rusty_shackleford
Arcane
- Joined
- Jan 14, 2018
- Messages
- 50,754
simping is a disease, it fucks with your head. One day codexers find themselves defending women who lick toilets because they've become simps.
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.
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.Be thankful instead that you don't have to care about mod order like in Bethesda's games.
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.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.
Yeah, I did that. I don't use CDPR's RedMod solution, at least not yet, but I saw the pathing conflict.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.
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.Anyways, the ending was heartbreaking to me
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.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
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 I only forced myself to do this once, thanks a lot.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.
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.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 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.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 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.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)
After having done modding with MO2 for New Vegas, I get PTSD from hearing about MO2 modding 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 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.
Eventually some mod you want to install will require REDMod.Yeah, I did that. I don't use CDPR's RedMod solution, at least not yet, but I saw the pathing conflict.
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.high heel footsteps
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.After having done modding with MO2 for New Vegas, I get PTSD from hearing about MO2 modding 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, probably, it's why I stuck Cybercmd in there already.Eventually some mod you want to install will require REDMod.
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.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.
Can you recommend any open world cyberpunk RPGs for me?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?
I'm certain that if you slap 850 mods on top of Fallout 4, you can achieve that.Can you recommend any open world cyberpunk RPGs for me?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.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?
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.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!
That's so dumb. I didn't do any of the car race stuff before, but that's completely retarded.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.
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.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.
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.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.
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.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.
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. 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?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
They might not fix the RPG system, but they cut out the fat and fix the game's "values"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.
Because other games may have not the same features and qualityI 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 weaponsNo 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?