Blades Throwing Iconics Recovery

⭐ — (34 endorsements) 📥 1,180 downloads 📌 v1.0 📅 3/28/2024
⚪ Last updated 2024

By DoubleScotch42 · Gameplay

⬇ Download Mod Source: Nexus Mods 📅 Updated: 3/28/2024 📅 Created: 3/28/2024
⚠️ Install Order · 6 steps
1🛠️ Cyber Engine Tweaks — Cyber Engine Tweaks (CET) Download ↗
2🛠️ RED4ext — RED4ext (native plugin loader) Download ↗
3🛠️ redscript — redscript (scripting framework) Download ↗
4🧩 ArchiveXL — ArchiveXL (archive loader) Download ↗
5🧩 TweakXL — TweakXL (tweak framework) Download ↗
6🧩 Codeware — Codeware (UI framework) Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 👍 2.9% endorsement rate — high engagement, a strong quality signal
  • 🏆 #168 of 528 Gameplay mods in this game by downloads

📋 About This Mod

Reduce the recovery delay by 3 seconds for Blue Fang, Kurtz Fang and Head Hunter knifes, and by 9 seconds for Agaou Voodoo axe.ORIncrease the recovery delay by 100 for each.

It could sound cheated but honestly i dont understand the point and the realism of having a knife returning back to your hand from black magic only when you make a critical or one shot hit, this dont make sense for me in a technological point of view.

So for immersion i see it like this : your character when unlocking the Juggler perk gain a cyberware that allow him to control a kind of magnetic field that can be used for calling the knife back to his hand or directly in the sheat while you have switeched to another weapon (and this is linked to a module in the blades too, you can use this for any metal part), and in that sense, there wouldnt be any reason for you cant get it back if you miss your shot, just it would take more time as 90% of the time when not in a building if you miss your shot the knife will fall much further, so more distance to make it back. You could also think that the magnitic field would have much more difficulty to unstick the knife from a hard surface like concrete than from a body, so it take more time to recover when so.

# Agaou axe recovery base value at yellow level = 13 seconds -9 = 4 seconds recovery

# Blue Fang recovery base value at yellow level = 10 seconds -4 = 6 seconds recovery

# Kurtz Fang recovery base value at yellow level = 7 seconds -4 = 3 seconds recovery

# Headhunter recovery base value at yellow level = 5 seconds -4 = 1 seconds recovery

This is an overall value applied to these four items, resulting in the same reduction for all three knifes, i wanted to keep this balanced by not just applying the same recovery time for all, as they each have their utility and special effect. The axe is really powerfull for example, i love it, i mainly use Voodoo Axe as a trophy (after having killed them all for their felony of course) and Kurtz Fang Yakut knife.

As a real life blades collector and old fashion weapons lover i can say im glad they added this skin, which is really well made and a good homage to Yakut culture (tired of always seeing only Nepalian Kukris as exotic blades in most games), paired with Gwynbleidd blade and a touch of gorilla arms this is by far my favorite gameplay.

Because its a global reduction value you also still have the progression of recovery time when upgrading them.

IF you find it too much owerpowered you can edit these in the file :

You cant go beyond -5 for knifes because Headhunter will be at 0, resulting in the knife disapearing before having time to be thrown.

But if you want to reduce more Blue Fang or Kurtz fang, you can also remove Headhunter with this part in the file :

# Headhunter base value 5 -4 = 1

Items. Preset_Punk_Knife_Iconic:

statModifiers: [ !append-once tempKnife_Recovery_inline0 ]

Which will ends up removing the modification of Headhunter, and s

📊 Mod Details

Game
Cyberpunk 2077 Mods
Author
DoubleScotch42
Version
1.0
Downloads
1,180
Endorsements
34
Category
Gameplay
Created
3/28/2024
Updated
3/28/2024

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