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negisensei

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Everything posted by negisensei

  1. The local PC shop has these on sale right now and they are roughly the same price (Just a little over a hundred bucks equivalent) and was wondering if anyone had any experience with either these PSUs and enlighten me... I've been using PSUs from Seasonic, Cooler Master, Corsair, and such, and I just got curious with the above mentioned PSUs and if they are any good (or safe) and might grab one of them. Thank you in advanced!
  2. Here we go! Not made by me lol https://www.nexusmods.com/cyberpunk2077/mods/862?tab=description Though I'm having that bug where you can hear rain and see the ripple effect on puddles and water trickling down cars and walls, etc., but no rain filter. This is a very positive step in the right direction no less. Modder also added different effects! Mad props.
  3. You could try this mod: https://www.nexusmods.com/cyberpunk2077/mods/399?tab=description It is called Arasaka Appearance Updater; it shows some slider values that you can take note of if you want to recreate your character. I actually took screenshots of my character when I was first creating him, cos I knew I would like to replay the game with the same looks, and I just compared the slider values in the mod with the screenshots and it checks out. Of course, this is still really a WIP, so it will be missing things like hair color, nail color, makeup color, skin tone (basically things that deal with color right now), and genitals, etc... (the latter should be easy to remember somehow lol) Hope this will help you out in a way. Again, the mod is far from complete, but it will give you most of the slider values from your character. PS If you are gonna use the mod I recommended to change your character's look in your current playthrough, I can't stress backing up your saves enough, just in case. And read the description for more info =] but if you will just use it to get slider values, you should be safe a-ok =]
  4. Sadly, I'm pretty stumped as well lol Tried fiddling more with the undocumented commands in the CET Wiki, like instead of using GetWeatherSystem(), it seems to work with Game.GetWeatherSystem() So, with that, I got to find the system that may be responsible for the weather called worldWeatherScriptInterface and dumped the functions (refer to photo); but very much similar to what was already posted in CET wiki... Then I tried experimenting with these functions in the command as follows: w = Game.GetWeatherSystem() w.GetRainPuddles() Note: you can label it anything you want... I just find using a single letter, in this case w, faster for me lol just quality of life things... And immediately crash lol same goes for the other functions in the photo. The crash logs don't give much info lol
  5. Yeah, I was disappointed with the songs in the radio lol and like you said, the battle songs are pretty decent, but again, like you said, a game like this really needs those vaporwave/synthwave/darksynth vibes... All I do for now while waiting for a custom radio mod is open YouTube in the background and find one of those vaporwave/synthwave/darksynth videos and play it on loop lol Not ideal, but that will do for now while I wait for the custom radio mod lol
  6. Just want to add some more observations I've made with further testing. It seems that anything other than "true" will force the toggle to go to false. So when I was checking the status with GameOptions.SetBool("Developer/FeatureToggles", "RainMap", status), it will just set it to false. lol Now, if we just use these: GameOptions.SetBool("Developer/FeatureToggles", "RainMap", true) GameOptions.SetBool("Developer/FeatureToggles", "ScreenSpaceRain", true) GameOptions.SetBool("Developer/FeatureToggles", "Weather", true) And forego the "checking the status" to keep them on true, you can see the road/pavement got wet as if there was rain. Not the typical wet road/pavement we see at night. Now, there is only the rain drop filter and the rain sound effects that are missing. Interestingly enough, when I loaded a save with a scripted rain sequence, and you try to disable it by GameOptions.SetBool("Developer/FeatureToggles", "RainMap", false), then reenabling it, you can actually toggle the rain filter. The sound remains though. For the wet roads, to disable their wet effect, just disable "ScreenSpaceRain" and/or "Weather" - either one will disable it on there on... this is an important observation IMO, which I will get into detail down below. So this now leads me to believe there is another parameter for the rain sounds and the rain filter that I can't figure out =[ I also believe the rain filter is controlled by the RainMap and something else that I can't find, because you can see the wet road/pavement effects will not work if only one of the ScreenSpaceRain and Weather parameters are set to true - they BOTH need to be true for the effect to work. Thus, RainMap and the mystery parameter needs to be set to true for the filter to show, and disabling RainMap hides the filter during my tests, because both RainMap and that mystery parameter need to be set to true to work. If anyone figures out the rain sound parameter and the mystery rain filter parameter, let me know! That was a mouthful lol
  7. I tried using this other command that I stumbled into GameOptions.SetBool("Developer/FeatureToggles", "RainMap", true) in Cyber Engine Tweaks console without the use of braindance protocol And it was recognized and seemed to have have set the parameter to true, but when I checked the status to make sure, RainMap was still set to false apparently... (see attached photo) Also tried GameOptions.SetBool("Developer/FeatureToggles", "ScreenSpaceRain", true) and GameOptions.SetBool("Developer/FeatureToggles", "Weather", true) and they were recognized, but when I checked the status they were also still set to false. There must be some way to force them to stay true, then manual save/quicksave the game, and upon reloading, it should load that command properly. Or at least that is the theory. I tried setting this command in the main menu, as the save game is loading, or in the pause menu, to no avail lol
  8. Just tried that out and there were some commands from the lua files that were outdated. Like when I was testing the BD.Cheats.Player.AddMoney(amount) command, it was pushing the old command of Inventory.AddItem("money", quantity), thus not giving me money. Changed what is found in player.lua to the new command of Game.AddToInventory("money", quantity) and then tried BD.Cheats.Player.AddMoney(amount) command again, and it was then working. This lead me to believe the command for the rain toggle may also be outdated... I can't seem to find the rain toggle command either, but I decided to copy over what I found in the visual.lua which has the rain toggle, and pasted in player.lua and under "function Player.AddMoney(quantity)" part of it, since I know the command is BD.Cheats.Player.AddMoney(amount). Plus a few changes to make sure the variables will align, then I got this message in the console: "Failed to find game option "FeatureToggles/RainMap'!" Since it was pushing GameOptions.SetFloat("FeatureToggles", "RainMap", true); This could very well be an outdated command... Oh soooo close...
  9. Aye, saw that. Been playing around with it the past couple days. Still no luck as of yet. Yeah same, saw it like a few days ago and no such luck either. The funny thing was when I was experimenting with this a few days ago, the game decided to rain (for only the 3rd time outside scripted events in my 120+ hour playthrough lol), so thought I was on to something lol ah well. I'm curious what .ini JubeiDOK was referring to.
  10. Yeah, can we know the specific .ini you are referring to? So, we can do some experiments? =]
  11. If you have a mouse or keyboard that has software, you can just remap one button/key to double tap the draw/holster button for you. Or even use Auto Hotkey to make a script to make a button/key double tap.
  12. Yeah, I would also like to know if I can use that command on my current save or should I start from scratch? Thanks, btw, adrares! EDIT: Oh shoot, I read it too fast and didn't realize you said: "It does appear that the flag has to be set prior to starting Pyramid Song though." LOL my bad. Thanks again!
  13. For breakable windows and such, either I shoot them or melee theme, there is no sound effect of them shattering or something. Anyone else encountered this?
  14. +1 This would be great... seeing as in my current 70 hour playthrough I only had rain twice outside the scripted one lol
  15. I'm using the latest version of Cyber Engine Tweaks and it includes such a skip, though you still have to wait a couple or so seconds with a black screen, but it is indeed still faster than waiting for every logo and warnings to finish
  16. I got this safehouse mod and thought of making changes of my own using console commands (since I am such a novice at GECK and such lol) and placing them where ever I want to make the safehouse more personal per se. But I suddenly realized that in the future, I need to do this all over again with the console commands if I want it to have the same changes I made to the safehouse mod. Is there a way to export or preserve my changes I made to a safehouse mod? For let's say when I want to create a new game with new character from scratch? Thank you in advance! And if this is not the right place to post this question, I will gladly change it to the right place, just let me know =]
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