Cyberpunk 2077
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enowai

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enowai

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Mod rebinds the finisher keybinding to a different key.

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This mod will stick around for my Savage Sling connoisseurs. Eventually, capability will be shifted to Automatic Finishers.
Alternate Finisher Keybind has been moved to Automatic Finishers. Any required updates will be tracked on that mod!


                                                                                                                                                                                                                                                                                

If you're like me, you play the game modded with as little UI as you can to either be more immersed, or be more challenging. Unfortunately, if you're playing a melee build and have removed enemy health bars, that comes with the inability to gauge what melee attack may bring the enemy within the health target for finishers; you'll keep smacking away, only to accidentally kill the target because you attacked again instead of hitting the default use action key, being the F key  for keyboard.

I got tired of this, so I thought it would be better if you could rebind the key for finishers. The mod's default finisher key has been rebound to default attack key (mouse 1 for mouse, right trigger for controllers). The gorilla arms savage sling ability has been rebound to the default block/aim key (mouse 2 for mouse, left trigger for controllers), and I've removed the button hold requirement. So this mod is also useful if you don't like to wait around to start chucking people at their friends.

I just don't see a reason to not finish an enemy if available, since Cyberpunk combat has become immensely enjoyable, but isn't necessarily very tactical.

INSTALLATION: Install the requirements. Vortex mod manager install works fine for this mod. Or, if wanting to manually install, drop the r6 folder in your root Cyberpunk 2077 directory. Update 1.1 introduced the options.json file, which will override other mods with the same file. If you use keyboard & mouse, this file introduces the ability to change the keybindings in the UI instead of the input file itself:

Spoiler:  
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If you use another mod that changes the options.json file (Astonishing Crowd & Immersive First Person are two examples, and are mods that I use), then you will need to combine the changes made by each mod into one file. I use Microsoft's Visual Studio Code to compare files, but use whatever text editor you feel comfortable with.

Additions I have made are from line 1970-1982.
        ,
                {
                    "name": "CustomFinisher",
                    "display_name": "LocKey#92110",
                    "order": 39,
                    "is_input": true
                },
                {
                    "name": "CustomFinisherAlt",
                    "display_name": "LocKey#88003",
                    "order": 40,
                    "is_input": true
                }

I've seen other mod error reports when mods make UI adjustments, where the game produces an error for the user settings being corrupt after mod install (like Better Controls Menu Continued). If it does occur for you, just know that restarting the game will produce no error, but you will have to configure your user settings (video, graphics, key bindings, etc) back to the way you had it.

COMPATIBILITY: Other than the options.json file comments above, shouldn't conflict with anything else out there except a mod trying to do the same thing.

This is my first mod. There are currently no script files involved with this change, but read below for why it may be necessary eventually.

Spoiler:  
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KNOWN ISSUE: While in the thick of the fight, you have finished one enemy and move on to the next. Once this second target reaches the health trigger for finishers, the prompt may still come up even though the debuff/cooldown is still ticking until you can finish again. This is a vanilla thing, and isn't particularly an issue with the default finisher keybind. With this mod's defaults, if you incapacitate this second target, and you start attacking a close-by third target, the camera still thinks you want to finish the second target and will try to realign to face them instead of the third target you want to focus. All because the attack key and the finisher key is the same.

WORKAROUND: Wait a second for the second target to be incapacitated, or move to a target far enough away as to not result in this behavior. Or rebind the finisher attack key to something other than your primary attack key. I decided to release the mod anyway, as this trade-off is worth it to me; the flow of combat feels very satisfying now I don't need to care about careful melee on targets to initiate finishers.

CONCEPTUAL FIX: I need to find where the trigger is for finisher prompt, and how to introduce a condition containing the debuff/cooldown to restrict it from triggering. Unsure if CDPR will fix this themselves, since they didn't design the finisher to conflict with melee attack key anyway.

I am not really familiar with coding in C++ from scratch, so if you already know this information and the how to do so, would be greatly appreciated.