Cyberpunk 2077

Cyberpunk 2077

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Blood Pump getting unequipped post Patch 2.1
Anyone using Blood Pump notice it getting unequipped after Patch 2.1?

Like when I first visited the ripper doc after Patch 2.1 was implemented I noticed my Blood Pump was removed from both the Health Item slot and the Cyberware slot. So I reinstalled it.

Later on I went off to test some stuff in Valentino Alley and it triggered as normal. However after combat, where it activated once, I looked at my inventory and noticed that once it again it was removed from both the Health Item and Cyberware slot. Really wierd.
Last edited by Chief Spreading Bull; Dec 5, 2023 @ 5:04pm
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Showing 1-9 of 9 comments
Hidden Gunman Dec 5, 2023 @ 7:09pm 
Was happening pre 2.1. Ive had it since 2.0
LMIB Dec 5, 2023 @ 7:12pm 
yea, it was already happening all the time. never fixed it
envirovore Dec 5, 2023 @ 7:25pm 
I just went through combat where my blood pump activated several times due to overclock and remained in slot just fine.

I did notice prior to 2.1 that using any specifically any food or drink consumable for Regen would unequip it. Health boosters worked fine though.

Edit: nevermind, it just removed itself via activating during overclock now.
Last edited by envirovore; Dec 5, 2023 @ 8:08pm
Lorem Ipsum Dec 5, 2023 @ 8:24pm 
I had this happen to blood pump and one skeleton mod.

I was able to replicate the blood pump removal by going into my backpack and consuming a 5% stamina drink. Consuming a 5% health boost didn't change anything.
lackesis Dec 5, 2023 @ 8:30pm 
https://www.nexusmods.com/cyberpunk2077/mods/10811
may fix it for you, didn't test it much. use REDmod one.
Last edited by lackesis; Dec 5, 2023 @ 8:31pm
Yeah apparently before 2.1, it was the food and drink that caused it but now in patch 2.1, usage is the trigger.
egg fu Dec 5, 2023 @ 10:44pm 
yep, i was able to replicate this bug. it doesn't seem to be tied to one specific consumable. only when you use too many different consumables. at least that's how it was in my 5 minutes of testing.
Confirmed it doesn't appear to be linked to usage (managed to use it several times), but still to consumables. Kind of dumbfounds me that a modder can fix this, but not a major league studio. Welp, mod it is.
Also it seems to be exhibiting the same behavior as Gorilla Arms but in reverse; If it gets removed from your cyberware and consumable button, the capacity consumed still stays consumed until you go back to a dock and re-arrange your cyberware to get around it.
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Showing 1-9 of 9 comments
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Date Posted: Dec 5, 2023 @ 5:01pm
Posts: 9