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jack

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paktojack

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About this mod

Introduce a Condition stats to all weapons.

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  • Turkish
  • Russian
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Since I originally didn't plan to add this amount of things into these mods and I did them anyway, I may as well set up my page on Buy me a coffee. This page is free for me anyway :)



Tier system is supposed to represent an item quality, so it’s only weird for me to see there is an "end-game quality" that just lasts forever. What's the fun of it when all those materials and upgrade system just go to waste as you get the highest tier weapon!


Nothing lasts forever on this earth. But whatever’s good comes back every once in a while if you let it.
— Gladys Hasty Carroll

It is not until today! With this mod, weapon quality won’t stay the same! Without actively maintaining your trusted weapon, its condition can drop to zero, get downgraded, and eventually become jammy AF!


New Condition Stats:
This is the backbone of the mod – a motherfu*king Condition stats bar for all equippable weapons!
It drops if you use the weapon or get blown up!
Ikr it’s crazy!!
It drops!!!
...
..
.
Oh, tier of a non-Cyberware-arms weapon will also drop when the bar is gone ( ^ω^ )
**you may change the config and disable Degradable Tier System, but WHY WOULD YOU DO THAT**


Conditional Damage Output Penalty (Togglable):
As the condition of a weapon worsens, the damage output will slowly drop to the level at the previous quality tier in a linear manner.
Don’t want it? Maintain your sh*t!


Jammy System Penalty (Customizable):
If you still don’t repair it, your weapon will start jamming (gently) to remind you your weapon tier (a.k.a. condition) is awfully low! To make it even more exciting, your weapon may now give you additional feedback (a.k.a. damage effect) to remind you it's time to repair!
This would happen if you have a deep sexy voice, wear a cool hat, and shoot a busted AF weapon
No pressure! _(┐「ε:)_


Weapon Maintenance (Customizable):
A weapon needs to be repaired before upgrading to the next tier.
In light of the fact that material can be harder to come by, the material requirement is reduced. Especially for maintenance.


Loot System Overhaul (Customizable):
With this new Weapon Conditioning system, it no longer makes sense to see a lowlife 6th street sucker to drop damn good loot.
So, the rarer the enemy is, the better weapon tier he/she can drop --- Common tier weapon actually feels common now ٩( ᐛ )و
BTW quality would drop a little more if the enemy was blown away. No biggie.
Oh, you may see a little more better loots if you’re lucky, and the exact opposite if you weren’t!
**in case you want to know enemies' rarity, you can use Lifepath Bonuses and Gang-Corp Traits with Scan Mode**


Skippy a.k.a. That Little Sh*t:
🚨 Spoiler Alert 🚨 Spoiler Alert 🚨 Spoiler Alert 🚨
Spoiler:  
Show
Skippy T.L.S. is so next-generation that it can slowly replenish its weapon condition and automatically and gradually upgrade to the tier of the best quality range weapon in the inventory!
It will take up to a few (in-game) hours to refill a condition bar, but at least you don’t need to hear to its BS when it’s in the inventory!
...
..
.
...did someone ask what would happen if there’s no other range weapon?
ofc Skippy will still repair but stay at the that tier cuz there’s no competition.
What? You think that little sh*t would play nice to you? (=^▽^)σ


Cyberware Arms (Customizable):
Yup. If you think you're skillful enough to repair your arms by yourself, you'll need RipperDeck.
**though without the Degradable Tier System**


Cyberware Upgrade (Customizable):
The material economy could be hard with the new loot system, so why don't we lower the upgrade cost for other Cyberwares as well?
**you can turn it off or adjust the material cost multiplier in the setting**


Add-on System (Customizable):
Just some miscellaneous options, such as making weapon mods unequippable and allowing attachment to be installed on worse quality weapons. Little QoL stuff.
**they won't improve your QoL IRL anyway L(° O °L)**


Configuration:
Text like the stats name “Condition” and “Maintain” & ”Upgrade” in the Upgrade Panel can all be changed from the \Localization\[your-language].reds in case there are other terms in your mind

All user tweakable items are in the config.reds with short explanation

...or just use Mod Settings


Compatibility:
  • Economy of 2077 - since a few worried about the compatibility, I'm listing it here. Considering I wrote this mod to fix the loot economy, it is only natural for me to install this mod to fix the wicked in-game economy.
  • Enemies of Night City - Yes and no. From what I've heard, this mod may have changed the NPC rarity/ spawn record, and users may see more "rarer" enemies. You may want to lower the loot tier for rarer enemies in the setting menu.
  • Enhanced Craft - seems working just fine with the proper condition setting for crafted items based on the config of this mod.
  • Restrict Crafting and Upgrading to Inside Apartments Only - integrated with its logic and added localization support (only the upgrade menu).
  • RipperDeck - integrated to either allow self-maintenance on Cyberware arms OR its original function.
  • Upgrade Weapons Unlocked **Currently bugged, I think** - its quality assigning method was injected to this mod. This mod should automatically switch to his method when both mods are installed, but let us know if it doesn't work.
  • Mods that do not following the fussy rule on gamedataStatType format for quality by CDPR will conflict with this mod unless there's a specific patch to resolve the conflict


Built-in localization (Mod Settings menu not included):
  • English
  • 日本語
  • 繁體中文
  • 简体中文
  • Polski (przetłumaczone przez gojowenus)
  • Português (Traduzido por PereiraMath)


Known issue:
See sticky comment here


My mods:
  • Autosave Disabler Plus - Disable autosave during various in-game events
  • Flashback Fixer - Allow players to be stronger when fighting in specific scenarios, e.g., in a flashback
  • Weapon Conditioning - It introduces condition stats to all weapons and penalty mechanisms due to poor conditions. Believe it or not, I built this to fix the economy system
  • Ripperdoc Service Charge - Ripperdoc always gets paid. Also a mod to fix the economy system
  • Skillful - It tweaks the pacing of character progression system on skill proficiency, character leveling, perk (point) development, and Cyberware capacity
  • Skillful Attributes -  It tweaks the attribute leveling system such that attribute level is only granted through skill proficiency development
  • NCPD and MaxTac Spawn Tweak - It tweaks NCPD spawning parameters with district base settings (compatible with all mods that tweak only the NCPD record)
  • No Shooting Delay - It removes NPC's hardcoded range weapon firing delay.

or check here


Acknowledgement:
psiberx created the craziest tools to make modding this game easier than ever. He also reminded me the function AddModifier() in comparison to the AddSavedModifier(), which made the non-invasive togglable damage penalty system possible!

ddz1 tested and read the code for me (while I refused to update my game to 2.02 without Mod Settings.) We also worked together to resolve conflict between our mods!

rmk1234 gave me this brilliant idea to use an existing effect to mimic a jamming weapon!
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