodge if you are carrying a rifle as an active weapon.

Is Unreal 5 unable to be modded?
 

AwesomeButton

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The good tools are provided by epic, and are expensive. It's early to say, let's see what CDPR will do. They can externalize data and code, and unpack some of the assets I guess.
 

Perkel

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Is Unreal 5 unable to be modded?

It isn't impossible but it is super-limited. For comparison UE3 was great to mod as base of it was shooter engine, UE4 changed to PBR pipeline and with it to new asset system + other stuff and limited a lot modding, then UE5 is straight up pro engine that has a lot of dependencies.
 
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The new mod list I made has left me with very positive Initial impressions when it comes to the combat.

I've installed Cyberpunk Blackwall (https://www.nexusmods.com/cyberpunk2077/mods/5814) and its recommended mods.

Most notable changes:
- slower player movement (by 20% when out of stealth)
- lower health for player and npcs
- higher damage from weapons, higher damage from headshots
- carry weight limit reduced
- limits on grenades
- armor is rebalanced
- more notable weapon sway

The effect was felt immediately when going through "The Pickup". Shootouts are resolved much quicker, popamole is greately reduced. Everyone gets killed in one-two automatic bursts or pistol shots, so what matters is that you spot the enemy first and fire off first. Just like in real life. You can't run around like it's Quake 3, and you have to peek carefully from cover to identify where they are shooting from. On lvl 3 I was getting killed from a couple of hits - so the penalty to getting shot once is having to immediately expend a health item.

Ammo is scarce, seriously scarce. On top of enemies dropping weapons and ammo more rarely, I've also installed a separate mod that reduces loot (https://www.nexusmods.com/cyberpunk2077/mods/2678) that's found freely in the world. By the time I reached Royce, I was with one clip in Dying Night and one in the Copperhead. If it wasn't for Jackie also shooting, I would have ran out of ammo before I could kill Royce.

Among the recommendations, there is Scissors Difficulty Options that adds an option for the game not compensating for weapon recoil, so you can't fire long bursts.

Overall pretty nice experience at least at lower levels. I'll add more impressions later, but it feels a lot like an RPG for now. Oh, there is also this thing: Wannabe Edgerunner: A Simple Cyberpsychosis Mod (https://www.nexusmods.com/cyberpunk2077/mods/5646). I haven't fully tested it yet, but it introduces Humanity as a resource you lose as you put on more implants. Low Humanity leads to bad effects, culminating with a cyberpsychosis state. Better quality implants - smaller Humanity loss, etc.

The punchline is that Blackwall recommends Wannabe Edgerunner and is balanced around it, so that in order to stay competitve you have to add implants, of which Blackwall introduces new types... This will need more playing to properly test out, but it's pretty ambitious. Certainly more ambitious RPG design than vanilla.

The only thing I'm really missing from my old mod list is StreetStyle (https://www.nexusmods.com/cyberpunk2077/mods/2975) which actually makes clothing choices important. I'll see if it conflicts and if I can make a compatible version in case it does.
This sounds like the game I wanted to play. Have you tested out how well it works with melee builds?
 
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Gamers are cattle

1666022824931062.jpg
 

lukaszek

the determinator
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The new mod list I made has left me with very positive Initial impressions when it comes to the combat.

I've installed Cyberpunk Blackwall (https://www.nexusmods.com/cyberpunk2077/mods/5814) and its recommended mods.

Most notable changes:
- slower player movement (by 20% when out of stealth)
- lower health for player and npcs
- higher damage from weapons, higher damage from headshots
- carry weight limit reduced
- limits on grenades
- armor is rebalanced
- more notable weapon sway

The effect was felt immediately when going through "The Pickup". Shootouts are resolved much quicker, popamole is greately reduced. Everyone gets killed in one-two automatic bursts or pistol shots, so what matters is that you spot the enemy first and fire off first. Just like in real life. You can't run around like it's Quake 3, and you have to peek carefully from cover to identify where they are shooting from. On lvl 3 I was getting killed from a couple of hits - so the penalty to getting shot once is having to immediately expend a health item.

Ammo is scarce, seriously scarce. On top of enemies dropping weapons and ammo more rarely, I've also installed a separate mod that reduces loot (https://www.nexusmods.com/cyberpunk2077/mods/2678) that's found freely in the world. By the time I reached Royce, I was with one clip in Dying Night and one in the Copperhead. If it wasn't for Jackie also shooting, I would have ran out of ammo before I could kill Royce.

Among the recommendations, there is Scissors Difficulty Options that adds an option for the game not compensating for weapon recoil, so you can't fire long bursts.

Overall pretty nice experience at least at lower levels. I'll add more impressions later, but it feels a lot like an RPG for now. Oh, there is also this thing: Wannabe Edgerunner: A Simple Cyberpsychosis Mod (https://www.nexusmods.com/cyberpunk2077/mods/5646). I haven't fully tested it yet, but it introduces Humanity as a resource you lose as you put on more implants. Low Humanity leads to bad effects, culminating with a cyberpsychosis state. Better quality implants - smaller Humanity loss, etc.

The punchline is that Blackwall recommends Wannabe Edgerunner and is balanced around it, so that in order to stay competitve you have to add implants, of which Blackwall introduces new types... This will need more playing to properly test out, but it's pretty ambitious. Certainly more ambitious RPG design than vanilla.

The only thing I'm really missing from my old mod list is StreetStyle (https://www.nexusmods.com/cyberpunk2077/mods/2975) which actually makes clothing choices important. I'll see if it conflicts and if I can make a compatible version in case it does.
This sounds like the game I wanted to play. Have you tested out how well it works with melee builds?
in base game melee go from squishy to immortal, with those changes they might get frustrating
 

Gargaune

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Mar 12, 2020
Messages
2,166
Man, the game's brittle as dry shit. I was just wondering why I couldn't find the Afterlife on my map anymore so I guided myself with the fast travel point, went in, and Claire's all like "You? No, you can leave, I'm not serving you a thing!" Apparently she's finally remembered that I didn't throw the race for her back, oh... fifty or so hours ago. It's funny, right after the race finished she didn't appear at the bar for a while, then some plot event brought her back acting like nothing had happened. I guess one of the patches must've finally unfucked her resolution trigger, hadn't been to the Afterlife in a while. I wonder if they also revised the actual quest content, the one where she goes mental at you for doing exactly what you told her you'd do.

Wannabe Edgerunner: A Simple Cyberpsychosis Mod (https://www.nexusmods.com/cyberpunk2077/mods/5646).
I checked out the description since it sounded interesting, but it looks like instead of giving you a likelihood of psyching out on certain triggers, it applies a persistent psychosis effect on low Humanity which you then have to manage. Sounded promising, but not quite what I'm looking for in a cyberpsychosis mechanic.

The good tools are provided by epic, and are expensive. It's early to say, let's see what CDPR will do. They can externalize data and code, and unpack some of the assets I guess.
Dude, they could barely be arsed to support modding on 2077, back at release they even went the gobsmacking extra mile to patch out console access. I'd be very surprised if they develop some bespoke modding solution for UE5 next time around.
 

NecroLord

Learned
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It's been going on for a long time. Companies all over the spectrum(Movies,Games) think they are beyond reproach. You cannot express any legitimate criticism without being labeled a racist,sexist,reactionary,whatever else they can think of. Big businesses prefer their audience to be dull,dim-witted,docile consumers.
 
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I was getting bored so I watched one of those, "easy farm millions of xp in an hour" videos that are popping up on my youtube feed and there's 2 farming routes of respawning gangoons. One in Pacifica and one in Watson. In Watson it's all Maelstorm and in Pacifica, if you killed the VDB's then it's going to be a few scavs here and there and if not it's a loot pinata. The problem is, again, that skills level at a snail's pace. Getting cold blood from 15 to 20 is insanely slow. Ninjutsu can take advantage of of killing from cover but it's the same horseshit.

At the moment can farm infinite money at level 50 by drops alone so why not have trainers like in the Elder Scrolls? Want to level your combat skills? Then pay 100K ED's for a combat simulator. Get endless waves of mooks in a simulated maze until they overwhelm you or your brain tires out, like in the introduction level. This way you can level your skills in a reasonable manner, spend your money on something useful and don't become a mass murderer.

I searched some mods and found none that comes close to it.
 

Perkel

Arcane
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Mar 28, 2014
Messages
14,684
Everyone gets killed in one-two automatic bursts or pistol shots, so what matters is that you spot the enemy first and fire off first. Just like in real life. You can't run around like it's Quake 3, and you have to peek carefully from cover to identify where they are shooting from. On lvl 3 I was getting killed from a couple of hits - so the penalty to getting shot once is having to immediately expend a health item.

I mean if this was STALKER or other game with normal humans i wouldn't have a problem.

But this is Cyberpunk setting. Goons are sporting subdermal armors, their clothes are harder than kevlar vests and the best ones like Adam Smasher would only fell from 95% of guns that his armor is only scratched. Enemies being bullet sponges you can't kill in two shots fits perfectly into setting with all that chrome going on.

If i would do rebalance i would look instead into weapons. Fix their damage instead of being scaled and make proper tiering. So copperhead would be worse than nowaki which would be worse than X etc. Add to each weapon body stat req with tech having lower body reqs and smart the lowest but also require a bit of int. Lock every enemy gun behind ID lock and make guns available only by stores and only if you have enough street cred.

Secondly i would completely remove attribute and perk system and move that everything to ripperdock upgrades. Want better body to keep those powerful guns in hand ? Upgrade your hands muscles, want Cold Blood stacks ? Install zetatech, berserker module, want ful charge with tech weapon ? install electro relays in hands. your are getting out of yourself swiss cheese ? Install subdermal armor.
 
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Combat-wise, CP2077 is very solid at a fundamental level, weapons look and feel and sound great, enemy AI is decent, and the whole thing feels "right". But some specifics kinda mess with it:

1. Bullet-sponge enemies on harder difficulties. I am playing on Very Hard and it's getting sillly. Takes 3-4 headshots from a fully upgraded magnum revolver (Overture) at level 40+ to take down a regular gangoon. Meanwhile, they can take you down with a single headshot.

2. Some hi-tech abilities ruin the flow of good shooter combat.
a. Tech weapons shooting through walls - this marginalizes positioning and cover, which are some of the most fun aspects of shooter type combat.
b. Net-runners being able to target and overheat you from basically anywhere, while it's very hard for you to get to them through 20 other enemies if you are just playing a non-tech build.
c. Sandivistan/kereznikov enemies - the most annoying aspect of combat, the bullet-dodging. There is no "elegant" way to deal with them as a gunslinger, you either have to dip into tech and disable their implants (which for multiple such enemies is a hassle also), or use grenades, which is also ugly as hell.
 

AwesomeButton

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This sounds like the game I wanted to play. Have you tested out how well it works with melee builds?

in base game melee go from squishy to immortal, with those changes they might get frustrating
I haven't played a melee build yet, and if I do it would be just out of curiousity. I never liked melee combat in 1st person games.


I mean if this was STALKER or other game with normal humans i wouldn't have a problem
What I really like about the combat now is the newfound feeling of relief and satisfaction when I drop someone. Relief not because it took a lot of effort, but because I could do it before he could drop me. It reminds me of playing Arma or Delta Force.

But this is Cyberpunk setting. Goons are sporting subdermal armors, their clothes are harder than kevlar vests and the best ones like Adam Smasher would only fell from 95% of guns that his armor is only scratched. Enemies being bullet sponges you can't kill in two shots fits perfectly into setting with all that chrome going on.
I also have this installed, though I haven't played with the sliders: https://www.nexusmods.com/cyberpunk2077/mods/5066 The defaults feel good enough for me, but there are a lot of values to adjust if you are into it.
 

AwesomeButton

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My modding list. I keep things divided into rough categories, helps me visually locate them easily in the JSGME. The three- or four-digit number after the name is the id you can fill in in your browser address bar to find the mod directly. You can quickly check what each mod does this way. I've also marked the important things:

Tools 01 Cyber Engine Tweaks 1.6-107-1-20-0-1662491024
Tools 02 redscript-1511-0-5-8-1663418970
Tools 03 Native Settings UI 1.9-3518-1-9-1662578960
Tools 04 cybercmd-5176-0-0-5-1663023319
Tools 05 red4ext_1.8.0.zip-2380-1-8-0-1662490291
Tools 06 ArchiveXL-4198-1-1-3-1662491357
Tools 07 mod_settings.zip-4885-0-0-6-1665181584
Tools 08 TweakXL-4197-1-0-7-1662573371
Tools 09 input_loader.zip-4575-0-0-6-1662660731
Tools 10 Material and Texture Override-5266-1-1-1663492843
Tools 11 Appearance Menu Mod-790-1-14-6-1665368619
Tools 12 RadioExt 1.1-4591-1-1-1654513806


Cosmetic 01 Unique Eyes - Core V2.5-1937-2-5-1645452391
Cosmetic 02 GirlLongHair-4082-1-0-1646880204
Cosmetic 03 Female V Nina Hair Open-2199-2-5-1647207903
Cosmetic 06 Lipstick 02-1042-1-1610932181
Cosmetic 07 Ava Complexions All in one-1873-1-7-1619142695
Cosmetic 08 Morph Texture Removal V1.2-2419-1-2-1645639344
Cosmetic 12 Kala's Eyes Standalone V2-3242-1-0-1632863865
Cosmetic Body 01 1.6 - Framework - Unique V Body Shape - Rig-3725-1-6-1662488013
Cosmetic Body 02 Hyst_Refit_ForcedBigBooty V1.2.1-4420-1-2-1-1658867136
Cosmetic Body 03 Vanilla Refit - ENHANCED BIG BREAST WITH BIG BOOTY-5408-1-02-1665728611
Cosmetic Body 04 Hyst_BigBreastsBody v1.0 - with BIG BOOTY-4654-1-1-1658249566
Cosmetic Body 05 Breast Jiggle Physics - enabled for TPP - FPP and Photomode-3339-1-0-1634739017
Cosmetic Body 06 Custom Breast Jiggle Physics LITE-3665-1-0-1641052740

Preset 01 Cute Character Preset for Appearance Change Unlocker-5728-2-0-1665641706

Gameplay JWL 01 JWL Cyberpunk Blackwall-5814-1-0-0-1665465367
Gameplay JWL 02 Better Netrunning-2302-0-5-2-1664769803
Gameplay JWL 03 AI Netrunners Enhanced-2468-1-4-0-1658401773
Gameplay JWL 04 Wannabe Edgerunner-5646-1-4-1-1665924006
Gameplay JWL 05 Discard Ammo On Reload-2819-1-2-3-1625248878
Gameplay JWL 06 Manual Reload-2804-1-2-4-0-1664563314
Gameplay JWL 07 Ped Damage Overhaul 2077-5066-1-19-1665257274
Gameplay JWL 08 SDO - Scissors Difficulty Options-4408-1-1-1654146164
Gameplay JWL 09 Sensible Stamina and Athletics-2861-1-6-0-1662509880
Gameplay JWL 10 SystemEx-3158-1-0-5-1665053547
Gameplay 08 Reduced Loot-2678-1-8-0-1651322685
Gameplay 25 craft_restrict-3970-0-15-1646403959
Gameplay 27 Unequip Mods Mod-2358-1-6-1662720282
Gameplay 28 Only Smartweapon Crosshairs 1.0h-5434-1-0h-1665159510
Gameplay 29 Missing Persons - Fixers Hidden Gems-5058-1-1-1-1665338220
Gameplay 11 StreetStyle_1-5-5-v2-2975-1-5-5-1663792433


Graphics 14 CP2077 Better Finer Rain V3.8-2001-3-8-1665761340
Graphics 19 Eye Adaptation Auto Exposure Fix - Vignette OFF - Sharpening OFF - Vanilla Weather Transitions-2375-1-6-1664725889
Graphics 24 Extended and Improved Headlights 1.1-5013-1-1-1661016001
Graphics 25 Player underwear removal extended CET edition 1.6.3. Game v1.6 only-4605-1-6-3-1665415066
Graphics 26 Main NPC Breast Physics-3900-1-1-1645493309
Graphics 27 Citizen Breast Physics-3900-1-1-1645895901
Graphics 28 HairMaterialRetouch-2577-1-0a-1653997102
Graphics 29 Eye Adaptation Auto Exposure Fix - Vanilla Weather Transitions - Sharpening OFF-2375-1-6-1663168447

Music 01 WhiskeyRadio-3455-1-0-1636931493
Music 03 Commentary Only-4864-1-0-1658169555
Music 04 Rise of the Machine Radio - volume fix-5357-1-1-1664060019

QoL 01 No Car Knockdown .ini config file-3139-1-1630925888
QoL 03 Advanced Control Mod 0.8.1-1902-0-8-1-1639718664
QoL 04 Cyber Vehicle Overhaul-3016-1-5-1659635349
QoL 05 Extra Vehicle Controls 2.0 Hotfix-3225-2-0h-1660752972
QoL 06 Street Vendors v1.2.6-2894-1-2-6-1657496048
QoL 07 flib's UI Improvements-2729-1-6-0-1663626480
QoL 08 Muted Markers-1727-1-8-2-1665819493
QoL 09 Hide Read Shards-2820-0-3-1660038302
QoL 10 Limited HUD-2592-2-4-4-1665825498
QoL 11 Pocket Radio 1.4-2925-1-4-1654461999
QoL 12 Custom Map Markers-3819-1-1-1-1665816525
QoL 14 Appearance Change Unlocker-3850-2-1-3-1664123326
QoL 15 everything off-4389-1-0-1650568161
QoL 17 Game time tweaks - Longer nights-870-0-2-1617043010

QoL 18 Erok Driving Tweaks - With Enabled Differenital-2948-1-01-1645639056
QoL 19 TrackWhatYouWant-4110-1-0-1647205659
QoL 23 No Intros
QoL 24 Simple Flashlight 2.2-2913-2-2-1660169964
QoL 25 Talk to Me-5534-1-2-1664653200
QoL 26 Disable 2D And 3D Effects For UI And Disable Chrom Ab-2648-1-2-1645930832
QoL 27 No Camera Auto Centering - FPP-2169-0-7-1648127540
QoL 28 No Camera Auto Centering - TPP-2169-0-7-1648127554

QoL 29 Real Vendor Names-4941-1-3-0-1659900243
QoL 30 Stash Filters-5298-1-0-0-1663660416
QoL 31 Crouch remover-535-1-0-3-1609023055
QoL 32 Enhanced Vehicle Camera v1.4.0-2202-1-4-0-1639081021
 

AwesomeButton

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I checked out the description since it sounded interesting, but it looks like instead of giving you a likelihood of psyching out on certain triggers, it applies a persistent psychosis effect on low Humanity which you then have to manage. Sounded promising, but not quite what I'm looking for in a cyberpsychosis mechanic.
It says "launches more visual glitches and adds a critical chance debuff, also can trigger Cyberpsychosis with some probability (configurable)." I haven't experienced it but it sounded like it has a chance of happening as you play, like the coughs in Far Cry 2. Did you try it out, or read the script's code?
 

Gargaune

Magister
Joined
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At the moment can farm infinite money at level 50 by drops alone so why not have trainers like in the Elder Scrolls?
Eh, is there really any point, though? I suppose if you've got a particular build in mind that needs a certain level, but other than that I've found little reason to care about levels in CBP beyond picking whatever perks caught my fancy in the moment.

I mean if this was STALKER or other game with normal humans i wouldn't have a problem.

But this is Cyberpunk setting. Goons are sporting subdermal armors, their clothes are harder than kevlar vests and the best ones like Adam Smasher would only fell from 95% of guns that his armor is only scratched. Enemies being bullet sponges you can't kill in two shots fits perfectly into setting with all that chrome going on.
The issue's gameplay, though, not diegesis, bullet sponges are just tedious in play. The power curve catches up a bit from around level 10, but combat feels kinda protracted in the first few levels.

It says "launches more visual glitches and adds a critical chance debuff, also can trigger Cyberpsychosis with some probability (configurable)." I haven't experienced it but it sounded like it has a chance of happening as you play, like the coughs in Far Cry 2. Did you try it out, or read the script's code?
Nah, just went through the description and the comments, the demo video shows it kick in right away. I haven't even updated to 1.6, so I can't try it right now. Will probably want to do a reinstall, I (mistakenly) tried to stick with MO2 for mod management, but it just won't cut it.

Speaking of, does JSGME track modified files across multiple locations? Like, if a mod has a resource file in /archive/ and, say, two files in /r6/ of which one is a config, will it still keep a lock on the config once it changes?
 

AwesomeButton

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Cosmetic Body 03 Vanilla Refit - ENHANCED BIG BREAST WITH BIG BOOTY-5408-1-02-1665728611
:smug:
Like, how can you not download mod with such a name, especially WRITTEN IN CAPS?! :lol:

TBH these custom bodies don't look like much, at least they are not to my taste. The base body has better proportions IMO, and if its geometry has imperfections, I haven't been able to notice them. But I guess I don't spend enough time... erm, in "photomode".

I still haven't tried sd0's bodes, they may be better. It also sucks how little choice there is of facial features, you can hardly give the faces an individuality. All values converge around a mean, and beautiful faces usually have something pronounced and characteristic about them.

Nah, just went through the description and the comments, the demo video shows it kick in right away. I haven't even updated to 1.6, so I can't try it right now. Will probably want to do a reinstall, I (mistakenly) tried to stick with MO2 for mod management, but it just won't cut it.
I'll look for more info on that, but let's hope the video was just triggering it immediately on purpose.
Speaking of, does JSGME track modified files across multiple locations? Like, if a mod has a resource file in /archive/ and, say, two files in /r6/ of which one is a config, will it still keep a lock on the config once it changes?
No, it doesn't keep a lock on any files. It just copies folders and files from its mods storage folder to the location specified (usually the root dir of the game in question). It will warn you if one mod is about to overwrite files of another, but that's all.

Once it has copied the files into the game's folder structure, you can change them without problems. When you remove and re-insert the mod through JSGME, it will make a fresh copy, and you will lose your changes. I value it for its simplicity, because when I was modding FNV I spent a few days just doing tutorials.
 

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