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No more need to align supplier items

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Mod version:0.9
Game version:all
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About This Mod

Behavior of sellers in the game in version 2.1:


The CDPR reflexively made a lot of decisions that ruined immersion in the game when redesigning many of its features. One of the most notable of these is the new phenomenon where some items appear in merchants' inventory only in small windows dictated by the player's level.


For example: If you are looking for a guillotine recipe, you will first find a first-level recipe... until you reach level 9, when it will suddenly be replaced with a second-level prescription. Not complemented, but replaced. At 17th level, the 2nd level recipe disappears, and you can only find the 3rd level recipe. And so on. If you missed out on buying Level 1 or Level 2 recipes, it’s too late.


This behavior affects all weapons recipes, some melee recipes, and all to a single cyber bullet.


Why did the CDPR do that? I suspect that someone on the team was worried that the merchants' inventory would be cluttered with items that most players would not be willing to buy. So, as with other design decisions to sacrifice immersion for the player's perceived convenience, they fenced off lower-level items. But the bottom line is that this is tantamount to punishing a player for raising a level, and that's not the behavior the game displayed at the start. It is illogical and not exciting that items should become completely inaccessible at random moments of the player's development.


If in the wish list for a particularly iconic game there is a point "get all one by one", then this mod, frankly, is necessary. Most recipes and cyber products will be exhausted long before a person has the money to buy them all, and this mod allows you to ignore all this until there is random wealth in the game and he will not start looking for what to spend it on.


Not all inventory sellers follow the same "disappearing inventory" system. Gun recipes and cyber weapons are yes, but real weapons are no, quickhawks are not, quickhawks are not, and even some melee weapons are not. All of these items are permanently left as soon as they are unlocked. There is no clear rule. Consider this another weighty argument in favor of all items being unlocked by merchants for good once the player reaches the appropriate level.


The levels themselves are not clearly defined. Obviously, cyber dishes belong to levels 1-9, 10-19, 20-29, 30-39, 40+, and everything else - to levels 1-8, 9-16, 17-24, 25-32, 33+. This discrepancy is most likely an oversight.


NOTE: The game takes some time to update the inventory of the sellers. Although it is not very long if you download the game directly next to the retailer after installing this mod, there is a good chance that its inventory will not be updated yet. If you are in a hurry, you can always use a mod that forces all merchants' inventory to be updated.



Additional file:


I have provided an additional file that will fill in the lower-level weapon recipes from various arms sellers. What does that mean? A small example:


An arms dealer in Japantown will eventually offer a Arasaka HJSH-18 masamune recipe... but only after the player reaches level 17. Therefore, the first masamune recipe he proposes is in level three. An arms dealer in Japantown never offers first- or second-level masamune recipes. It will do this in the additional file.


I save this file separately because it violates the intended vanilla experience. After all, it can be argued that Arasaka HJSH-18 Masamune, even in the first level, is too strong for a low-level player, and I believe that it is important to maintain the balance sought by the CDPR. However, manually entering these recipes into the game is the only way the player will ever see them, and they were all in play, honestly and fairly.



Installation:


This mode requires TweakXL.

Install it in the usual way: Unzip to a folder with Cyberpunk 2077.

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Game Version *

all (No More Out-Leveling Vendor Items-12500-0-9-1705984050.7z)