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CD Projekt's Cyberpunk 2077 Update 2.0 + Phantom Liberty Expansion Thread

AwesomeButton

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3. The scarcity of ammo suddenly made the throwing knives perk very welcome. I wish it was possible to make silent takedowns with the knife, for RP's sake, but throwing knives will do as well. I value this very much - nudging the player to diversifying and hedging his toolset is good design, and results naturally from balance changes made by mods. It's quite miraculous how mods from different authors working independently complement each other so well. Especially compared to a disfunctional "intelligent design" that came from a multimillion dollar-funded project, but I digress...

The scripted sequence with Takemura in his car was a bit tough, because you have to shoot at least once at an enemy in each section of the sequence in order to trigger his crashing animation, and you are short on ammo. You also have to be lucky enough not to get shot more than once. It took me two attempts, so it wasn't a big deal.

Overall, great experience, of a kind which I didn't expect I could have in this game honestly. Still, the Heist is a rather railroaded mission and I'm just lvl 7, so it's not unlikely that the game will get much easier once I start doing open world missions. I'll test some more and see.
 
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Grunker

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Thanks, that seems like it might be worth work checking out on a new playthrough. Same author who made Limited HUD, Game Time Tweaks and No Intro Videos, doing God's work to save CDPR's stock value.
Yeah, the same guy made something like 30 of the best mods on nexus. He is most likely employed somewhere, but if he wasn't CDPR should have been throwing money at him to join the company.

Nothing demonstrates better than the effors of a single person in his free time, how CDPR spent millions and six years time to produce less than half of an RPG.

Disagree with the highlighted. God knows CP2077 has a shit-ton of issues, but they created an amazing world populated with a ton of content. This was hard to see at first, with all the bugs and issues, but now, I am pretty blown away by how much stuff is in this game. Like the gigs, for example. Sure, they aren't the deepest quests you will ever see, but there is like 200 of them in the game or some crazy number like that, and each one has a background story, some dialogue, some interesting or touching twist to make you feel like you are an actual merc doing an actual mission, and not just earning money by engaging in combat or stealth.

To me, it seems like the issue is people expected CP2077 to be something other than it was. WIth 4 games behind their belt, we KNOW what CDProjektRed is like as a studio. Their games don't have deep gameplay mechanics, or a deep character development tree, they never did. What they have are amazing worlds, great lore and writing, interesting characters and quests.
People expected Cyberpunk to be an RPG with a lot of immersive elements and not an "open-world action-adventure story" like The Witcher, because CDPR marketed it as such. For all its false-advertisement, bugs, and mediocrity, my problem with this game is mostly that I dislike the main quest and Keanu Reeves.

I expected it to be Witcher 3 in Cyberpunk. Unfortunately it’s way less interesting and essentially mediocre and forgettable
 

AwesomeButton

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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.
 
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lukaszek

the determinator
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so she got experience with asian mafia? Sounds like a good placement in tiger gang territory
 

Gargaune

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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.
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.
 

Gerrard

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Gamers are cattle

1666022824931062.jpg
Reminder that Soyberpunk sold so badly throughout 2021 that it was beaten in revenue by indie games.
 

NecroLord

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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.
Wow. So the ex cumslut porn star is not a very moral person? Imagine that.
 

NecroLord

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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?
 

Daedalos

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Gibi DLC and gud patches, pl0x. All this bickering in the gaming world is boring me to tears. BRING FORTH THE STUFF, I ain't getting any younger fucks sAKE
 

Gargaune

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Gibi DLC and gud patches, pl0x.
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

5755-1665432649-1004643128.jpeg


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!
 

AwesomeButton

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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!
The animations are there, and look unintendedly creepy already!

Imagine the possibilities - fat and hairy guy pays out 15% extra.

BTW here is this gem:
 
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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?
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.
You just know that having this hooker that pretends she's not a hooker any more (wink, wink) will be featured in all kinds of fluff pieces. I just hate how sucking dick is now considered a valid profession and shame on you if your don't admitre your local dick sleeve!

Anyways, I finally downloaded mods because I ran the numbers and I would have to kill roughly 20,000 haitians, mexicans and russians to max out my skills. I got only the mod that speeds up skill progression, got everything to max and respecced. Pulled out all the support skills, got my core on swords and had all the remaining skills go into the lvl 20 cool perk for extra crit chance. When the ball gets rolling my crit chance is 70%, which was the default build before 1.32.
 

Gargaune

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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.
 

AwesomeButton

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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.
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.

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".

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.
 

Gargaune

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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.
So how do you handle updates? Copy the new version both into the JSGME repo and the active game directory?

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".
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.

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.
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.

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.
 

DJOGamer PT

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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

5755-1665432649-1004643128.jpeg


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
 

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