Cyberpunk 2077
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enowai

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  1. enowai
    enowai
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    UPDATE 1.0, December 16th, 2023: Removed the black screen that occurs during death, so players can actually see the whole animation. Also, tested and ended up liking extending the time frame until resurrection, allowing for V to lie on the floor feigning death. I tried removing time dilation effects upon death, and it may work for some effects and not others; for example, I tried with Reflex Tuner cyberware, but that doesn't seem to be affected by time dilation functions, as far as I can tell.

    December 7th, 2023
    :
    Mod is compatible with 2.1 as is. No update required.

    December 4th, 2023
    :
    Verified with version 2.0X for now. Update, if necessary, to be determined for 2.1. No ETA.
  2. Coldtrain2000
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    Is this still needed?
    1. 77cats
      77cats
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      From the description of the mod, if it works, I'd say it's still needed.

      I used the original Second Heart a few days ago (2.12), got shot, revived, and then got instant killed again. This happened so many times that I thought the Second Heart was a stupid cyberware just costing lots for no real benefits (you can still die from a fall).

      I'll have to try this mod to see if it still works.
  3. DeepBlueFrog
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    Is anyone getting a bug where Combat Mode gets stuck after getting revived with Second Heart?
    If I fight a gang without getting revived, combat mode ends normally.
    If I fight the same gang, get killed and revived, then combat mode keeps going and going after the end of the fight.
    I have seen that issue before, but with Second Heart it happens 100% of the time after revival.
    I can't find anything about it so it doesn't seem to be a known issue... thinking about a weird interaction with another mod.
    1. enowai
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      I haven't seen that behavior before. Besides the animation adjustments, all this mod is doing is forcing the NPCs to act like the player enabled camo, hence why they "think the player is dead", then returning the player from a vanished state a little bit after revival. If the NPCs see you again, the mod has done its job and it doesn't touch anything after that. I would start stepping through disabling mods to narrow it down, if there is a conflict somewhere.
    2. TanyaSapien
      TanyaSapien
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      Came to this thread to see if anybody else was experiencing this exact bug, as I recently encountered it myself and figured out the connection after some trial and error.

      As of this post, I'm doing some dissection of my mod list. If I find the culprit, I'll come back and report it so people are aware of the known conflict and hopefully a patch can be figured out.
    3. TanyaSapien
      TanyaSapien
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      I isolated it, it's the buggy code knot that is Cyberscript.

      Even running just the core with no modules installed, the combat state bug persists.

      I'll post my findings in the bug thread as well, in case anybody else comes here with the same problem.
    4. DeepBlueFrog
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      Interesting. I would not have thought to check removing cyberscript.
      It is good to know if that is confirmed even if I will keep using it for the display of the players coordinates in the HUD which I need for adding teleport locations to Santa Muerte.
    5. Gn3xus
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      I don't have Cyberscript installed, never have. The locked in/out of combat state is definitely not related to it at all as I'm having it too.
      Thanks for trying to help with that big bug though.
    6. DeepBlueFrog
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      I fixed part of it in Santa Muerte. Some effects to lock the hud and fast travel weee not properly cleared after a Second Heart resurrection.
      The bug is still happening when combat ends too quickly for the game to register or when thugs are after you on the road and you lose track of them too quickly.
      I haven’t been able to fix that one yet.
    7. Spooks81
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      maybe its because of the 2.11 patch? a lot of mods haven't updated since then, if they even need to that is.
    8. DeepBlueFrog
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      That bug was happening with vehicle pursuits and Second Heart before 2.11. 
      I was hoping they would fix it but no such luck.
      Maybe in the future.. 
      I tried everything I could to find a long term fix but at this point, it is a CDPR thing.
  4. ItsVjustV
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    Excellent mod and actually CORRECTION of a failed cyberware system.
  5. tduality
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    OwO this is becoming like 10 times better than in the original. thanks so much! <3
  6. tduality
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    Can you maybe add a delay before the revival for more immersion =) Tysm for this mod.
    1. enowai
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      Got another minor change I wanted to make working. Can see if I can do this too. May make it optional if I figure it out.
  7. coolrocker111
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    Working with 2.1. Thanks a lot!
  8. Scogenelsker
    Scogenelsker
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    Great, thanks a lot
  9. HULKHOD3N
    HULKHOD3N
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    10/10
  10. Krelgarsh
    Krelgarsh
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    This is a great idea and actually it should've been as default in the game. It's a shame completing  lackluster devs' loose ends . Well done indeed.
    1. Jaguarism
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      there is specifically a perk or cyberware that gives you 100% mitigation for several seconds when using "health restoring Cyberware like Blood Pump or Second Heart". i have it and i havnt once "died" twice from not being able to move away. Its not really the devs fault here that someone cant read and thought it was an oversight but still a nice mod if you dont want to waste the slot/points
    2. enowai
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      You're talking about Dorph-Head, and I have that perk even when making the video showcase for this mod (where I died after standing up). Having enemies do less damage via mitigation isn't the same as what this mod is doing, but you should probably know that since you can read, right?

      CDPR made some obviously great decisions with combat change up for this game, but the behavior of NPCs during player death isn't one of them.
  11. kitranch
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    Awesome ! Definitely add some flair to those moments !