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Cheat Sheets for poses and animations
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You can use this to spawn .
This page collects cheat sheets for weapon tweaks. It does not contain information on its own; please check the child pages in the wiki's file tree.
A collection of tweak IDs for certain types of entity
This page doesn't contain any data, it only groups subpages. Please check the wiki's file tree for the individual types of record.
You can find more information about this under Types of tweak records
To find all entries of a certain type, you can use the method described under#searching-.tweak-files-with-powershell.
Feel free to create a new sub-page with your findings!
Explanation for BaseStats behavior. (Tested in game)
Published: Feb 07 2024 by destinybu Last documented update: Feb 07 2024 by destinybu
This page contains an overview on weapon property records and explains their properties.
For a full dump of all base stats, check Cheat Sheet: Base Stats
If you're looking for a guide to add weapons, check ItemAdditions: Weapons or New Iconic Weapon: Step by Step
For an overview of weapon audio profiles, check Cheat Sheet: Weapon Audio
For an overview of weapons and their .ent files, check Cheat sheet: Weapons
To use any of the values from the table, prefix them with BaseStats.
, e.g. BaseStats.RecoilDir
BaseStat | Description |
---|---|
How to limit pose selectability
Published: Apr 27 2024 by , based on research by Last documented update: Apr 27 2024 by
You can use this to limit pose availability.
Adding a poseStateConfig
will cause your pose to be hidden in other circumstances. This might be confusing.
Unless indicated otherwise, none of the pose states below are available when swimming.
Weapon IDs and the tweaks they use
Created: Apr 01 2024 by Last documented update: Apr 01 2024 by
This page collects tweak IDs (and their description) for iconic wepaons, grouped by weapon type
To learn what Tweaks are, check
To learn more about this, check ->
To look up iconic modifiers, open Cyberpunk 2077\tools\redmod\tweaks
and check
base\gameplay\static_data\database\items\weapons\parts\iconic_mods.tweak
More intel on
BaseID | Iconic modifier | Tweaks | Value |
---|
Specify mod slots for your gear
To test the applied effects, you can use . Simply copy the code into a new file inside of Cyberpunk 2077/r6/scripts/
, e.g. debug_damage_types.reds
. After starting up the game and hitting people with your weapon, you can see the log output via CET.
BaseID | Iconic modifier | Tweaks | Value |
---|
BaseID | Iconic modifier | Tweaks | Value |
---|
Effector name | Effector explanation |
---|
Base_Melee_Status_Effect_Application_Stats
enables the application of status effects to enemies
Base_Melee_Weapon_Damage_Type_Chemical
Chemical damage
Base_Melee_Weapon_Damage_Type_Chemical_Min_Max
???
Base_Melee_Weapon_Damage_Type_Electric
Electric damage
Base_Melee_Weapon_Damage_Type_Electric_Min_Max
???
Base_Melee_Weapon_Damage_Type_Physical
Physical damage
Base_Melee_Weapon_Damage_Type_Physical_Min_Max
???
Base_Melee_Weapon_Damage_Type_Thermal
Fire damage
Base_Melee_Weapon_Damage_Type_Thermal_Min_Max
???
RecoilDir
Direction the camera sways in when shooting. +180 Degrees will make the recoil be completely opposite.
RecoilAngle
Affects recoil angle variability. Extremely hard to observe in-game.
RecoilHoldDuration
Sets the time before recoil begins to recover post-firing. If set to 1 second, recoil will hold it's position for one second, then begin recovering.
RecoilTime
Influences the time taken for the weapon to reach its maximum recoil distance. If adjusting RecoilKickMin or RecoilKickMax, adjust this value accordingly for a natural feel.
RecoilDelay
Determines the delay between firing and the start of the recoil effect. If set to 1 second, gun will hold it's position for 1 second before recoil begins.
RecoilRecovery
Controls the speed at which the weapon returns to its original position after recoiling. Opposite of RecoilTime.
RecoilEnableLinearX
Toggles horizontal recoil on (1) or off (0). Affects both ADS and non-ADS; no recoil means no camera/weapon sway, but bullet spread is still present.
RecoilEnableLinearY
Toggles vertical recoil on (1) or off (0). Affects both ADS and non-ADS; no recoil means no camera/weapon sway, but bullet spread is still present.
RecoilEnableLinearXADS
No observable effect in-game.
RecoilEnableLinearYADS
No observable effect in-game.
RecoilKickMin
Minimum recoil distance (camera movement/weapon sway)
RecoilKickMax
Maximum recoil distance (camera movement/weapon sway)
MagazineCapacityBase
Magazine capacity for a weapon
ReloadTimeBase
Governs the speed of which the reload animation plays (no effect on time before one can fire again)
EmptyReloadTime
Governs the speed of which the reload animation plays when magazine is empty (no effect on time before one can fire again)
ZoomLevel
Zoom level of a weapon
AimFOV
FOV in ADS (Gives the illusion of zoom)
HeadshotDamageMultiplier
Damage multiplier for head shots
HeadshotCritChance
Crit chance only for headshots
EffectiveRange
Range after which damage drop off begins
MaximumRange
Range after which bullet will despawn/not hit
WeaponNoise
Does not change weapon audio volume. Affects how enemies react to bullets landing near them, a high weapon noise will make enemies instantly detect you where as low weapon noise means enemies will just look around/ completely ignore the shot
Range
How far you can hit enemies from when using a melee attack. Most melee weapons have a range between 1.5 - 2
Weight
Weight of item in inventory (Set it to 1000 to annoy users 🤣).
ThrowRecovery
Time taken by throwable weapons to return to owner once thrown
CanWeaponIgnoreArmor
Misleading name, as this is not a boolean. Value of 0.5 will mean that the weapon can ignore 50% armor.
DPS
Damage of the weapon as shown in Inventory when the weapon is Tier 1
Preset_Baseball_Bat_Denny |
sq021_peter_pan_baton |
Preset_Cane_Fingers |
Preset_Dildo_Stout |
Preset_Baton_Murphy |
w_melee_boss_hammer |
Preset_Crowbar_Bunker |
Preset_VB_Axe |
Preset_Shovel_Caretaker |
| Does the bullet hit anything? |
| is the current attack a quick melee attack? |
Tweak base stats
Last documented update: May 4 2024 by manavortex
This page will show you a list of all base stats, so you don't need to search the tweak database yourself.
For a list of weapon stats and explanations of what they do, check Cheat Sheet: Weapon BaseStats.
POSE_STATE_GROUND
Can only be used while standing on a surface.
POSE_STATE_GROUND_CROUCH
Can only be used while crouching on a surface.
POSE_STATE_AIR
Can only be used while in mid-air.
POSE_STATE_GROUND_AIR
Can only be used while on a surface or while in mid-air.
POSE_STATE_GROUND_WALK
Can only be used while walking on a surface.
POSE_STATE_GROUND_SPRINT
Can only be used while sprinting on a surface.
POSE_STATE_GROUND_ACTION
Can only be used while in combat on a surface.
POSE_STATE_SWIMMING
Can only be used while swimming.
POSE_STATE_SWIMMING_MOVING
Can only be used while swimming and moving.
POSE_STATE_CAR
Can only be used while driving a car.
POSE_STATE_BIKE
Can only be used while riding a motorcycle.
POSE_STATE_LADDER
Unused / no effect
POSE_STATE_GROUND_FLAT
Can only be used while standing on a flat surface.
POSE_STATE_GROUND_FLAT_AND_AIR
Can only be used while standing on a flat surface or while mid-air.
POSE_STATE_GROUND_FLAT_ACTION
Can only be used while standing on a flat surface and while in combat.
Slightly increases Electrical damage and grants a small chance to apply Shock to the enemy. Non-standard attacks deal more damage. | BaseStats.ElectricResistance BaseStats.ElectrocutedApplicationRate BaseStats.DamagePerHit | Additive, 10f Additive, 5f Multiplier, 1.1f |
Looks like a toy, but its lethality is no joke. When Optical Camo is active, hitting an enemy causes Bleeding. Bleeding caused in this way lasts longer than usual. | BaseStats.BleedingApplicationRate BaseStats.DamagePerHit | Additive, 10f Multiplier, 0.9f |
The last hit in a combo guarantees Crit damage. While Optical Camo is active, all hits are critical and allow you to leap toward your target. Increases damage against Elite enemies. | BaseStats.BonusDmgVsRaresAndElites | Additive, 10f |
Allows you to leap towards distant enemies. When Satori is sheathed, hold primary attack to perform a Quickdraw Attack that is guaranteed to inflict Bleeding. If the enemy is already affected by Bleeding from Nehan, Satori will cause hemorrhaging instead. Hemorrhaging drains enemy Health and regenerates yours. | BaseStats.BleedingApplicationRate BaseStats.DamagePerHit BaseStats.CanMeleeLeap | Additive, 10f Multiplier, 0.9f Additive, 1 |
While Sandevistan is active, increases Crit Chance by 50% and hits apply Bleeding. | BaseStats.ElectrocutedApplicationRate | Additive, 10f |
Byakko's perfect balancing allows you to leap towards an enemy with full force. Killing them allows you to temporarily perform a rapid combo of attacks. | BaseStats.Range BaseStats.CanMeleeLeap BaseStats.BleedingApplicationRate | Additive, 1f Additive, 1 Additive, 10f |
Allows you to leap toward enemies. Attacking Burning enemies guarantees Crit Damage. | BaseStats.CanMeleeLeap BaseStats.BurningApplicationRate BaseStats.DamagePerHit | Additive, 1 Additive, 10f Multiplier, 0.9f |
Deals extra damage against bosses. After killing enemies in rapid succession, all attacks are temporarily guaranteed Crit Hits. The effect refreshes after quickly killing another enemy. If your Health is critically low, all attacks are guaranteed Crit Hits regardless of kills. | BaseStats.BonusDamageAgainstBosses BaseStats.Weight | Additive, 10f Additive, 1.0f |
Crafted for perfect balance. Attack speed is not affected by Stamina. | BaseStats.CanIgnoreWeaponStaminaPenaties | Additive, 1f |
Attacks against poisoned enemies have a 100% chance to cause bleeding. Attacks against bleeding enemies have a 100% chance to cause poisoning. |
Marks enemy on hit. Attacking the enemy's head with any weapon deals 200% damage, returns the Headhunter and clears the mark. |
Stuns the enemy on hit. Headshots stuns after 1 sec while other hits stun after 3 sec. Enemies outside combat state get stunned immediately. |
Definition of "bloodthirsty." When your enemy is bleeding, the cleaver attacks faster and uses less stamina. |
Thrown hits apply Bleeding. If the enemy is already affected by Bleeding from Satori, Nehan will cause hemorrhaging instead. Hemorrhaging drains enemy Health and regenerates yours. |
Thrown hits cripples the target, enemy when thrown, preventing their escape. Continuing attacks in close combat increases damage |
Tsumetogi
Cocktail Stick
Jinchu-Maru
Satori
Scalpel
Byakko
Errata
Gwynbleidd
Black Unicorn
Stinger
Headhunter
Blue Fang
Butcher's Cleaver
Nehan
Fang