That's because you are both numpties and didn't have a fully upgraded deck. TweakDB:SetFlat(TweakDBID.new("Items.HauntedCyberdeck_LegendaryPlusPlus.blueprint"), "Items.CyberdeckBlueprint8Slots")
Why can't my blackwall spread to more than 2 enemies? No matter how many enemies it only affects two, i can't find related text in the code. I didn't activate overlock, so it doesn't seem to be the cause of blackwall-bounce6
I researched a bit this issue that I had myself. It seems the real problem is the upload time that gets cutdown on each subsequent bounce. Probably time gets so small on 2nd bounce that after that it becomes negative and never uploads to 3rd enemy. This can be fixed by introducing custom flat value to each bounce. I put 0.1 sec, but you can do whatever. Put these lines after line 23 where base upload time is set to 1.0 sec (in cyberdeck_Canto_mk6.lua file). At the very least it worked for me:
Yeah. To be honest I didn't try to put those numbers before base time. But better be safe than catching some troubles later on. As I mentioned previously - you can choose any time for those bounces. Now that I think about it - range can probably be adjusted since it is probably wasn't the reason for bounce bug. But I left it 8m since deck is OP as hell already and you kinda don't need any other weapon in open combat on Netrunner build. You just activate Overclock, upload Blackwall Gate and watch room clearing itself.
So far so good. I stayed on 8.0 meter range as it was already in the mod. Tweaked a bit time of each bounce but not going further than 0.01 sec. I did commented the overclock upload part since I didn't got much use of it in game. And uncommented it when I got closer to the end game. But it was just a bit of fun, as I said - not exactly useful. With fully developed netrunner build there is no need for such perk. So I finished the game and no problems with those changes. There might occur strange bounces here and there. But I don't think that is the issue of the mod.
Eh... Too bad netrunning was nerfed into the ground basically making it "fight against the clock" or "open combat only". I wish CDPR stuck to actual separate classes and made them more interesting. You know - when you playing Netrunner you actually feel like a netrunner not a Solo with a cyberdeck. Because game has plenty of mechanics to feel like a cool Solo. But not Netrunner...
I tried mod with the current lines from above and most time it works. Sometimes bounces don't work and sometimes they work too good Blackwall hack erased a whole network after a counterhack against an enemy netrunner. Everyone who was connected with him....the house turned into a grave.....
I play a mixed style......sometimes just standing - or sitting - with some space between my Runner and the target...using classic way via camera(s)....and let the daemons doing their work. Or going in with weapons for ranged or close combat..even as a runner with the right usage of suitable quickhacks.
The custom value for each bounce is calculated as ActivationTime = 0 + QuickHack.BaseBlackWallHack_inline11.value + QuickHack.BlackwallHackBounce[number of the bounce]_inline0.valueAs seen here (once the activation time reaches a negative value, it breaks the chain - obviously having the base value at 1 second the very first bounce will result in a negative number as QuickHack.BlackwallHackBounce2_inline0.value is "-3.5"):
So your code will essentially add time to each subsequent bounce. I would instead scale it to whatever you have as base hack. I've set my base at 5 seconds so: TweakDB:SetFlat("QuickHack.BlackwallHackBounce2_inline0.value", -1) --4 seconds TweakDB:SetFlat("QuickHack.BlackwallHackBounce3_inline0.value", -2) --3 seconds TweakDB:SetFlat("QuickHack.BlackwallHackBounce4_inline0.value", -3) --2 seconds TweakDB:SetFlat("QuickHack.BlackwallHackBounce5_inline0.value", -4) --1 seconds TweakDB:SetFlat("QuickHack.BlackwallHackBounce6_inline0.value", -4.5) --0.5 seconds
Lastly, the reason why he chose bounce6 to proc on overclock is because any other bounce will have had additional bounces queued - which is either redundant or OP given that it will upload it to everybody within 8 meters when you press overclock. I honestly rather prefer the base Rippler overclock proc (Reboot Optics + Weapon Glitch) so commented out that thing at the end.
Hello, could you do another mod like this one to make the canto work as the raven microcyber ? Like make the quick hacks upload on three to five enemies at once, then spread even further, but maybe draining a bit more health when spreading. That would be awesome
for those who want a talking Cyberdeck u need the recipe Game.AddToInventory("Items.Recipe_Legendary_HauntedCyberdeck", 1) for the chard https://www.nexusmods.com/cyberpunk2077/mods/9595
same goes for the smg u want it to talk u need to craft it
Could you be more specific? I'm trying to get the dialogue working without choosing that ending.
In order to get the talking, do you get the ENCRYPTED behavioral component from mod you linked and wait for it to trigger the quest? Or just grab the DECRYPTED behavoural from the mod and craft it?
Not really choom ! Just download A.G.I.S virtual atelier Blackwall, you can buy militech canto mk6 and erebus smg on it. Trust me they talking more than i want ^^
Thank you so much for the mod! Do you think you could make a version with no overclock blackwall effect? I like to use overclock stealthily and since that hack is traceable it's kind of difficult to sometimes.
How do you deal with Overclock and any ability that needs the key E to activate like Sandvision? I mean pressing E activates both. I do not know how to separate them. Same with camo and Face implant which needs Middle Mouse Button.
Yo this is a thing with cyberdeck-ex, not this mod but a fix I found was that I would activate scan mode and then press E to activate overclock. Sandy won't activate when you're scanning so that's how I get around it personally. For the camo and face implant try the custom slots mod, it'll let you rebind grenades and camo and such.
hmm is there a reason why the blackwall gateway wont spread? for some reason mine only affects one enemy at a time now and wont spread to others after it kills someone.
Overclock procs the last bounce of Blackwall Gateway instead of the original ability which starts spreading. Not sure why the original mod author did this but I'm pretty sure it was a workaround for some issue with the original ability.
27 comments
TweakDB:SetFlat(TweakDBID.new("Items.HauntedCyberdeck_LegendaryPlusPlus.blueprint"), "Items.CyberdeckBlueprint8Slots")
the text there sis they did it for balancing buuuuuuutttttt
TweakDB:SetFlat("QuickHack.BlackwallHackBounce2_inline0.value", 0.1)
TweakDB:SetFlat("QuickHack.BlackwallHackBounce3_inline0.value", 0.1)
TweakDB:SetFlat("QuickHack.BlackwallHackBounce4_inline0.value", 0.1)
TweakDB:SetFlat("QuickHack.BlackwallHackBounce5_inline0.value", 0.1)
TweakDB:SetFlat("QuickHack.BlackwallHackBounce6_inline0.value", 0.1)
--fixing malware spread
TweakDB:SetFlat("QuickHack.BaseBlackWallHack_inline11.value", 1.0) -- Quickhack Upload Time (In seconds)
TweakDB:SetFlat("QuickHack.BlackwallHackBounce2_inline0.value", 0.1)
TweakDB:SetFlat("QuickHack.BlackwallHackBounce3_inline0.value", 0.1)
TweakDB:SetFlat("QuickHack.BlackwallHackBounce4_inline0.value", 0.1)
TweakDB:SetFlat("QuickHack.BlackwallHackBounce5_inline0.value", 0.1)
TweakDB:SetFlat("QuickHack.BlackwallHackBounce6_inline0.value", 0.1)
TweakDB:SetFlat("QuickHack.BaseBlackWallHack_inline8.value", 12.0) -- + RAM Cost, default 12
TweakDB:SetFlat("QuickHack.BlackwallHackBounce2_inline2.value", 12.0) -- RAM Cost For Each Additional Target Spread To (2 RAM Per Target) , default 18
TweakDB:SetFlat("QuickHack.BlackwallHackBounce3_inline2.value", 12.0) -- default 24
TweakDB:SetFlat("QuickHack.BlackwallHackBounce4_inline2.value", 12.0) -- default 30
TweakDB:SetFlat("QuickHack.BlackwallHackBounce5_inline2.value", 12.0) -- default 36
TweakDB:SetFlat("QuickHack.BlackwallHackBounce6_inline2.value", 12.0) -- default 42
Do you use these settings ingame ? Or have you noticed some problems and changed somthing in the lines.
I will try it next to use this mod for the canto and want to be sure if I can use it so like written in my last post.
Eh... Too bad netrunning was nerfed into the ground basically making it "fight against the clock" or "open combat only". I wish CDPR stuck to actual separate classes and made them more interesting. You know - when you playing Netrunner you actually feel like a netrunner not a Solo with a cyberdeck. Because game has plenty of mechanics to feel like a cool Solo. But not Netrunner...
I tried mod with the current lines from above and most time it works. Sometimes bounces don't work and sometimes they work too good
I play a mixed style......sometimes just standing - or sitting - with some space between my Runner and the target...using classic way via camera(s)....and let the daemons doing their work. Or going in with weapons for ranged or close combat..even as a runner with the right usage of suitable quickhacks.
thank you for your help
The custom value for each bounce is calculated as
ActivationTime = 0 + QuickHack.BaseBlackWallHack_inline11.value + QuickHack.BlackwallHackBounce[number of the bounce]_inline0.value
As seen here (once the activation time reaches a negative value, it breaks the chain - obviously having the base value at 1 second the very first bounce will result in a negative number as QuickHack.BlackwallHackBounce2_inline0.value is "-3.5"):So your code will essentially add time to each subsequent bounce. I would instead scale it to whatever you have as base hack. I've set my base at 5 seconds so:
TweakDB:SetFlat("QuickHack.BlackwallHackBounce2_inline0.value", -1) --4 seconds
TweakDB:SetFlat("QuickHack.BlackwallHackBounce3_inline0.value", -2) --3 seconds
TweakDB:SetFlat("QuickHack.BlackwallHackBounce4_inline0.value", -3) --2 seconds
TweakDB:SetFlat("QuickHack.BlackwallHackBounce5_inline0.value", -4) --1 seconds
TweakDB:SetFlat("QuickHack.BlackwallHackBounce6_inline0.value", -4.5) --0.5 seconds
Lastly, the reason why he chose bounce6 to proc on overclock is because any other bounce will have had additional bounces queued - which is either redundant or OP given that it will upload it to everybody within 8 meters when you press overclock. I honestly rather prefer the base Rippler overclock proc (Reboot Optics + Weapon Glitch) so commented out that thing at the end.
"Items.OverclockedSpreadingHacksAbility"
--"Items.OverclockedSpreadingHacksAbility_M" -- 脑机超频激活时: 对8米内的所有敌人自动上传重启义眼,武器故障和黑墙
could you do another mod like this one to make the canto work as the raven microcyber ? Like make the quick hacks upload on three to five enemies at once, then spread even further, but maybe draining a bit more health when spreading. That would be awesome
Is it possible to change the number of quickhack slots on it? If so, what line should I change on the file?
for the chard https://www.nexusmods.com/cyberpunk2077/mods/9595
same goes for the smg u want it to talk u need to craft it
In order to get the talking, do you get the ENCRYPTED behavioral component from mod you linked and wait for it to trigger the quest?
Or just grab the DECRYPTED behavoural from the mod and craft it?