AwesomeButton
Proud owner of BG 3: Day of Swen's Tentacle
The mox tribute in my playlist:
Thanks for sharing, sounds like incline. I'll probably wait until after the expansion before I look at balance overhauls, though, another unfortunate effect of the absurd dev cycle.I had an amazing time, not exaggerating, going through the Heist with all the limitations imposed by the gameplay mods. Gargaune will be especially interested.
Reminder that Soyberpunk sold so badly throughout 2021 that it was beaten in revenue by indie games.Gamers are cattle
Wow. So the ex cumslut porn star is not a very moral person? Imagine that.Here is an uncorroborated anecdotal story from an anonymous source:
https://www.reddit.com/r/LowSodiumCyberpunk/comments/y4m5my/comment/isi1sm8/
I am a music agent. The weirdest thing I've ever had to do is arrange armed guard detail for her & her entourage during an Asia DJ tour for her, because someone in her entourage pisses off the local mafia - picking out what kind of weapons thwy would carry, all with a different rental price etc.
I have done 1200+ shows in Asia with hundreds of artists. We did Sasha for the novelty value.
Let me be clear - Sasha Gray & her entourage were the worst people I have EVER worked with.
Her and her friends ran up bills at a hotel, buying loads of stuff from the gift shop (they even had a ltd edition iPod there - it was a Phillip Starck designed hotel in Hong Kong - of course they helped themselves to a few of these), running up a bill of over five thousand dollars and running off.
There was a similar story for almost every show on the tour.
I am disappointed to hear the c**t is in this game.
Ah yes of course, all pr0nstars must be amoral.
Haven't you seen the video of the guy approaching a hooker where he says, "200 eurodollars for full service? how about you come home to me, clean and cook for the same money? No sex involved"? The ending might surprise you.Ah yes of course, all pr0nstars must be amoral.
They do? Maybe you should contact them and ask them what a RPG is since the codex has not been able to define it in 20 years.
No, you can't have any, but how about some more mods? Should've been called Cyber Eats 2077, but either way it's probably Cyberpunk's first driving gameplay loop:Gibi DLC and gud patches, pl0x.
Make A Living - Courier
This mod adds a new small minigame to let you become a courier, delivering packages from one Drop Point to another Drop Point. [...]
There are 4 types of delivery jobs:
Normal - You have plenty of time to deliver a package.
Urgent - Gotta plan a bit to be on time.
Fragile - Drive carefully, don't hit anything.
Fragile + Urgent - Let's see if you can drive fast and carefully at the same time!
The animations are there, and look unintendedly creepy already!Per the author, "[his] goal is to add more activities to it and let you enjoy the city more, making you feel more like a true citizen." We all look forward to Cyber Callgirl 2077, modderman!
That's a dumb example and you know it. GTA VC had Candy with 4 whole lines in the game, one of which was moaning. She got credited once and that was about it. it was never a fucking feature, "HEY GUYS WE ARE HAVING A PROSTITUTE AS OUR VOICE ACTRESS", and you didn't have a "featuring dante from the DMC series" on the box. It was a god damn, one off.GTA:Vice City had Jenna Jameson as Candy Suxx.
So game studios hiring porn stars is nothing new.
Rather bold if you ask me,but I guess they don't ask for that much money?
1. JSGME complaining that it's "merging" folders is ok, but if it warns you about files, then something is going to be overwritten. Sadly, the graying out of mods whose "folders were overwritten" means that you have to disable those mods in the order in which they were enabled, if it comes to that. If you have "Tools" category (by naming convention), most of them won't be deactivate-able without deactivating all the mods that overwrote their folders, but you'll hardly ever need to deactivate a "Tools" mod, because they are frameworks for other mods and don't affect gameplay.AwesomeButton, two questions on managing Cyberpunk with JGSME:
1) When I enabled TweakXL and ArhiveXL (and any other mods with Red4Ext plugins) it complained that the /re4ext/ folder had already been added by Red4Ext. It's merging folders fine on enabling, but won't disabling them cause things to go haywire? Patching or removing mods from the load order's gonna be a right mess.
2) In the active mods pane, is it possible to have things ordered by name instead of activation date? Went through the trouble of grouping stuff but it's all gonna be pointless once I saw things and out.
So how do you handle updates? Copy the new version both into the JSGME repo and the active game directory?1. JSGME complaining that it's "merging" folders is ok, but if it warns you about files, then something is going to be overwritten. Sadly, the graying out of mods whose "folders were overwritten" means that you have to disable those mods in the order in which they were enabled, if it comes to that. If you have "Tools" category (by naming convention), most of them won't be deactivate-able without deactivating all the mods that overwrote their folders, but you'll hardly ever need to deactivate a "Tools" mod, because they are frameworks for other mods and don't affect gameplay.
Yeah, I took a cue from your modlist and did the same thing, but was rather miffed to see it doesn't sort alphabetically in the active pane. Once I start enabling/disabling things, it gets messy.2. Nah, JSGME is too simplistic for that. Its active mods list is intended to show you the order in which mods have been enabled. If you want to see your mods structured by category, you have to employ some kind of naming convention. What I do is, using 7zip, I extract each mod in a subfolder named after the zip file itself, and then prepend that folder name with a number and a category name. This results in a naming like "01 Tools Name of mod - numeric id of the mod from nexus - version number of the mod - some long number after that".
Well, that's gonna be a fucking pain in the ass, another quibble to keep track of. So I've got a choice between MO2, which can't manage CET and all CET-dependent mods, or JSGME which might silently fail with extended file paths.One issue I've found with JSGME is that it can't access files whose full path (path, including the filename) is longer than 255 characters. This only became an issue with Blackwall, which has a very complex folder structure. It's not the mod's fault, because it has to maintain the same folder structure as the vanilla game. But JSGME failed to copy a number of files from my "JSGME Mods" dir to the Cyberpunk 2077/mods/tweaks/ subdirs. I had to manually copy the files in Windows Explorer.
Dude, your medieval ancestors weren't born yet and sucking dick was already considered a valid profession for millenniaI just hate how sucking dick is now considered a valid profession
No, you can't have any, but how about some more mods? Should've been called Cyber Eats 2077, but either way it's probably Cyberpunk's first driving gameplay loop:
Make A Living - Courier
This mod adds a new small minigame to let you become a courier, delivering packages from one Drop Point to another Drop Point. [...]
There are 4 types of delivery jobs:
Normal - You have plenty of time to deliver a package.
Urgent - Gotta plan a bit to be on time.
Fragile - Drive carefully, don't hit anything.
Fragile + Urgent - Let's see if you can drive fast and carefully at the same time!
Per the author, "[his] goal is to add more activities to it and let you enjoy the city more, making you feel more like a true citizen." We all look forward to Cyber Callgirl 2077, modderman!
It is, in fact, the oldest profession.Dude, your medieval ancestors weren't born yet and sucking dick was already considered a valid profession for a millenniaI just hate how sucking dick is now considered a valid profession
My thoughts exactly. Pizza delivery in vice city helped you get used to the map, gave you some starting cash and you had the incentive to finish all levels because it gave you a permanent stat boost.No, you can't have any, but how about some more mods? Should've been called Cyber Eats 2077, but either way it's probably Cyberpunk's first driving gameplay loop:
Make A Living - Courier
This mod adds a new small minigame to let you become a courier, delivering packages from one Drop Point to another Drop Point. [...]
There are 4 types of delivery jobs:
Normal - You have plenty of time to deliver a package.
Urgent - Gotta plan a bit to be on time.
Fragile - Drive carefully, don't hit anything.
Fragile + Urgent - Let's see if you can drive fast and carefully at the same time!
Per the author, "[his] goal is to add more activities to it and let you enjoy the city more, making you feel more like a true citizen." We all look forward to Cyber Callgirl 2077, modderman!
Honestly this is actually a neat idea
Well designed mini-games are cool and can add depth to the game world
This one in particular can be a good way for begginer player's to get acquainted with the city's map and get into all sorts of misadventures
Manually. When a mod gets updated, I unarchive it following the same naming convention. Then I remove the mod from active mods, delete its folder from JSGME's mods source dir, and finally activate the new version.So how do you handle updates? Copy the new version both into the JSGME repo and the active game directory?
You can press letter keys on the kayboard, for example "C" for "Cosmetic" and cycle through the enabled mods from a category in this way. It's been good enough for me When you finalize the mod list, you can deactivate everything, and then reactivate them category by category. But once the first mod updates, you will have to deactivate to update it, and then the update will be at the bottom of the list again. Be thankful instead that you don't have to care about mod order like in Bethesda's games.Yeah, I took a cue from your modlist and did the same thing, but was rather miffed to see it doesn't sort alphabetically in the active pane. Once I start enabling/disabling things, it gets messy.
What I've started doing, just to be sure, is the following. It complicates the process a little more. I moved JSGME's exe and its mods folder to a very short path: "D:\m\". There I install the mods directly into that folder as if it was the game's folder. The mods all look "activated" in JSGME the way I want them. Finally I manually copy everything from that folder into Cyberpunks' root folder, except for JSGME's exe, ini and mod dirs. This way I make sure that all files are copied. The added inconvenience is that removing a mod from JSGME or adding one makes it necessary to copy all the stuff again.Well, that's gonna be a fucking pain in the ass, another quibble to keep track of. So I've got a choice between MO2, which can't manage CET and all CET-dependent mods, or JSGME which might silently fail with extended file paths.
I've done the full "Fear and Loathing in New Vegas" procedure, twice , so this is relatively simple for me. The feature-poor mod manager is a blessing in disguise, it keeps me from going full pedantic and has me actually playing the game. With New Vegas I usually spend 50 hours installing and testing mods, and fixing issues, and by then I've had enough of the game.Seriously, I'm in a right fucking mood right now. And that's after I took a break to have dinner and watch Jeremy Clarkson invade Africa. I might be back to rant about it later, but Cyberpunk's modding remains the most fucked up shitshow I've tangled with in that department.