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- All weapons from caches (2.0 - Phantom Freedom)

All weapons from caches (2.0 - Phantom Freedom)
About This Mod
A simple CET keybind mod that lets you press 1 button and get all the weapons you need to fill the wall of stashes.
Need Tweaks of the Cybernetic Engine
3 download methods depending on your preferences:
Vortex
Management
txt file "Item Codes
The first two methods require you to go to the Bindings section of the CET and set up a binding for "Stash Wall Guns" Once you are in the game, simply press the anchor you set and get all the items to fill the stash wall.
09/30/23: The key binding method no longer includes the Dying Night gun. The appearance of the gun in the inventory before Wilson's quest, requiring his purchase from a merchant, will prevent you from completing this quest. Thank you to Grubbs008 for discovering this problem.
For those who want to add it again after completing the quest (maybe you sold it or just want to get a second copy), the code is:
Game.AddToInventory("Items.Preset_Lexington_Wilson_Legendary", 1)
Important considerations:
The wall of the caches is currently out of order. Some weapons require a certain level of upgrade (or lack thereof) to appear on the wall, others appear random, and still others appear to require spawning from the console, as the game's natural rewards are not counted. For example, Bloody Mary, the one I got naturally in the game, didn't appear on the wall, and had to spawn one (of the same level) through CET, and it appeared on the wall.
Skippy's got a quest flag, and it can't be hidden until you take it off. At the time of writing, Simple Menu is not updated for 2.0/PL, but works well enough to set it, use to remove the quest flag (if equipped with Skippy), and then remove it so you can hide Skippy. Leaving the current version of SM installed looks like it will cause regular crashes in the game.
On the right wall, a gun on the left next to Bazzou somehow requires a 2nd seraphim with a different level of upgrade. I assume it's a bug, and at some point the CDPR will fix it, but for now the script takes this into account and provides you with 2 to visually make everything look complete.
The quality of the items appearing in the game will be mostly random (but largely based on your character's level, so a low level can get a bunch of t1 t2 items, etc., but a higher level should get mostly t5).
Items below t5 will be displayed in a different color (i.e. not orange), but they will still remain icons. You can use the in-game system of upgrades to raise them from where they are, up to t5 ++.
According to my observations, there are several types of weapons that have strict requirements for the level of upgrade to appear on the wall.
Seraph (+): If you use the regular, not upgraded version, it will be on the right side of the wall, and if you use ++, it will not appear on the wall at all.
Biakko (+): If you use a regular, unupdated version or ++ version, it does not appear on the wall at all.
Dying Night: I have updated the one that was in my save file when I started 2.0 to ++, but it does not appear in the cache. I had to sleep on a new one that wasn't updated. Perhaps the problem is that the conversion of items does not work properly during the upgrade, not sure.
Installation:
Vortex:
Install with Vortex
Guidance:
Download Zip
Extract the folder to the Cyberpunk 2077 root folder
Uninstall:
Vortex:
Delete with Vortex
Manual:
Remove StashWallGuns folder from ...\Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\
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