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Weapon Conditioning (Multi-Level System Overhaul)

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Mod version:1.1.5
Game version:all
The mod has been successfully tested for the absence of viruses
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About This Mod

The level system has to reflect the quality of objects, so it's strange to see that there is a "final quality" that lasts forever. What a joy when all these materials and upgrades just go to waste when you get the highest level weapons!


Nothing is eternal on this earth. But all the good stuff comes back from time to time if he's allowed to.

- Gladys Hastie Carroll


Just today! With this fashion, the quality of the weapon will not remain the same! If you do not actively care for your reliable weapon, his condition may drop to zero, relegate to class and eventually turn into an AF jemmy!



New Status Statistics:

This is the basis of fashion - a bloody streak of statistics of the state for all the weapons equipped!

It falls if you use a weapon or you are blown up!

This is crazy!!!

She's falling!!!

...

..

.

Oh, non-cyber weapons will also drop when the bar disappears ( ^ω^ )

**You can change config and disable the degrading level system, but WHY DO YOU DO THIS**"



Conditional damage damage penalty (toggles):

As weapons deteriorate, their damage will be linearly reduced to the previous level of quality.

You don't want to? Keep your weapons!



Penalty for system jambs (configurable):

If you still haven't repaired your weapon, it will begin to jam (gently) to remind you that your weapon level (aka condition) is terribly low! To make this even more exciting, the weapon can now give additional feedback (damage effect) to remind you it's time to repair!

This will happen if you have a deep sexy voice, you wear a cool hat and shoot a broken AF weapon.

No pressure! _(┐"ε:)_



Weapon Maintenance (configurable):

Before moving on to the next level, weapons must be repaired.

Because the material may be more difficult to obtain, the material requirement is reduced. Especially for repairs.



Luta system update (configurable):

With the new weapon improvement system, it no longer makes sense to see a hell of a lute fall from a short sucker on 6th Street.

The rarer the enemy, the better weapon he can drop - general level weapons now really seem normal ٩( ᐛ )و

The BTW quality will drop a little more if the enemy is scattered. It's okay.

Oh, you can see a little bit more of a better lute if you're lucky, and quite the opposite if you're unlucky!

**If you want to find out how rare enemies are, you can use the Life Path Bonuses and Bandit Group Traits in Scan mode**.



Skippy, nicknamed Little Sh*ta:

🚨 Spoiler Warning 🚨 Spoiler Warning 🚨 Spoiler Warning 🚨 Spoiler Warning 🚨



Cyberware Arms (Customizable):

Yeah. If you think you're skilled enough to fix a gun yourself, you'll need RipperDeck.

**but without a degrading level system**"



Cyber software upgrade (customizable):

With the new system of loot, the economics of materials can become difficult, so why don't we lower the cost of upgrades for other cyber options?

**You can disable this feature or change the material cost multiplier in the settings**.



Add-ons system (custom):

Just a few different options, such as making gun mods unequitable and allowing the installation of add-ons on weapons of the worst quality. Small QoL capabilities.

**They won't improve your QoL IRL L(° O °L)**.



Configuration:

Texts such as the stats title Status, Support, and Update in the Update Bar can be changed in \Localization\ [your-language].reds if you have other terms in your mind.


All user-configurable items are in config.reds with brief explanations.


...or just use Mod Settings



Compatibility:

Economy 2077 - because some worried about compatibility, I list it here. Given that I wrote this mod to correct the economics of Lute, it is only natural that I set this mod to correct the evil in-game economics.

The enemies of Night City are both yes and no. As far as I've heard, this mod may have changed the record of rarity of NPC, and users can see more "rare" enemies. You may want to lower the loot level for rarer enemies in the options menu.

Improved craft - seems to work perfectly with the right settings for craft items based on the config of this fashion.

Restrict Crafting and Upgrading to Inside Apartments Only - integrated with logic and added support for localization (only the upgrade menu).

RipperDeck is integrated to either allow self-service of Cyberware weapons or perform its original function.

Upgrade Weapons Unlocked **Now, I think, a mistake** - his method of quality assignment has been introduced into this mod. This mod should automatically switch to its method when both mods are installed, but let us know if it doesn't work.

Mods that do not follow the strict CDPR's gamedataStatType format rules for quality will conflict with this mod unless there is a specific patch to resolve the conflict



Built-in localization (mod settings menu not enabled):

English

日本語

繁體中文

简体中文

Polski (przetłumaczone przez gojowenus)

Português (Traduzido por PereiraMath)



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Game Version *

all (Weapon Conditioning-10479-1-1-5-1713361740.zip)