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your supposed to change values in the Native Settings UI and it may miss up Cyberware vendors selling items after level 60
suggested fix from comment section of mod is as follow quote comment boards at mod
I found an acceptable workarround using console commands and Save Editor.
1) Basically, with Cyber Engine Tweaks installed, i open the console and type: Game.SetLevel("Level", 60, 1)
-> This sets my level backs to 60, gives me 59 atr points and 59 perk points.
2) With the level set as 60, the cyberware vendor doesn't bug and I buy everything I need;
3) I use the same console command as before to go back to my previous level.
4) I open save editor to eliminate the Extra Atribute and Perk points.
5) Save the edited save over the previous one and then load it again.
Note: The save editor doesn't go past beyond level 60, i don't know why. But it recognizes a level higher than 60 if the save file was created with that level.
Hope it helps! I'm not a modder and i don't know how to fix this on the modfile itself. This is just a small workarround, or a "gambiarra" as we say in my country!
end quote
Seems like a hassle to use this mod to me
A comment on the mods comment board suggested this edit quote PolarOpposite
03 October 2023, 4:51PM
Here is one I just made that gives max attributes and exactly the right amount of perk points for Cyberpunk 2.0 with Phantom Liberty. I did exclude the 12 perk points you can get from perk shards to avoid having extra unspendable perk points but if you don't want to bother with those or can't find them you can just edit this yourself to add 12 more to the total or just use console commands to give yourself the remaining points.
it gives 78 attribute points (85 minus the 7 starting points) and 204 perk points (226 minus 10 from skills minus 12 from shards). I think you miscounted 221.
EDIT: For some reason Nexus messes up the code when I post it so here is a pastebin link https://pastebin.com/yy349uXy
from paste bin suggested edit to use in the sdppl_settings.reds file from this mod, delete out mod suggested settings use one below it works
module SDPPL.Settings
public class SDPPLSettings {
private let perkPointsOnSkillLevelUp : Int32;
private let useConditionalPointGain : Bool;
private let useCustomAttributePointsMap : Bool;
private let customAttributePointsMap : array<Int32>;
private let customAttributePointsMapDefaultValue : Int32;
private let useCustomSkillPointsMap : Bool;
private let customSkillPointsMap : array<Int32>;
private let customSkillPointsMapDefaultValue : Int32;
private let attributePointsOnCharacterLevelUp : Int32;
private let perkPointsOnCharacterLevelUp : Int32;
public func SetupSettings() -> Void {
// ------ Settings Start ------
// Perk points gained on every skill level up. Compounds with perks gained from skill progression.
// Default = 0
this.perkPointsOnSkillLevelUp = 0;
// Flag to enable/disable conditional point gain on character level up. This flag also applies to custom maps.
// Default = false
this.useConditionalPointGain = false;
// Flag to enable/disable use of new attribute point map. You can define overrides on a level by level basis below.
// Default = false
this.useCustomAttributePointsMap = true;
// Attribute points custom map default value.
// Default = 1
this.customAttributePointsMapDefaultValue = 1;
// Flag to enable/disable use of new skill point map. You can define overrides on a level by level basis below.
// Default = false
this.useCustomSkillPointsMap = true;
// Skill points custom map default value.
// Default = 1
this.customSkillPointsMapDefaultValue = 1;
// Attribute points gained on character level up. Ignored if using custom map.
// Default = 1
this.attributePointsOnCharacterLevelUp = 1;
// Perk points gained on character level up. Ignored if using custom map.
// Default = 1
this.perkPointsOnCharacterLevelUp = 1;
// ------ Settings End ------
this.SetupNewPointMaps();
}
private func SetupNewPointMaps() -> Void {
if this.useCustomAttributePointsMap {
this.SetupAtttributePointMap();
}
if this.useCustomSkillPointsMap {
this.SetupSkillPointMap();
}
}
// Attribute point map setup.
private func SetupAtttributePointMap() -> Void {
let i : Int32 = 0;
while i < 60 {
ArrayPush(this.customAttributePointsMap, this.customAttributePointsMapDefaultValue);
i += 1;
}
// ------ Attribute Points Map Overrides Starts ------
this.customAttributePointsMap[0] = 0;
this.customAttributePointsMap[1] = 1;
this.customAttributePointsMap[2] = 1;
this.customAttributePointsMap[3] = 1;
this.customAttributePointsMap[4] = 1;
this.customAttributePointsMap[5] = 1;
this.customAttributePointsMap[6] = 1;
this.customAttributePointsMap[7] = 1;
this.customAttributePointsMap[8] = 1;
this.customAttributePointsMap[9] = 1;
this.customAttributePointsMap[10] = 1;
this.customAttributePointsMap[11] = 1;
this.customAttributePointsMap[12] = 1;
this.customAttributePointsMap[13] = 1;
this.customAttributePointsMap[14] = 1;
this.customAttributePointsMap[15] = 1;
this.customAttributePointsMap[16] = 1;
this.customAttributePointsMap[17] = 1;
this.customAttributePointsMap[18] = 1;
this.customAttributePointsMap[19] = 1;
this.customAttributePointsMap[20] = 1;
this.customAttributePointsMap[21] = 1;
this.customAttributePointsMap[22] = 2;
this.customAttributePointsMap[23] = 1;
this.customAttributePointsMap[24] = 2;
this.customAttributePointsMap[25] = 1;
this.customAttributePointsMap[26] = 2;
this.customAttributePointsMap[27] = 1;
this.customAttributePointsMap[28] = 2;
this.customAttributePointsMap[29] = 1;
this.customAttributePointsMap[30] = 2;
this.customAttributePointsMap[31] = 1;
this.customAttributePointsMap[32] = 2;
this.customAttributePointsMap[33] = 1;
this.customAttributePointsMap[34] = 2;
this.customAttributePointsMap[35] = 1;
this.customAttributePointsMap[36] = 2;
this.customAttributePointsMap[37] = 1;
this.customAttributePointsMap[38] = 2;
this.customAttributePointsMap[39] = 1;
this.customAttributePointsMap[40] = 2;
this.customAttributePointsMap[41] = 1;
this.customAttributePointsMap[42] = 2;
this.customAttributePointsMap[43] = 1;
this.customAttributePointsMap[44] = 2;
this.customAttributePointsMap[45] = 1;
this.customAttributePointsMap[46] = 2;
this.customAttributePointsMap[47] = 1;
this.customAttributePointsMap[48] = 2;
this.customAttributePointsMap[49] = 1;
this.customAttributePointsMap[50] = 2;
this.customAttributePointsMap[51] = 1;
this.customAttributePointsMap[52] = 2;
this.customAttributePointsMap[53] = 1;
this.customAttributePointsMap[54] = 2;
this.customAttributePointsMap[55] = 1;
this.customAttributePointsMap[56] = 2;
this.customAttributePointsMap[57] = 1;
this.customAttributePointsMap[58] = 2;
this.customAttributePointsMap[59] = 1;
// ------ Attribute Points Map Overrides Ends ------
}
// Skill point map setup.
private func SetupSkillPointMap() -> Void {
let i : Int32 = 0;
while i < 60 {
ArrayPush(this.customSkillPointsMap, this.customSkillPointsMapDefaultValue);
i += 1;
}
// ------ Skill Points Map Overrides Starts ------
this.customSkillPointsMap[0] = 0;
this.customSkillPointsMap[1] = 1;
this.customSkillPointsMap[2] = 1;
this.customSkillPointsMap[3] = 1;
this.customSkillPointsMap[4] = 1;
this.customSkillPointsMap[5] = 1;
this.customSkillPointsMap[6] = 1;
this.customSkillPointsMap[7] = 1;
this.customSkillPointsMap[8] = 1;
this.customSkillPointsMap[9] = 1;
this.customSkillPointsMap[10] = 1;
this.customSkillPointsMap[11] = 2;
this.customSkillPointsMap[12] = 2;
this.customSkillPointsMap[13] = 2;
this.customSkillPointsMap[14] = 2;
this.customSkillPointsMap[15] = 2;
this.customSkillPointsMap[16] = 2;
this.customSkillPointsMap[17] = 2;
this.customSkillPointsMap[18] = 2;
this.customSkillPointsMap[19] = 2;
this.customSkillPointsMap[20] = 2;
this.customSkillPointsMap[21] = 3;
this.customSkillPointsMap[22] = 3;
this.customSkillPointsMap[23] = 3;
this.customSkillPointsMap[24] = 3;
this.customSkillPointsMap[25] = 3;
this.customSkillPointsMap[26] = 3;
this.customSkillPointsMap[27] = 3;
this.customSkillPointsMap[28] = 3;
this.customSkillPointsMap[29] = 3;
this.customSkillPointsMap[30] = 3;
this.customSkillPointsMap[31] = 4;
this.customSkillPointsMap[32] = 4;
this.customSkillPointsMap[33] = 4;
this.customSkillPointsMap[34] = 4;
this.customSkillPointsMap[35] = 4;
this.customSkillPointsMap[36] = 4;
this.customSkillPointsMap[37] = 4;
this.customSkillPointsMap[38] = 4;
this.customSkillPointsMap[39] = 4;
this.customSkillPointsMap[40] = 4;
this.customSkillPointsMap[41] = 5;
this.customSkillPointsMap[42] = 5;
this.customSkillPointsMap[43] = 5;
this.customSkillPointsMap[44] = 5;
this.customSkillPointsMap[45] = 5;
this.customSkillPointsMap[46] = 5;
this.customSkillPointsMap[47] = 5;
this.customSkillPointsMap[48] = 5;
this.customSkillPointsMap[49] = 5;
this.customSkillPointsMap[50] = 5;
this.customSkillPointsMap[51] = 6;
this.customSkillPointsMap[52] = 6;
this.customSkillPointsMap[53] = 6;
this.customSkillPointsMap[54] = 6;
this.customSkillPointsMap[55] = 6;
this.customSkillPointsMap[56] = 6;
this.customSkillPointsMap[57] = 6;
this.customSkillPointsMap[58] = 6;
this.customSkillPointsMap[59] = 6;
// ------ Skill Points Map Overrides Ends ------
}
public func GetIsEnabled() -> Bool {
return true;
}
public func GetAttributePointsOnCharacterLevelUp(level: Int32) -> Int32 {
if this.GetUseCustomAttributePointsMap() {
return this.customAttributePointsMap[level - 1];
}
return this.attributePointsOnCharacterLevelUp;
}
public func GetPerkPointsOnCharacterLevelUp(level: Int32) -> Int32 {
if this.GetUseCustomSkillPointsMap() {
return this.customSkillPointsMap[level - 1];
}
return this.perkPointsOnCharacterLevelUp;
}
public func GetPerkPointsOnSkillLevelUp() -> Int32 {
return this.perkPointsOnSkillLevelUp;
}
public func GetUseCustomAttributePointsMap() -> Bool {
return this.useCustomAttributePointsMap;
}
public func GetUseCustomSkillPointsMap() -> Bool {
return this.useCustomSkillPointsMap;
}
public func GetUseConditionalPointGain() -> Bool {
return this.useConditionalPointGain;
}
// With this condition player is awarded points if level is even.
public func GetShouldAwardPoints(level : Int32) -> Bool {
if level % 2 == 0 {
return true;
}
return false;
}
}
thanks a lot, i think max level should be 100 or something
Thanks again.