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RenarudoTheRed

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Everything posted by RenarudoTheRed

  1. Agreed on the male's VA being terrible. Panam shot me down so no clue if this will have to be hacked in like in ME2 where FemShep is in a cutscene speaking with DudeShep's voice for heterosexual characters (lol)
  2. Makes sense and ty for the response! With all the issues, I can't imagine that the modding community will be given the tools to do scripting and stuff with the game any time soon.
  3. It's entirely possible this can be part of a general "Loot Overhaul" mod, but I would like to see something that works similar to the Auto-Loot Witcher 3 mod (https://www.nexusmods.com/witcher3/mods/1996) insomuch as we can set a button to a hotkey that picks up loot at a minimum rarity and within a pre-determined distance from V. This way, while immersion breaking, I won't have to run through the battlefield and spam "X" while I pick up everything only to Disassemble it immediately after anyway. Gameplay loop: defeat enemies, auto-loot certain rarities/types of loot (possibly include the ability to adjust a .ini file so that we can filter it by item type(s), i.e only picking up shards or whatnot in order to easily finish the Dispatch calls where we need to collect evidence), and then possible build off the "auto-loot junk" perk to extend the functionality to auto-loot weapons/clothing below a certain rarity. This way we never have to worry about either picking up Common/Rare items during the endgame and filling up inventory, or if we do, they get auto-disassembled for component stockpiling.
  4. There's a change you'll get your feelings hurt if you peek behind the curtain (Wizard of Oz), If you look at the character's shadow (i noticed this when i was sniping from a roof during daytime), it doesn't look natural. Also notice the rendering the game does when switching from First Person view to getting on a motorcycle - best I can tell, the game doesn't render the character's head as more than just a skull/camerabox for other players to eye track towards. If you watch your FPS, you'll see it dip once you turn on a mirror, and that'll also be why the character model doesn't show up in reflections. Looking around a car in first-person view also shows that the camera isn't exactly sitting on the shoulders of the character (the character feels a bit short to me, you can confirm this by looking at your shoulder when you're sitting in a car or when you walk up to an elevator). Mess around with the car FOV slider to see what I'm talking about https://www.nexusmods.com/cyberpunk2077/mods/276?tab=description Edit: Many people in that thread complain about the same things - the camera viewmodel FOV is essentially in the chest and the FOV needs to be modified to more than 120 in order to see more of V's body.
  5. After messing around with levels and stuff in Cheat Engine, I can see this being annoying due to the additional perk points and such granted by raising the levels of skills after increasing their caps. The combination of player levels, skill levels, attribute points, additional perk points... I'm not saying it's impossible, but I'm recognizing that there will be annoyances. The mod community also has past experience to pull from - A big part of why the cheat tables are so advanced after only a week in is because of how similar the pointers and data structures are to Witcher 3. Using the table from Zanzer on the Cheat Engine Forums as a reference, everything in Player Progression has a pointer and they're all simple unsigned 4 Byte integers, so they can range from 0 to 4,294,967,295 - so, easy to directly modify (Also a fun fact, I had the negative sniper rifle ammo bug, and fixing that was why I initially went to find a Cheat Table. Turns out that if the value exceeds a max limit, it shows in the game as a negative number - I had an obscene 7 digit number in the value for my Sniper Ammo when I finally looked at the value). The annoying part, I wager, is that perk points are also given out based on the level of the sub skills in the Abilities. As of v8 of his table, Zanzer does indeed have a script that can reset Perks, but it doesn't refund points. Changing the value of one of my skills didn't directly give me the perk point and attribute points obtained when leveling up, as it seems the act of leveling itself is what triggers giving out the bonuses. The work around we found on the Cheat Table forums is to set the EXP to max needed to level up, and then save/reload back into the game - that triggers leveling up. Similarly, setting the EXP to max and then doing something in the game to get more EXP works as well. As another fun experiment, setting the EXP to something obscene doesn't allow "skipping levels" and getting all the perk bonuses in between. It'll jump to the target level and will give all the skill progression awards in between, but not the perk points. The Tabula Rasa doesn't remove the Skill Progression Awards or the related skill levels, so I think that if someone makes a mod to calculate the amount of perks points to add based on the respective levels, I think it can work.
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