Cyberpunk 2077
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r457 and gh057

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r457

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About this mod

Our goal with this mod is to bring the harsh cyberpunk atmosphere into the game. Patch 2.0 did good reworking many of the badly done systems (skills, cops, etc), but in our opinion it’s not enough. Part 2 of the mod introduces the Life Insurance systems into the game. Work in progress! Numbers are a subject to tweaking!

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  • Russian
  • Mandarin
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TANSTAAFL: Part 2
by r457 & gh057

“Oh, ‘ tanstaafl.’ Means ‘There ain't no such thing as a free lunch.’ And isn't,” I added, pointing to a FREE LUNCH sign across room, “or these drinks would cost half as much. Was reminding her that anything free costs twice as much in long run or turns out worthless.”
Robert A. Heinlein
“The Moon Is A Harsh Mistress”

Part 1 of the mod is here.

Prerequisites:

Installation:
  • Download the main archive
  • Extract the archive into the Cyberpunk 2077 install folder
  • Installing Part 1 is highly recommended!

Note for mod authors: we're working on making Animated Widgets Library a stand-alone framework anyone can use (please, don't use it before we authorize it and say it's ready).

Description:
In Cyberpunk 2077 we’re supposed to live in a harsh future world ruled by ruthless corporations and corrupt administration knowing no other God but Money. For anything and everything - you pay. And if they could make you pay for the air you breathe - they would.

Our goal with this mod is to bring that harsh atmosphere into the game. Patch 2.0 did good reworking many of the badly done systems (skills, cops, etc), but in our opinion it’s not enough.

Part 2 of the mod brings the initial implementation of the Life Insurance system. Saving is no longer an option you’ve got everywhere and dying has its price now. If you’ve got an active subscription, you will be revived by Trauma Team medics upon your death. Our teams are generous and will still revive you even with subscription expired, but in that case the safety of your personal belongings is not guaranteed.


Life Insurance system rules:
  • The mod is activated when you sleep in your bed for the first time, so you can start a new playthrough with it - you will have normal saves and checkpoints during the tutorial.
  • When the system is active, you can no longer save at will - manual saves are only available when you are in the vicinity of your home bed (seeing the “go to sleep” dialog line).
  • Sleeping creates an auto-save point and updates your last home location for the Trauma Team.
  • You can buy a Life Insurance subscription at your home PC which gives you X amount of paid resurrections and Y amount of emergency beacons.
  • You can place an emergency beacon to create a temporary revival point - this point is reset after you sleep in your bed.
  • If you die during an open-world sequence you will be revived at the last beacon or home position.
  • If you don’t have enough money to pay for revival or your subscription has expired, you will be revived at Trauma Team medical center and you will lose a substantial amount of money.
  • If you die during a restrictive quest sequence, you will only be revived if you have an active emergency beacon placed. Otherwise you will need to reload your last save.

WARNING! We know that teleporting the player around has a potential to break quest sequences! To avoid that we came up with the system of emergency beacons you need to place manually when you feel being in danger. We’re trying to use in-game logic to detect restrictive quest sequences and only allow resurrection by those beacons. The system is not tested extensively (we’re just two people) and we can’t say for sure if it’s 100% reliable. We also are not automatically invalidating the beacons for multistage quests when the player moves in between different closed locations (working on it) - you will have to watch out for it and place/remove the beacons if you want to be revived. Worst case scenario you will always have your latest bed save to restart from - so get enough sleep!

Default keys: NUM+/NUM- to create/remove beacon, Num* to show/hide biomonitor.

It’s the first shape of the system for you to have a taste of real danger and need of planning. We’re actively working on updating it. Our current plans are to make a full Trauma Team resurrection procedure in-game (loading screen video is a temporary solution), and introduce emergency beacons as an item you can order for a certain price. We’re also working on better quest detection and more/better UI notifications. Same as with Vehicle Insurance, prices and balance will be adjusted when we release other parts of the mod - we realize that at this point some mechanics might not make full sense, but they will be adjusted the moment we will have other parts of the mod up and running, don't worry!

Note that our demo videos of the mod are also using our very own graphics tweaks which are a work in progress.

TODO list:
  • Keyboard & Mouse controls r3visited (for both on foot and vehicles) - to assure the player is always in proper command of the character (several mods do exist that deal with sprint and crouch problems as well as KB&M ways to have analog walking speed, but we’re also investigating here).
  • Vehicles r3visited - tweaking of vehicles so the players have proper controls and won’t feel unfairly punished by Vehicle Insurance charges (same: mods exist, but further tweaks are needed). Since the latest patches the devs have been tweaking vehicles, but still they don’t feel proper and mostly behave like paper dolls that lack weight. So if you want, you can install your preferred vehicle overhaul mod to feel more in control.
  • Reworking of Vehicle Insurance system for more persistency: relying on player garages and parking, not on the spawn mechanic (AMM extensions exist, investigating).
  • Reworking Life Insurance system for the upcoming parts of the mod.
  • Economy rebalance (investigating).
  • Cyberware rebalance (investigating, interesting mods exist).
  • Skills rebalance (searching for ways to introduce more active ones instead of just flat bonuses).
  • Tweaking game’s UI and graphics for better look and feel (in progress).
  • … and other open world balance tweaks to make all the systems work together and create a rewarding gameplay loop.

The end result:
We’re aiming for a complete overhaul of the many gameplay systems done in a coherent way. Cyberpunk 2077 modding community created a lot of interesting mods to date we do like and we plan to rely on. And we’d be pleased to see even more coming from the same direction of making the game “rewardingly harder”.