Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

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

Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
simping is a disease, it fucks with your head. One day codexers find themselves defending women who lick toilets because they've become simps.
 
Joined
Jun 10, 2022
Messages
110
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
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.

This is what CP needs, more optional activities with premanent benefits. Not just another pistol or another pair of pants.
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
Joined
Nov 23, 2014
Messages
17,110
Location
At large
PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
So how do you handle updates? Copy the new version both into the JSGME repo and the active game directory?
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.

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.
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.

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.
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.

The issue with the long paths has only been present with Blackwall, from all the ~100 mods I've used though. So I'm only doing that because I've very much finalized my list of mods, and if I change something it will be when some mod updates.

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.
I've done the full "Fear and Loathing in New Vegas" procedure, twice :lol: , 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. :)

Here is my current modlist. I plan to only alter it for updates to mods. My advice is to just copy the ids of mods that interest you in your browser's tabs and pick stuff you find interesting. The id is the number after the version, i.e.
"Tools 01 Cyber Engine Tweaks 1.6-107-1-20-0-1662491024" and you put this after "https://www.nexusmods.com/cyberpunk2077/mods/" in the address bar.
I've pretty much gone through all the categories already. I dare say that I have all the important stuff in this list, and then some of course :) :

Generic Mod Enabler - v2.6.0.157
[D:\m\mod]

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
Tools 13 nullCookedApps_patch_1.5-3051-1-0-1-1646324271
Bugfix 01 Simple Gameplay Bug Fixes-4519-1-0-1654146957
Audio 03 Arasaka AI speaks japanese (for CP77 english localization)-5852-1-0-1665669175
Audio 04 Arasaka workers and others high japanese speak japanese (for english CP77 localization)-5945-1-0-1666011243
Audio 05 Hanako (proxy) speaks japanese (for english CP77 localization)-5852-1-0-1666018105
Audio 06 Hanako Arasaka speaks japanese (for CP77 english localization)-5852-1-0-1665669021
Audio 07 Oda speaks japanese (for english CP77 localization)-5863-1-0-1665703752
Audio 08 Takemura speaks japanese (for english CP77 localization)-5863-1-0-1665703643
Audio 09 Yonirobu Arasaka speaks japanese (for CP77 english localization)-5852-1-0-1665669112
Audio 10 Valentinos speak Spanish-5699-1-1-1665310522
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 untrackQuestByRightClick-5177-1-1-1663101133
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
QoL 33 Enhanced Craft-4378-2-0-3-1665817420
QoL 34 Filter Saves by Lifepath and Type-3400-1-1-1-1658443447
QoL 35 Stand Still Please-4714-1-2-0-1662531007
QoL 36 JB Third Person Mod V127 - version 1.6-669-V127-1662540143
Gameplay 04 Lifepath Bonuses and Gang-Corp Traits-2217-3-5-2-1664931503
Gameplay 08 Reduced Loot-2678-1-8-0-1651322685
Gameplay 11 StreetStyle_1-5-5-v2-2975-1-5-5-1663792433
Gameplay 16 Vehicle Combat-3815-1-22-1659209042
Gameplay 17 Corrupt NCPD 1.3-4510-1-3-1660405863
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 30 Average Hackers-4880-1-0-1658427255
Gameplay 31 Breach Takedown-4808-1-0-1657519192
Gameplay 32 Lynx Paws Reimagined-4479-1-0-1-1652004746
Gameplay 33 Silent Silencers and Throwing Knives-4070-1-2-1-1664833865
Graphics 02 Just shiny hair change-237-1-02-1608145039
Graphics 03 Enhanced Weather V2 Hotfix 1-3901-2-0-1-1646623268
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
Vehicles 01 Virtual Car Dealer-4454-1-3-2-1664104972
Vehicles 02 Car Modification Shop-4034-1-1-0-0-1659638578
Vehicles 03 AMM Car Modification Shop-4446-0-1-2-1665632955
Vehicles 04 BikeOverhaul1.81boosted-5167-1-81-1665779104
Gameplay JWL 01 JWL Cyberpunk Blackwall-5814-1-1-0-1666239363
Gameplay JWL 02 Better Netrunning-2302-0-5-2-1664769803
Gameplay JWL 03 AI Netrunners Enhanced-2468-1-4-1-1665878203
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
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 15 Lara Croft Outfit 2-4210-1-0-1648269915
Cosmetic 18 Better Body 4k Abs-1873-1-0-1617056354
Cosmetic 19 No.13 - big black eye-1801-1-0-1615229110
Cosmetic Body 01 1.6 - Framework - Unique V Body Shape - Rig-3725-1-6-1662488013
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
Cosmetic Body 09 UV Framework Main file. Redmod version-3783-2-2-1-1664820152
Cosmetic Body Hyst 02 RIG DEFORM - FREYDIS 1.7 (Bigger Legs and Thighs)-5063-1-7-1661354861
Cosmetic Body 12 Solo Body UV - Vanilla Feet-4813-1-6-6-1665881482
Music 01 WhiskeyRadio-3455-1-0-1636931493
Music 04 Rise of the Machine Radio - volume fix-5357-1-1-1664060019
Graphics 20 Next-Gen Crowd Distance LOD and Density 2022-4842-2-00-1659761325
QoL 13 Always First Equip-2557-1-10-1-1665819021
Vehicles 05 Drive Carefully-5438-1-1-1664301242
Vehicles 06 Immersive Driving v1.6-5293-1-3-1664721456
Vehicles 07 RealisticCarCrashes-5402-1-0-1664137372
Vehicles 08 1.6 Neon Rims Color Control-4204-1-2-2-1663964886
QoL 37 ifp-1.2.1-2675-1-2-1-1645302659
QoL 38 ImprovedSlide-5533-1-0-1664624409

So like I said, I install the mods into this dir, then copy everything into Cyberpunk's Root Dir, except the things I've underlined:
1666508066275.png

This is probably overkill because I don't think there is another mod with such a complex folder structure, because I know I don't have other full rebalance mods, but I do it just in case.

A final note regarding this screenshot. If you've done the usual thing and installed JSGME into Cyberpunk's root dir, make sure you name JSGME's "MODS" folder (it's the name it suggests) to something else. In my case just "mod", singular. That's because Cyberpunk's REDmod framework uses a dir called "mods" and to avoid your JSGME mods sitting there like uninvited guests.
 
Last edited:
Joined
Jun 10, 2022
Messages
110
After playing a bit the modded game I realized that I'm going to go the Elder Scrolls rabbit hole and stopped. I took my katana build to do the Don't Fear the Reaper ending and didn't even break a sweat, the first sword slice took 40K out of Smasher and the fucking game scripted his health to stay at 80%, then 60, etc. I think his lines got fucked because he merged "Where is that cunt Rogue?" and "What is this feeling?" with amusing results. Anyways, the ending was heartbreaking to me:

  • Panam's heart is broken. She rightfully tells you that it's always about one last job, it's always about him, he will never let go until he dies because that's the kind of man he is (I made a note not to romance Panam if I go for the arasaka assault ending).
  • You are still dying and the only thing that you live for is the next thrill. Now it will be robbing a casino in space and then what? One day the adrenaline will run out and he will die alone.
  • Rogue, the cunt, knows what and who you are. She is just playing for time until you kick the bucket to become again the Queen of the Afterlife. The "Living Legend V" gets his time to shine and when he burns you'll gracefully take over where he left of.
  • V's expensive clothes make him look like a faggot
  • V's face in the astronaut suit made me think he would shoot himself in the face
  • I failed my bro Takemura and now he will curse my name as he comits seppuku.
Compare that to the Aldecaldo's ending and it's night and day. When I pick this one up again, I'll go for the Nomad ending. At least there, it's a death sentence but you will live as a human in a community, like God intended the last few months of your life. What's the point of living like a dopamine chasing bugman until you expire?
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,635
Be thankful instead that you don't have to care about mod order like in Bethesda's games.
Heh, you might, it's just that CBP's mod scene isn't developed enough for it to come into play often. The way that CBP handles /archive/ mods is to prioritise in descending alphabetical order, A > B.

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.

The issue with the long paths has only been present with Blackwall, from all the ~100 mods I've used though. So I'm only doing that because I've very much finalized my list of mods, and if I change something it will be when some mod updates.
I dunno, man, manually copying the active JSGME loadout into CBP's directory seems to whittle the mod manager's benefits down to near nothing - when you disable, you gotta go in and cull the individual mod files manually. At which point you may as well skip JSGME and just use a staging folder in Explorer.

Just off the top of my head, not sure if it's workable but if you wanna get around JSGME's pathing limit, maybe it's worth thinking about feeding it a junction (Windows symlink) so that you can retain the advantage of the software's deployment tracking. It's what Vortex does, actually, but instead of letting some dubious software chooO0om around in your file system, you just make it yourself.

Overall, I'd say JSGME does the job, but with some notable caveats. Which brings me to my next point... After I set up a fresh install with JSGME last night (and tracked down that one motherfucking sound replacer mod that was CTD-ing the whole dumpsterfire), I randomly came across a post that suggests it is possible to configure MO2 to support Cyberpunk 2077 with an external plugin and some elbow grease. I'm guessing it wouldn't be too hard to refactor this updated 1.6 JSGME install to an MO2/Root Builder setup, but I'm tired now, I've wasted enough of this weekend on Cyberpunk's bullshit.

A final note regarding this screenshot. If you've done the usual thing and installed JSGME into Cyberpunk's root dir, make sure you name JSGME's "MODS" folder (it's the name it suggests) to something else. In my case just "mod", singular. That's because Cyberpunk's REDmod framework uses a dir called "mods" and to avoid your JSGME mods sitting there like uninvited guests.
Yeah, I did that. I don't use CDPR's RedMod solution, at least not yet, but I saw the pathing conflict.


Anyways, the ending was heartbreaking to me
I like the Arasaka ending best, the variation where V turns them down in the end. It's sad and gloomy, might be the most of the bunch, but quite touching and it rhymes with what Viktor says about watching the boxing rerun. The fight was doomed from the start but you gotta respect the attempt, and yet there's something cathartic about V accepting the bell's rung in the end, coming to terms with what's left.
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
Joined
Nov 23, 2014
Messages
17,110
Location
At large
PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
I dunno, man, manually copying the active JSGME loadout into CBP's directory seems to whittle the mod manager's benefits down to near nothing
I agree. Though if you forego the mod manager entirely, you'd have to keep a mental note of what you have installed - the final benefit of JSGME, and in my case that's still considerable help.

Heh, you might, it's just that CBP's mod scene isn't developed enough for it to come into play often. The way that CBP handles /archive/ mods is to prioritise in descending alphabetical order, A > B.
At least you don't have to manage conflicts between mods on the level of individual files - in Cyberpunk one mod would replace another fully and that would be it, as far as I understand. The worst were Witcher 3's script mods, where you had to resolve merge conflicts sometimes, when two mods modify the same file :lol: I only forced myself to do this once, thanks a lot.

when you disable, you gotta go in and cull the individual mod files manually. At which point you may as well skip JSGME and just use a staging folder in Explorer.
I had doubts about doing it for the same reason you point out. What made me go with this was looking at the mods' file structure. It's usually simple to delete mods manually because they are contained in a folder of their own, or in a single file within archive\pc\mod. So it's either a file, or a whole folder located under r6\scripts or bin\x64\plugins, but it doesn't matter because the folder is all you need to delete.

Just off the top of my head, not sure if it's workable but if you wanna get around JSGME's pathing limit, maybe it's worth thinking about feeding it a junction (Windows symlink)
I read up on what a symlink is - never had to deal with them at work, only heard about the possibility - and it sounds like a good way to go. I'll try it out if I feel adventureous enough.

After I set up a fresh install with JSGME last night (and tracked down that one motherfucking sound replacer mod that was CTD-ing the whole dumpsterfire)
I found this out the hard way too. I'm sorry I didn't mention it in the thread now :) Sounds seem to have had their file structure changed in v 1.6 and now unupdated sound mods cause random crashes and some sound effects to disappear. I really liked the old Nokia ringtone for V's phone, and wanted high heel footsteps, but I can live without either of those of course.

I randomly came across a post that suggests it is possible to configure MO2 to support Cyberpunk 2077 with an external plugin and some elbow grease.
After having done modding with MO2 for New Vegas, I get PTSD from hearing about MO2 modding :lol: Not that it's a bad mod organizer, on the contrary, it's great, but I'll just go crazy if I have to redo my mod list with it.

Yeah, I did that. I don't use CDPR's RedMod solution, at least not yet, but I saw the pathing conflict.
Eventually some mod you want to install will require REDMod.

One question from me. I haven't read up on modding much but - if I want to write a little script mod, how are things structured? Do you know anything about the vanilla API which I can reference for writing my functions? Where can I find documentation? I'm looking to code a little mod that loads an extra bullet in pistols' chamber with the press of a key. Shouldn't be too difficult, but I don't want to get into the whole "Cyberpunk mods" scene on Discord if I can avoid it. :)
 
Last edited:

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,635
high heel footsteps
This was the one! I finally got V to sound like a proper videogame protagonist, like Garret or JC, and now we're back to sloppy sneaker slob.

After having done modding with MO2 for New Vegas, I get PTSD from hearing about MO2 modding :lol: Not that it's a bad mod organizer, on the contrary, it's great, but I'll just go crazy if I have to redo my mod list with it.
I might give it a go in a week or two if I can be arsed with this headache again, thinking it might be worth some more pain now to avoid worse down the line. With that tidy JSGME repo being organised and up to date, refactoring to an MO2/Root Builder structure should be smooth sailing, it's setting up a second CBP install and the MO2 plugins that are putting me off. The worst part yesterday wasn't the mod setup, it was updating all the bloody frameworks, I'm up to ten now, it's ridiculous! It's like the authors have a running bet on who can ignore all the others the hardestest.

Eventually some mod you want to install will require REDMod.
Yeah, probably, it's why I stuck Cybercmd in there already.

One question from me. I haven't read up on modding much but - if I want to write a little script mod, how are things structured? Do you know anything about the vanilla API which I can reference for writing my functions? Where can I find documentation? I'm looking to code a little mod that loads an extra bullet in pistols' chamber with the press of a key. Shouldn't be too difficult, but I don't want to get into the whole "Cyberpunk mods" scene on Discord if I can avoid it. :)
Not a thing, sorry. I just about managed my way around the old command-line packer to screw around a bit with asset replacers, but WolvenKit is the most obtuse GUI package I've seen in a long time. Couldn't figure out the asset structure without a manual, let alone scripting, not with the time I'm willing to put into this crap.
 

Ibn Sina

Liturgist
Patron
Joined
Jul 12, 2017
Messages
1,000
Strap Yourselves In
No offense, but the gameplay overhaul mods you listed do nothing but gimp yourself and place artificial restrictions in order to "balance gameplay". It won't solve the underlining problems in the game's foundation, which is the weak RPG system.

I never really understood the idea of using so many mods that alter the game, so you can play it. I mean sure, a few mods here and there that fix bugs and adds some small stuff, but that many mods that completely alter the game foundational design? Why not just play a different game?
 

EvilWolf

Learned
Joined
Jul 20, 2021
Messages
268
No offense, but the gameplay overhaul mods you listed do nothing but gimp yourself and place artificial restrictions in order to "balance gameplay". It won't solve the underlining problems in the game's foundation, which is the weak RPG system.

I never really understood the idea of using so many mods that alter the game, so you can play it. I mean sure, a few mods here and there that fix bugs and adds some small stuff, but that many mods that completely alter the game foundational design? Why not just play a different game?
Can you recommend any open world cyberpunk RPGs for me?
 

racofer

Thread Incliner
Joined
Apr 5, 2008
Messages
25,861
Location
Your ignore list.
No offense, but the gameplay overhaul mods you listed do nothing but gimp yourself and place artificial restrictions in order to "balance gameplay". It won't solve the underlining problems in the game's foundation, which is the weak RPG system.

I never really understood the idea of using so many mods that alter the game, so you can play it. I mean sure, a few mods here and there that fix bugs and adds some small stuff, but that many mods that completely alter the game foundational design? Why not just play a different game?
Can you recommend any open world cyberpunk RPGs for me?
I'm certain that if you slap 850 mods on top of Fallout 4, you can achieve that.
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
Joined
Nov 23, 2014
Messages
17,110
Location
At large
PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
No offense, but the gameplay overhaul mods you listed do nothing but gimp yourself and place artificial restrictions in order to "balance gameplay". It won't solve the underlining problems in the game's foundation, which is the weak RPG system.

I never really understood the idea of using so many mods that alter the game, so you can play it. I mean sure, a few mods here and there that fix bugs and adds some small stuff, but that many mods that completely alter the game foundational design? Why not just play a different game?
The short answer is - they make the game better in my experience.

I think you are approaching the question with a pre-formulated answer. Mods' changes to damage, health, movement, ammo capacity, loot drops emphasize the interdependence of systems which don't appear connected if the player has the same abundance of resources he has in the vanilla game. I've given examples of that in past posts.

"Gimp yourself" is too broad. According to interpretation any rebalance can be "gimping". "Overhaul mods you listed do nothing but gimp yourself" is simply not true. PDO for example is a mod which doesn't "gimp" anyone but allows you to set up damage just the way you would find it challenging enough.

"Weak RPG system" - you have to expand on that as well. I approached the game comparing it to Witcher 3. I've explained that at least twice in this thread. Comparing the "game" aspects - CP77 isn't more of a "game" than Witcher 3 was. You basically don't have to care about resource economy, unless you are so new to videogames that you lack skills to control the character. So I've never expected much more than that from Cyberpunk. As for the comparison between Witcher 3 and Cyberpunk 77 as "interactive movies" - Cyberpunk is very weak. Why that is is a question for another post. But I don't know what you expect of the RPG system as such.

"That many mods that completely alter the game foundational design" - again you are talking without having taken a good look at what the mods do. There are only a few mods that change fundamental things about how combat plays, and how challenging enemies are. Most of the mods in my list are QoL improvements and cosmetic stuff.
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,635
So I did one of those shiny new gigs that 1.6 added. I don't know what I was expecting, but at least I thought it would be polished. You know, since it got shipped out a year and a half after release, with no pressure from a public deadline. The premise was cool, quite a bit of chit-chat, hijacking a delivery vehicle in transit, off to a good start for a Gig. And then...

I tried to get in through the driver's side door, nope. Okay, my bad, went around to the passenger's side, got in, and the scenario made it clear I was gonna be doing some shooting from there. We set off, goons show up in pursuit, V pops out the passenger's window and... I can't change my weapon. I'm stuck with the last weapon I'd taken out - the sniper rifle. In a car chase. Fantastic. But wait, there's more, because I'm sure I did manage to land a few shots on both drivers and gunmen... to no visible effect. The pursuing vehicles just kept coming until they crashed of their own accord like, gosh, there was a script or something...

So I didn't drive the stolen car. I didn't shoot the guys trying to get it back. All I did was sit my ass out the window and huff MaxDocs until the whole thing played out. Then the game congratulated me, told me to drive another hundred metres up the road and gave me some money.

...

I'm so excited for Phantom Liberty, you guys!
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
Joined
Nov 23, 2014
Messages
17,110
Location
At large
PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
So I did one of those shiny new gigs that 1.6 added. I don't know what I was expecting, but at least I thought it would be polished. You know, since it got shipped out a year and a half after release, with no pressure from a public deadline. The premise was cool, quite a bit of chit-chat, hijacking a delivery vehicle in transit, off to a good start for a Gig. And then...

I tried to get in through the driver's side door, nope. Okay, my bad, went around to the passenger's side, got in, and the scenario made it clear I was gonna be doing some shooting from there. We set off, goons show up in pursuit, V pops out the passenger's window and... I can't change my weapon. I'm stuck with the last weapon I'd taken out - the sniper rifle. In a car chase. Fantastic. But wait, there's more, because I'm sure I did manage to land a few shots on both drivers and gunmen... to no visible effect. The pursuing vehicles just kept coming until they crashed of their own accord like, gosh, there was a script or something...

So I didn't drive the stolen car. I didn't shoot the guys trying to get it back. All I did was sit my ass out the window and huff MaxDocs until the whole thing played out. Then the game congratulated me, told me to drive another hundred metres up the road and gave me some money.

...

I'm so excited for Phantom Liberty, you guys!
With some trial and error I've found out that the scripted car chase with Takemura is really on a very simple "script": if you shoot at least once at the arasaka guys on the motor bikes, you progress to the next stage. If you don't hit them even once, then the script goes into a "car crashes, ur dead" fork. No matter how much you shoot, you can't kill either one of them, you can only direct the sequence with your shots. :lol:

I wanted to mention this in my last post but left it out for brevity - that's one of the main reasons CP77 is so shitty as an interactive movie. Whether due to time constraints or ineptitude, or underestimating the audience, CDPR have completely messed up the mediums. Either you make a movie where people see the character and feel attachment and urgency, or make a videogame where the player feels like he is the character and the sense of attachment, urgency and stakes is derived from the possibility to fail! Because the medium is an interactive one! Instead they've packaged a non-interactive story in the technological wrapping of an interactive medium. In plain language - the end result is an ugly looking CGI B-movie.
 

Turjan

Arcane
Joined
Mar 31, 2008
Messages
5,047
Sounds like those car races. You just had to reach the pole position once, then you could drive as slow as you wanted, because the other cars could only pass if you somehow managed to leave the road.
 

mediocrepoet

Philosoraptor in Residence
Patron
Joined
Sep 30, 2009
Messages
13,589
Location
Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
Sounds like those car races. You just had to reach the pole position once, then you could drive as slow as you wanted, because the other cars could only pass if you somehow managed to leave the road.
That's so dumb. I didn't do any of the car race stuff before, but that's completely retarded.

So I didn't drive the stolen car. I didn't shoot the guys trying to get it back. All I did was sit my ass out the window and huff MaxDocs until the whole thing played out. Then the game congratulated me, told me to drive another hundred metres up the road and gave me some money.
With some trial and error I've found out that the scripted car chase with Takemura is really on a very simple "script": if you shoot at least once at the arasaka guys on the motor bikes, you progress to the next stage. If you don't hit them even once, then the script goes into a "car crashes, ur dead" fork. No matter how much you shoot, you can't kill either one of them, you can only direct the sequence with your shots. :lol:

God, what's the fucking point? Why are their chase mechanics, whether for a chase shootout or a race, so terrible?

I actually enjoyed the game, but any story missions that involved these mechanics like the beginning scene where Jacky's driving or the one where you run from the cops with Kerry in tow were shit and it sounds like they never resolved that even when making new content.
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,635
I wanted to mention this in my last post but left it out for brevity - that's one of the main reasons CP77 is so shitty as an interactive movie. Whether due to time constraints or ineptitude, or underestimating the audience, CDPR have completely messed up the mediums. Either you make a movie where people see the character and feel attachment and urgency, or make a videogame where the player feels like he is the character and the sense of attachment, urgency and stakes is derived from the possibility to fail! Because the medium is an interactive one! Instead they've packaged a non-interactive story in the technological wrapping of an interactive medium. In plain language - the end result is an ugly looking CGI B-movie.
Yes, that's a critical problem for the whole thing, and it runs much deeper - 2077's perspective and scales are correct for a properly systems-rich videogame, like a Skyrim or a Deus Ex or STALKER, even, but the structure and content of interactions are as perfunctory as The Witcher 3's. The latter got away with it because its cinematic presentation worked to keep the player engaged, but Cyberpunk needed a sense of tangibility and mechanical sophistication that's altogether absent. Night City looks amazing, but the mechanics don't sell the fiction and the illusion breaks down the moment you try to interact with it.

Sounds like those car races. You just had to reach the pole position once, then you could drive as slow as you wanted, because the other cars could only pass if you somehow managed to leave the road.
There's a ton of these. The conspiracy theory quest that Gary gives you, I kept trying to ram the SUV off its course, not a chance, it was like "what happens when a V-Tech Quadra meets an immovable object." Damn thing kept going on rails until it reached a (presumably scripted) traffic jam and the goons got out. And even non-quest stuff gets weird, like you might've noticed police cruisers out on patrol in recent patches - I tried to stop one of these, managed to park my car squarely across its front fender and the bloody thing kept going like it was a freight train.
 

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
Joined
Nov 23, 2014
Messages
17,110
Location
At large
PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
God, what's the fucking point? Why are their chase mechanics, whether for a chase shootout or a race, so terrible?

I actually enjoyed the game, but any story missions that involved these mechanics like the beginning scene where Jacky's driving or the one where you run from the cops with Kerry in tow were shit and it sounds like they never resolved that even when making new content
Because there are no mechanics per se. Everything during chases is scripted. I don't think even the cars are moving using the game's systems during chases, they seem to be gliding through the air. This explains the long standing problems with police mechanics. CDPR actually had the cheek to release an open world game before they were done with the chase mechanics. It's funny when you think about it. :lol: It's doubly surprising, because they successfully created the illusion chases worked in Witcher 3. The monsters/bandits would follow you within a perimeter, and they seemed to lack a pathfinding mesh beyond that. I don't know why it's impossible to replicate here, maybe because of the scale of the mesh?

The average zoomer-choomer doesn't take a moment to think about this, but we should take note of how unfinished Cyberpunk 2077 actually is. The phrase "less than half an RPG" comes to my mind once again. Let's see, the game lacks reactivity to:
- Street cred
- Player level
- The state of completion of quest chains for fixers
- The advancement of the engram taking over V's mind. This only progresses by advancing the main quest
- Gender. I know they exist, but the couple of gender-exclusive interactions with story NPCs just doesn't cut it
- Perks and build specialization - gating a gig/mission behind requirements for netrunning skills for example
- Clothing choices
- Choices of cyberware, type, amount, and quality

Circumstantial evidence:
The fixers were noticeably planned to have more content associated with them. You can visit most or all of them in person, but you can only take jobs from them over chat or phone call. And you can't turn down jobs, just accept them and never do them, passive-aggressive zoomer style :lol: You could venture a guess that what was planned was to have both options working, so you could take missions in the GTA>2 style instead of just the GTA/2 style.

You could also venture a guess that gang rivalries were intended to be reflected in your relationships with fixers. Notice that mansions and properties became accessible only after a patch.

And it's fixers selling properties and cars? You could venture a guess this was applied as a function of fixers for reasons of economy, so CDPR don't have to add new characters, conversations and animations.

My impression is that the game was shipped while in many aspects it was still at a Minimum Viable Product stage. I guess the reason that the only thing undoubtedly up to par is the city design is that it was the prerequisite for the actual layng down of the rest of the content and systems.
 
Last edited:

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
Joined
Nov 23, 2014
Messages
17,110
Location
At large
PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
With this clusterfuck regarding content, it makes sense the game wasn't properly playtested. The recipe when you haven't playtested your game - just trivialize game mechanics by showering the player with resources, so he can never reach a state where he can't progress due to a game mechanics limitation. Ammo, damage, cyberware, self-repairing vehicles, just make sure the player doesn't want for anything.

That part is where mods can fix the game in a limited way, by reintroducing resource economy where it was absent:
- Make the player count his shots. Blackwall does that.
- Make the average enemies die faster but also kill you faster. Blackwall does that.
- Limit the amount of loot lying around the world. Blackwall and Restricted Loot do that.
- The average speed of movement from vanilla should actually be something you reach by proper build/attribute development. Blackwall does that.
- Sticking all kinds of cyberware in your body should come at some kind of cost. Wannabe Edgerunner does that, also Blackwall rebalances the money prices.
- Make netrunning feel like an actual skill the player needs to advance in - Challenging Breach Minigame and Better Netrunning - Hacking Reworked do that.
- Etc.

- Mods can also add mechanics in a limited way, like the Wannabe Edgerunner mod adds the Humanity resource.
- Or how StreetStyle adds little bonuses to your stats via clothing, and adds bonuses for matching a style.
- Or how Lifepath Bonuses and Gangs-Corp traits adds specific properties to different gang and corp members.
- It wouldn't be difficult to script a general realtime countdown to the engram killing V, if one feels up to it. There you go - you have 50 hours of real time to finish the story now, or you will die miserably. I could see the RP benefit of this.
- It would be more difficult but not impossible to script a reputation system for the gangs, of a type similar to the nations in Sid Meier's Pirates. Killing one gang's members makes another gang like you, you get lower prices or exclusive cyberware, or whatever other bonus
 
Last edited:

DJOGamer PT

Arcane
Joined
Apr 8, 2015
Messages
8,108
Location
Lusitânia
No offense, but the gameplay overhaul mods you listed do nothing but gimp yourself and place artificial restrictions in order to "balance gameplay". It won't solve the underlining problems in the game's foundation, which is the weak RPG system.
They might not fix the RPG system, but they cut out the fat and fix the game's "values"
Thereby making things like combat, the economy and scalling tighter and more enjoyable

I never really understood the idea of using so many mods that alter the game, so you can play it. I mean sure, a few mods here and there that fix bugs and adds some small stuff, but that many mods that completely alter the game foundational design? Why not just play a different game?
Because other games may have not the same features and quality

Let me give an example
After having bought MGS5, it took me 2 weeks before dropping it
The problem you see, wasn't the mechanical part of the game, but its difficulty which was piss easy and bored me to tears - despite being an open-world, guards had severe myopia and the fov of a horse with blinkers ; also guards couldn't hear snake unless he was jogging some 5 meters past them ; snake had enough HP to eat whole clips of machine guns ammo before dying and had a healing factor that could compete with wolverine ; tranq gung trivialised infiltration ; some other minor shit...
So I bitched about this in a MGS modding forum
And 1 week later the TPP Hardcore Mod was released on Nexus, which addressed all my complaints
After that I played MGS5 non-stop from October 2015 until May 2016 - clocking about 400 hours total
Why?
Because once that foundational design pillar that was MGS5 difficulty was altered to something far more challenging, the gameplay became so fucking good that even to this day you won't find any other game with same level of mechanical depth and flexibility
And the reason I stopped playing MGS5 is because it's missions and level design weren't to up to the same quality of it's improved gameplay
And since there's no modding tools that allow for changes to it's maps and missions, there won't be any mods to fix that...
 
Last edited:

AwesomeButton

Proud owner of BG 3: Day of Swen's Tentacle
Patron
Joined
Nov 23, 2014
Messages
17,110
Location
At large
PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
ah-shit.gif


And before I know it, I'm stalking mod developers on discord to ask them to explain the benefits of .lua scripting vs .reds scripting...
 
Last edited:
Joined
May 6, 2009
Messages
1,876,740
Location
Glass Fields, Ruins of Old Iran
No offense, but the gameplay overhaul mods you listed do nothing but gimp yourself and place artificial restrictions in order to "balance gameplay". It won't solve the underlining problems in the game's foundation, which is the weak RPG system.

I never really understood the idea of using so many mods that alter the game, so you can play it. I mean sure, a few mods here and there that fix bugs and adds some small stuff, but that many mods that completely alter the game foundational design? Why not just play a different game?
Curiosity. You want to see how much you can change before the game becomes unstable and crashes down on top of you. Extensive modding makes the mods interact with each other too, which becomes an addictive Jenga of avoiding CTDs. Ex: mod that adds an arena + combat overhaul + new weapons
 
Joined
Jun 10, 2022
Messages
110
I tried a few options I didn't try in my earlier paythroughts, just to see how they went and I accidentally turned V into a jew.
In the final act of They won't go when I go, you can choose which prayer to say to Joshua. I always went for The Lord's Prayer but this time I chose one of the other options. Turns out it's a psalm from the Talmud. God Damn it, I had to delete that character out of shame.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom