
Immersive Launcher
Projectile Launcher now uses ammo instead of charges. Switch ammo types on the fly (Tranquilizer included). Now with Cyberware-EX multi-arm support!
查看大图Made for game [b]v2.31[/b]. Tested with PL, but should (mostly) work without.
[size=5]TL;DR[/size]
Immersive Launcher takes Projectile Launch System off of the cooldown and makes it use actual ammunition.
Each shot [b]will[/b] consume a round, forcing you to restock by buying, crafting, or looting them.
Relevant perks are updated to fit with the new approach.
Consider companion mods for this one:
[list]
[][url=https://www.nexusmods.com/cyberpunk2077/mods/25334]Immersive Grenades[/url][/]
[][url=https://www.nexusmods.com/cyberpunk2077/mods/26281]Immersive Healing[/url][/]
[/list]
[b]NOTE:[/b] v2.0.0 not only fixed compatibility for multi-arm setups, but also moved from [url=https://www.nexusmods.com/cyberpunk2077/mods/3518]Native Settings UI[/url] to [url=https://www.nexusmods.com/cyberpunk2077/mods/30726]Redscript Configuration Framework[/url] (works with [url=https://www.nexusmods.com/cyberpunk2077/mods/31640]Mod Configuration Menu[/url] as well).
In fact, this version completely removes all [url=https://www.nexusmods.com/cyberpunk2077/mods/107]CET[/url]-based code! While this should result in more robust configuration logic and overall stability and performance improvements, it also means that you will have to [b]perform a clean reinstall[/b] and all of your [b]configuration will be lost[/b] in the transition.
[size=5]Features[/size]
[list]
[]Launching projectiles [b]does not[/b] require or consume any charges.[/]
[]Launching projectiles [b]does[/b] consume the item.[/]
[]Immersive shots [b]can be disabled[/b] if you prefer using charges.[/]
[]Immersive shots can have [b]optional[/b] cooldown.[/]
[]Projectile rounds can have weight ([b]configurable[/b], 0.1 unit by default).[/]
[]Projectile rounds can have a total quantity cap ([b]configurable[/b], 20 by default).[/]
[]Projectile rounds can have a per-type quantity cap ([b]configurable[/b], 10 by default).[/]
[]Projectile rounds exceeding any of the enabled quantity caps are automatically either disassembled or sent to V's stash for a nominal fee per item sent ([b]configurable[/b], €$10 by default).[/]
[]Recipes for all types of projectile rounds are automatically added to the crafting menu.[/]
[]Crafting cost of a single projectile round is [b]configurable[/b] (15 components of the same quality by default).[/]
[]Projectile rounds can be batch-crafted (multiple at a time).[/]
[]Projectile rounds are available from weapon stores at decent quantities.[/]
[]Projectile rounds can be sold to the stores.[/]
[]Projectile rounds can be looted from open world containers.[/]
[]Drop chance of each projectile type is separately [b]configurable[/b] (more information below).[/]
[]Any unsupported modded launchers [b][i]should[/i] be fully functional[/b] and use Vanilla charges.[/]
[]Effects of perks on Vanilla charges are [b][i]mostly[/i] preserved[/b].[/]
[][b]New[/b] effects have been added to Vanilla perks (more information below).[/]
[/list]
[size=5]Choosing ammo type[/size]
With the mod enabled, supported launchers will no longer appear in the gadget selection menu or on the radial wheel.
Instead, any rounds in your inventory will become available there, letting you pick what type of projectiles you wish to use.
Once you select one, the active gadget will switch to the actual Projectile Launch System. You can see currently installed round in its tooltip.
When you run out of ammo, this tooltip will indicate it as well.
[size=5]Cyberware[/size]
With the mod enabled, supported launchers will not longer be available for sale, except for the default one.
If you already have Toxic, Electric, or Thermal launcher purchased or installed, its name will be set to the generic "Projectile Launch System".
Disabling mod in the menu will restore charge-based usage with the built-in projectile.
[size=5]Tranquilizer rounds[/size]
After cyberware mods were removed from Vanilla, launcher projectiles were baked into the launchers themselves.
And only the four damage dealing varieties remained: Chemical, Electric, Physical, and Thermal.
However, tranquilizers are still sitting in the sources, disabled but not erased.
So I have done what I could to fix them up, while making them more viable in the process.
[b]NOTE:[/b] If you want this functionality but without the rest of the features of this mod, consider using a standalone alternative instead:
[url=https://www.nexusmods.com/cyberpunk2077/mods/29961]Tranquilizer Projectile Launch System Remade[/url].
[size=4]Stealth[/size]
Alert range is reduced from 5 meters to 1 meter. This should make it somewhat easier to maintain stealth with them.
Mind, it still is an explosion but it may let you take down lone enemies without alerting half of the city.
[size=4]Charging[/size]
Charging Vanilla tranquilizers did not really do anything.
Now it boosts their radius of effect from 0.1 meters to 1 meter. It is still a pinpoint prick but you may be able to take down a tight group of enemies with one shot.
[size=4]Overcharging[/size]
Phantom Liberty introduced overcharging, which made other projectile rounds stronger... and made tranquilizers completely inert by giving them a bugged attack record.
Obviously, fixed.
Yes, you can burst fire tranquilizers. But be careful about it, since hitting already unconscious NPCs with a projectile rips them into pieces, even if projectile is a tranquilizer.
[size=5]Quality[/size]
Unlike with [url=https://www.nexusmods.com/cyberpunk2077/mods/25334]Immersive Grenades[/url], I opted to not implement quality tiers for projectile rounds.
Not only these do not exist in Vanilla, but you already have to upgrade your launcher to begin with.
So all rounds are as they were—Rare quality items.
[size=5]Drop chance[/size]
All projectile types have a chance to appear in generic open world containers. This chance can be manipulated from the menu.
The NPCs do not drop these, since no regular enemies have Projectile Launch Systems installed.
NOTE 1: Setting chance to 1 does not guarantee drop, since there are other systems at play.
NOTE 2: There is a lot of loot out there and this mod only adds more. If you are dissatisfied with only getting a couple of things from a whole crate, consider using [url=https://www.nexusmods.com/cyberpunk2077/mods/26496]Control Loot Size[/url].
NOTE 3: To further help in your scavenging consider [url=https://www.nexusmods.com/cyberpunk2077/mods/28791]Refill Containers[/url].
[size=5]Perks[/size]
There are three launcher-oriented perks in Vanilla game. To better fit with consumable ammo, their effects and descriptions have been reworked.
[b]NOTE:[/b] Original effects have been preserved where possible; however, their descriptions were not, in order to avoid cluttering the UI.
[size=4]Bolt Thrower[/size]
Replaces "Doomlauncher".
"Doomlauncher" is a strange perk that sits between the left, grenade-related perk sub-tree, and the central, cyberware-related one.
In practice, it applies combined effects of several grenade-charge-related perks to the Projectile Launch System charges as well.
I expect a significant portion of users of this mod to be using [url=https://www.nexusmods.com/cyberpunk2077/mods/25334]Immersive Grenades[/url] as well, and its "Mayhem" system already makes "Doomlauncher" the odd one out, since grenade charges and grenade-charge perks are gone.
So instead of trying to make "Doomlauncher" make sense with and without [url=https://www.nexusmods.com/cyberpunk2077/mods/25334]Immersive Grenades[/url], I decided to just shift it completely. Literally.
"Bolt Thrower" is located on the other side of the Phenom tier: between cyberware sub-tree and Tech-weapon sub-tree. You will have to unlock "Extended Warranty" and "Internal Clock" to reach it.
And, as the name implies, it is applying some of the Bolt mechanics to the Projectile Launch System:
[quote]Charged shots from [b]Projectile Launch System[/b] cyberware penetrate cover.
They also receive the same bonus as Bolt shots from the [b]Chain Lightning[/b] perk.[/quote]
First of all, launcher does not really care if you charged it fully (except for "Jailbreak", more on that later): if you tapped the button—you did not charge; if you held it for any amount of time—you charged it fully.
As a result, there is no timed interaction. Any charged shot will count as a "Bolt" shot if you have unlocked this perk.
Secondly, penetration only applies to suitable surfaces, just like with Tech weapons. You wouldn't want to lob a missile through half of the town, would you? Would you?
Also, the actual explosion only occurs at the final point, not affecting penetrated surfaces.
And finally, yes, [i]ANY[/i] suitable NPC caught in the explosion radius will have Chain Lightning applied to them if you have it unlocked. These blasts have never been deadlier.
[b]NOTE:[/b] Chain Lightning is not applied to "non-lethal" projectiles such as a tranquilizer.
[size=4]Jailbreak[/size]
[quote]You can now overcharge the [b]Projectile Launch System[/b] by holding the input. This launches a [b]burst[/b] of up to 3 projectiles that cover a larger area.[/quote]
"Jailbreak" provides an overcharge attack, which in Vanilla consumed a single charge to sequentially launch 5 projectiles.
Since this does not make any sense with charges removed, it will now consume whatever you have left (up to 3, [b]configurable[/b]).
Since these attacks count as fully charged, "Bolt Thrower" effects apply.
And yes, you absolutely could overcharge a single projectile. Is there a point? Depends. Some projectiles actually use a stronger attack if they are overcharged, but some, like tranquilizer, do not benefit from overcharging beyond the burst itself.
[size=4]Launch Capacity Override[/size]
[quote]Increases maximum number of overcharged projectiles by [b]2[/b].[/quote]
To fit both the projectile-based approach and the name, instead of giving you an extra charge, this perk now increases maximum number of burst-fired projectiles by 2 ([b]configurable[/b]).
This may seem like a nerf, but once you consider both the effects of Chain Lightning and the very possible boost to damage from [url=https://www.nexusmods.com/cyberpunk2077/mods/25334]Immersive Grenades[/url], paying two Relic points to get back to 5 projectile bursts is actually pretty sensible.
And if you want, you can boost it all the way up in the menu.
[size=5]Installation details[/size]
Mod supports automated (un)installation via mod managers.
For a manual use-case: archive needs to be unpacked into root directory (typically "Cyberpunk 2077" unless deliberately renamed).
Mod adds and is entirely contained to following files and directories (path relative to root):
[code]archive/pc/mod/ImmersiveLauncher.archive
archive/pc/mod/ImmersiveLauncher.xl
r6/scripts/ImmersiveLauncher/*
r6/tweaks/ImmersiveLauncher/*
r6/storages/ImmersiveLauncher/*[/code]
[size=5]Compatibility[/size]
This mod may (probably [i]will[/i]) conflict with anything that modifies the mechanics of the launcher or affected perks.
There are also potential conflicts with anything that alters these classes:
[code]ConsumablesChargesHelper
CraftingLogicController
CraftingSystem
FullscreenVendorGameController
InventoryItemDisplayController
InventoryItemModeLogicController
ItemCategoryFliter
LeftHandCyberwareChargeRepeatActionDecisions
LeftHandCyberwareChargeRepeatActionEvents
LeftHandCyberwareHelper
LeftHandCyberwareTransition
MinimalItemTooltipData
PlayerPuppet
ProjectileLauncherRound
ProjectileLauncherRoundCollisionEvaluator
RadialWheelController
UIInventoryItemWeaponBars
UIItemsHelper[/code]
If you find something—tell me. I have never seen a conflict that could not be resolved with a hammer and a generous application of grease.
[size=5]Recommended mods[/size]
[size=4][url=https://www.nexusmods.com/cyberpunk2077/mods/25334]Immersive Grenades[/url] [color=#008000]●[/color][/size]
Same thing but for grenades.
Compatible starting with v3.3.0.
[size=4][url=https://www.nexusmods.com/cyberpunk2077/mods/9429]Cyberware-EX[/url] [color=#008000]●[/color][/size]
Use Projectile Launch System without missing out on other arm Cyberware.
[size=4][url=https://www.nexusmods.com/cyberpunk2077/mods/5657]Cyberarm Cycle[/url] [color=#708030]●[/color][/size]
QoL-improvements for convenient switching between arms.
[b]NOTE:[/b] Prevents you from using Radial Wheel to select projectiles. In order to fix it, you will need to navigate to r6/scripts/CyberarmCycle/CyberarmCycle.reds and completely remove the following method:
[quote][code]@replaceMethod(RadialWheelController)
private final func Shutdown()
{
...
}[/code][/quote]
To be honest, I do not know why this method even exists: to my understanding, it is functionally identical to the original Vanilla source.
[size=5]Acknowledgements[/size]
As is usual, huge thanks to CDPR for creating a truly captivating experience.
Many thanks to various tool developers and the [url=https://discord.com/invite/redmodding]Cyberpunk 2077 Modding Community discord[/url].
[center][size=5]If you are looking for more immersion, consider giving [url=https://www.nexusmods.com/profile/CharredDusk/mods?gameId=3333]my other mods[/url] a try.[/size][/center]
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