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Cyberarm cycle

3
Mod version:1.5.3
Game version:all
The mod has been successfully tested for the absence of viruses
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About This Mod

This mode allows you to switch freely between cyber weapons, with the exception of Projectile Launcher, which can be used alongside other cyber weapons. You can access different weapons from the Weapons Wheel menu or by using the controller keys and buttons (optional). Originally, the mod simply added subfeatures to the cyber weapons slot used in Weapons Wheel's gadget and consumable slots. In later versions it goes beyond Weapons Wheel and becomes a complete package for cyber weapons cycling.



Important: This feature is ONLY available if you have more than one combat/weapon-type cyber weapon. This means that it will cyclically use only the weapons of the gorilla, the blades of the praying mantis and Monowire. This requires Cyberware-EX. Also note that to change hands, you must perform the Apply action and display the correct cyber weapons. It's not like changing gadgets, so be careful. If you exit the menu, the slot returns to the current selection when you reopen it.


Note: Starting with the 1.2.2 update, you can switch your cyber weapons by using the default hotkey, which is set to '4'. Version 1.1.0 is the most stable version at the moment, but it lacks additional features, so downgrade if you have serious problems and can't fix them by clearing the 'r6/cache' folder and checking the game files to replace them, which usually fixes many compilation errors related to Redscript.


Note: In Update 1.2.7 I added an additional file that allows you to switch between cyber weapons using the X/Square button. In the meantime, the reloading of the weapon was moved to the B/Circle button and began to be performed by a double tap. I recommend using this scheme with the "Alternate" control scheme in the game, as it moves the squat button with B/Circle by default, which makes it easy to reload the sword and evade. Unfortunately, this feature is not compatible with mods like Custom Quickslots, as it monopolizes such inputs. It also requires the Input Loader mod. (Updated versions: Input Loader releases on GitHub).


Note: Starting with the 1.2.8 update, the addition of additional Cyberarm Cycle Button files also changes the default behavior of the gun change button (Y/Triangle). Pressing Y/Triangle switches between conventional weapons only, excluding cyber weapons and conventional fists. Your last selected weapon is now saved with your last selected cyber weapon, so you can actively switch between them when alternating buttons. Deleting the corresponding additional files will disable the multi-button cycling feature and return cyber weapons and weapons to the single button cycling (Y/Triangle) method. You don't have to go to the old version or anything.


Note: Update 1.2.9 includes a bug fix, which is actually a game bug and has nothing to do with my mod. This has been repeatedly reported on the game's forums, and there is video evidence for it: Ripperdoc Current Capacity Calculation Bug. My solution to this problem is to force the game to check all installed cyber programs for correct values before updating the power meter. This may cause a slight lag in some users. I may release this patch as a separate file at some point.


Note: Starting with version 1.3.0, the previously included Ripperdoc Current Capacity Bug bug fix was released as a separate mod here: Ripperdoc Current Capacity Bug Fix. Install it if you want to continue using the hotfix.


Similar Mods/Addons

Game Version *

all (Cyberarm Cycle-5657-1-5-3-1708496701.zip)