Cyberpunk 2077
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DanEnriq

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DanEnriq

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About this mod

Done everything in the game and now you're bored? Prepare to be even more bored with this overpowered cyber ninja overhaul.

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Done everything in the game and now you're bored? Prepare to be even more bored with this overpowered cyber ninja overhaul.

MEANT TO BE PLAYED ON VERY HARD!
Think of it like a new game plus except its just cheats.

I recommend pairing this mod with the following mods:

FEATURES:

  • AUTOMATIC MELEE BLOCKING
  • All you need to do is equip a melee weapon of your choice and it will automatically block/parry melee attacks and hits from enemies (although it won't trigger any animation for this).
  • This also works for bullet blocking/deflecting (still needs you to take the necessary perks for this to work, and it also triggers a bullet deflect animation).

NOTE: Since this feature requires you to have your melee weapon equipped and out of "safe" state, your melee weapons will now never automatically lower/holster themselves out of combat except for when you trigger scan mode.


  • MELEE BLOCK FROM ALL DIRECTIONS


  • INFINITE MELEE COMBOS FOR MELEE WEAPONS
  • Pretty self explanatory.


  • STAMINA BAR TRIVIALIZED
  • Now you can stop worrying about your stamina, take it out of your mind entirely because it just doesn't matter anymore.


  • VERY FAST RAM REGENERATION
  • This partially trivializes your memory bar.
  • You still consume RAM as you quickhack enemies, but consume fast enough and you might outpace the ram regen.
  • Doesn't work on health bar during Overclock mode.


  • OVERPOWERED OVERCLOCK
  • Almost instant cooldown for your cyberdeck overclock mode.
  • Greatly increased duration for your cyberdeck overclock mode.


  • VERY FAST ATTACK ANIMATIONS FOR;
  • Katanas
  • Fists
  • Gorilla Arms
  • Monowires
  • Mantis Blades
NOTE: When I say fast, I mean REALLY FAST, the weapons above will be 50% blur on your screen. This also means you can spam left click with any of the weapons above and feel like you're firing a semi auto rifle.


  • BUFFED WEAPON RANGES FOR;
  • Katanas now have 100% increase in range
  • Fists now have 100% increase in range
  • Gorilla Arms now have 100% increase in range
  • Monowires now have 450% increase in range
  • Mantis Blades now have 100% increase in range
NOTE: Monowires are pretty overpowered now with the increase in range and attack speed.



  • TIME DILATION IS DISABLED
Any kind of time dilation is out the door coz badasses don't need hand holding, this includes but are not limited to;
  • Finishers
  • Takedowns
  • Scanner Time Dilation
  • Sandevistan
  • Kerenzikov
NOTE: The buffs/effects from stuff like Kerenzikov perks or Sandevistan cyberware still works, only the time dilation is disabled.


  • INFINITE AMMO
  • You still need to reload clips.


  • 100% FASTER RELOAD SPEED FOR ALL WEAPONS
  • Pretty self explanatory.


  • PERFORM FINISHERS WITHOUT THE REQUIRED PERKS
This includes finishers for
  • Blunt Weapons (Body)
  • Knife or any weapon utilizing Cool perks (Cool)
  • Blade Weapons (Reflex)
  • Monowires (Intelligence)
NOTE: Although you don't need the perks anymore, the finishers for some reason deal only half as much damage as you would if you took the necessary perks so I recommend still taking the necessary perks for finishers in the end.


  • OVERPOWERED FINISHERS
Now you can perform finishers on full health low ranking enemies, and from further away. I'm not sure what the vanilla values for the finisher thresholds were but these are the new values:
  • Health threshold for finishers is now vanilla + 750 HP points, meaning if an enemy has exactly that or lower HP, you can immediately perform finisher on them.
  • Distance threshold for finishers is now vanilla + 100 units, I'm not sure what unit of measurement the game engine uses but now you can perform finishers from further away.
  • You can perform finishers on Elite units and bosses but it won't kill them in 1 go no matter how high the health threshold is. A skull enemy takes me about 2-5 finisher animations to kill.
NOTE: Only my personal observation, but it seems the finisher distance threshold increases even further if an enemy is below you, just something to keep in mind.


  • 300% BASE DAMAGE INCREASE FOR ALL WEAPONS
  • Now you're on par with NPC damage values in a "Very Hard" game setting.


  • SLIGHTLY BUFFED POWER WEAPONS
  • Ricochet bullets from power weapons will now search for targets in a 360 degrees radius. This makes it easier for ricochets to find a target to hit. Vanilla values only ranged between 25 - 180 degrees depending on weapon type.
  • Can view ricochet angle without the required cyberware.


  • SLIGHTLY BUFFED TECH WEAPONS
  • Bolts no longer need full charge to fire alongside your bullet.
  • Tech weapons charge up very fast.
NOTE: You need the necessary Tech weapon perks in the tech skill tree.


  • SLIGHTLY BUFFED SMART WEAPONS
  • Smart Weapons now lock on their targets instantly.
  • Target lock on duration increased by 500%.
  • Target lock on range increased by 500%.
  • Can use smart targeting without the required cyberware.
  • Targeting reticle has been increased by 300%.


  • 100% REDUCED CRAFTING COST
  • Free crafting.


  • 100% REDUCED UPGRADING COST
  • Free upgrading.


  • VERY LONG PING DURATION
  • Ping quickhack duration extended to 999 seconds.


  • ALMOST INSTANT QUICKHACK UPLOAD
  • Quickhack upload times greatly reduced to just 0.1 nanosecond.


  • OVERPOWERED QUICKHACK SPREAD
  • Quickhack enemy digit spread has been increased to vanilla + 25 enemies.
  • Quickhack spread distance increased to vanilla * 10.
  • Overclock quickhack spread chance increased to 100%.


  • QUICKHACK RAM COSTS GREATLY REDUCED
  • Quickhack RAM cost when uploading has been very very greatly reduced.


  • KNOCKDOWN ANIMATION DISABLED


  • NO FALL DAMAGE
  • Just like my previous mod: https://www.nexusmods.com/cyberpunk2077/mods/9701
  • Except this time, the player reacts with a grunt sound and a short recovery animation if they fall high enough.
  • Aerial takedowns now also work, whereas in my previous mod, it completely ignored conditions for aerial takedowns.
  • Just to reiterate, YOU WILL NOT DIE FROM FALLING AND YOU WILL NOT TRIGGER LONG RECOVERY ANIMATION FROM FALLING.


  • AIM ASSIST
Ok maybe badasses do need hand holding;
  • Just like my previous mod: https://www.nexusmods.com/cyberpunk2077/mods/9681
  • Except this time, added additional functionality for Bullet Magnetism and Bullet Dead Reckoning just like in console version so this pretty much greatly increases your chance of hitting a target if they're directly in your crosshairs and you're aiming down sights.


  • OPTICAL CAMO INSTANT RECHARGE
  • Pretty self explanatory.


  • NULLIFIED MITIGATION CHANCE
  • Because I wanted a challenge, so I set mitigation chance to 0. Who needs damage reduction?


  • NULLIFIED MITIGATION STRENGTH
  • Because I wanted a challenge, so I set mitigation strength to 0. Who needs damage reduction?


  • CARRY CAPACITY TRIVIALIZED
  • Now you can stop worrying about your carrying capacity, take it out of your mind entirely because it just doesn't matter anymore.


  • CYBERWARE REQUIREMENT REMOVED FOR;
  • Double jumping
  • Grenade trajectory visualization
  • Grenade explosion radius visualization
  • Walking silently
  • Running silently
  • Landing silently
  • Grappling silently


  • PERK REQUIREMENT REMOVED FOR;
  • Gag order (Killing an enemy that has detected you for the first few seconds will not alert the rest of their allies.)
  • Can shoot while dodging
  • Can shoot while grappling
  • Can shoot while moving
  • Can shoot while vaulting
  • Can aim down sights while dodging
  • Dash (still need the perk for the sound effect and screen effect)
  • Air Dash (still need the perk for the sound effect and screen effect)


  • RELIC REQUIREMENT REMOVED FOR (PHANTOM  LIBERTY);
  • Optical Camo combat exit
  • Weakspots/Vulnerabilities

Installation: Extract zip contents to Cyberpunk 2077 game directory.