Cyberpunk 2077 - Armor Fix for All Weapons v.1.0.0 - Game mod - Download
The file Armor Fix for All Weapons v.1.0.0 is a modification for Cyberpunk 2077, a(n) rpg game. Download for free.
file typeGame mod
file size1.5 KB
downloads442
(last 7 days)1
last updateTuesday, June 22, 2021
Report problems with download to [email protected]
Armor Fix for All Weapons is a mod for Cyberpunk 2077, created by RMK.
Description:
Makes armor reduce damage from ALL weapon types (instead of only ranged) and fixes some ranged weapons where armor was working too much (shotgun) or not at all (Oda's gun).
REPORT ABUSE
SHARE
Requirements
Permissions and credits
Changelogs
Donations
This mod replaces my "armor_works_against_melee" mod which was a part of Level Scaling and Balance (make sure to delete armor_works_against_melee.reds).
The Problem:
Thanks to some observations by Scissors123454321 that shotguns and some other weapons were doing very little damage to the player, I discovered some weird stuff in the game's armor logic. After some digging, it looks like there are some incorrect data values the game uses to calculate damage reduction for armor for certain weapons, but not others.
Armor is supposed to reduce damage by 0.1 DPS per point of armor. That's what it says in the game. That means that the reduction per hit is different for each weapon, since a shotgun or submachine gun hits more often and for smaller amounts of damage than a rifle or something like that.
In the unmodded game, when processing a hit to the player, the game pulls an "attacksPerSec" stat for the weapon the NPC is using and uses that and the armor point amount to calculate the damage reduction. The problem is that the attacksPerSec value is clearly wrong for a few ranged weapons, and is 0 for all melee weapons, causing those to be unaffected by armor. I don't know if making melee weapons unaffected by armor is intentional or not.
For my armor_works_against_melee mod I just changed attacksPerSec to a new value I found through experimentation whenever it was set to 0. This was ok for melee weapons, but didn't fix the problem with shotguns and other weapons which I didn't know about.
The Solution:
My new solution for all weapons is to calculate attacksPerSec using the NPC's DPS value (determined by their level and the difficulty setting) and the damage of the hit, making the armor damage reduction consistent across all attacks. This results in an identical reduction for most ranged weapons, and a corrected reduction for shotguns (used to be reduced by over 100% for a typical amount of armor), turrets (same), Oda's smart gun (no reduction in unmodded game), and probably some other weapons I didn't encounter in my testing. If you want to test the effects yourself, note that armor can't reduce damage below 1. So you should be able to see that shotgun blasts do as low as 1 damage to you per bullet in the unmodded game if you have a normal amount of armor for your level.
Note: NPCs do not have armor. There is a perk that makes tech weapons ignore armor, I think, and if that has any affect it must be processed somewhere else. Maybe it just grants a bonus to damage.
Future Work:
Scissors123454321 proposed having armor's effect on a log scale so that as you get to very high levels of armor you would get diminishing returns. Is there interest in that version? What kind of armor levels do you all reach by the end of the game? Let me know in the comments!
Installation
INSTALLATION
Drop the r6 folder into your basegame directory(such as "gog Games/Cyberpunk 2077/")
This mod requires Cyber Engine Tweaks? & Redscript.
Make sure to DELETE armor_works_against_melee if you were using that one. If you use Lifepath Bonuses and Gang/Corp Traits you can just skip this mod because I will incorporate this fix into that mod. They modify the same redscript function, so I have to do it that way.
IMPORTANT: This mod depends on redscript. Download and install that first!
To install this mod, extract the zip file into the Cyberpunk 2077 installation folder (the mod files go to "Cyberpunk 2077/r6/scripts").
See my other mods:
Level Scaling and Balance
Lifepath Bonuses and Gang/Corp Traits
AI Netrunners Enhanced
Clear Skill Checks
Credits
redscript by jekky is essential for this mod.
Cyber Engine Tweaks is very helpful for debugging redscript-based mods.
Thanks to Scissors123454321 for noticing the issue and letting me know about it!
- Last update: Tuesday, June 22, 2021
- Genre: RPG
- File size: 1.5 KB
Popular files for Cyberpunk 2077
Name |
Type |
Size |
Date |
Total |
7 days |
---|---|---|---|---|---|
Cyberpunk 2077 - Hotscenes Next Gen - Cyberpunk Joytoy sex scenes - play it with your favorite characters v.3.23.0 | mod | 352.6 MB | 4/9/2024 | 63.7K | 973 |
Cyberpunk 2077 - 100% save for all ending | mod | 5.5 MB | 1/16/2022 | 19.3K | 347 |
Cyberpunk 2077 - Romanceable Judy for male V v.1.0 | mod | 328 B | 1/13/2021 | 10.6K | 255 |
Cyberpunk 2077 - Save File with everything MAX | mod | 5.6 MB | 10/24/2022 | 8.9K | 245 |
Cyberpunk 2077 - Cheat Table (CT for Cheat Engine) v.27092023 | mod | 35.1 KB | 10/3/2023 | 16.5K | 240 |
Cyberpunk 2077 - CyberEngineTweaks (PerformanceOverhaulCyberpunk) v.1.33.0 | mod | 33.4 MB | 10/9/2024 | 77.1K | 207 |