Fact 1: Before game version 2.1, Sonic Shock prevented enemies from starting the trace position. This changed in 2.1, with initial confusion about if it was intended or not (as we only got confirmation 2 patches later).
Fact 2: If you like this change, then you're in luck: you don't need this mod! In fact, you have no business here nor reason to be on this page to begin with.
Fact 3: This mod is for whoever wants that functionality back, for whatever reason.
Fact 4: Everyone's opinions have the exact same value (both people that like the change and people that want to revert it), for it is indeed a personal opinion regarding a personal taste in the context of singleplayer game, and there's no point in arguing over the change since (thanks to this mod) noone has to play the game how they don't want it to work. So, since this is the comment section of a specific mod and not a sufficiently wide forum where to tackle in-depths themes of gameplay balancing (in a singleplayer, moddable, game that already has a solution to everyone's happiness), i'm gonna consider everything that isn't about the mod as offtopic.
I have all the dependencies and this mod is installed. I'm consistently getting traced using Tier 3 (Blue) Sonic Shock before I queue any traceable mods. I have read through the comments and cannot find a workaround for this at all. Please help
I have a weird request. Epic - Sonic Shock should be hiding enemies from their allies, but this seems to not be working anymore when you use Legendary or Iconic tiers of Sonic Shock. Would you be able to look on it? This is the only mod I've encountered changing the quickhack, sorry for the unusual post (I even like the extra mile of needing Memory Wipe to have hacks untraceable).
As usual, make sure that the hack you're using is at least of the tier where this ability is unlocked. The description tells it explicitly. Just tested, and it works as usual
Just to make sure. If tracing already started. When I upload sonic shock and queued a cyberpsychosis the tracing is then increased automatically, is this intended? Or do I actually had to upload sonic shock first, wait till it finished, then that's the time when the tracing shouldn't increase?
Oh, i see now where the confusion is coming from. The protection against increases only starts after Sonic upload and, when the trace has already started, other uploads do their increases as soon as they're added to the queue. I'll look into it
Ah ok, hopefully you can sort it out, Its our fault actually since the tracing already started, but I would assume that the behavior of sonic shock isolating someone still persist, even after the tracing is started.
also, not sure if its already been implemented or not, but I think logically, the one that trace you, if you eliminate him/her it should kill / reduce the tracing progress. I might comment this in the wrong mod section though, but Trace Position Overhaul is also your mod right? so I thought might as well hehe
Yes, it was only an issue of sequence in the events. Should be fixed now.
Regarding realistic trace, Trace Position Overhaul already does it. Option is just off by default if you don't also have Random Netrunners installed (as it would be quite op without additional netrunners acting as secondary trackers)
So just wanted to mention to anyone curious and having an issue with the mod, the tier 2 (green) version of sonic shock does not have the required "scrambles comms" debuff to prevent tracing in the way the mod does it. Tier 2 only deafens enemies, so it makes sense that it doesn't really. This might have been obvious or implied for others, but as someone doing a netrunner playthrough for the first time post 2.0, I was at a loss at first. Hope this helps!
"REDScript compilation has failed. This error has been caused by mods listed below: SonicShockRestored" I'm using latest version of REDScript and all dependencies.
I've installed this through Vortex and now when using Sonic Shock the tracing bar doesn't even show up at all when queueing Synapse Burnout, I guess this is fine. But when just using Synapse Burnout it shows the tracing bar as failed... Is it a problem with only the Vortex installation?
EDIT: actually Synapse Burnout makes the tracing fail even without this mod, what's going on? O_o
Thank you for restoring the ability to play a stealth netrunner. The trace made it basically impossible to use hacks on NPCs during literally any mission, heck any group of enemies larger than 3 gangoons were pushing it already. And being forced to ONLY use takedowns/knives/silenced guns gets old eventually.
I mean, if CDPR only made Trace possible if the enemy had a netrunner among them who would be the only one able to trace you, that'd be fine... more than fine, IMMERSIVE. But any single digit IQ goon just revealing you after arbitrary timer? No thanks.
I mean, if CDPR only made Trace possible if the enemy had a netrunner among them who would be the only one able to trace you, that'd be fine... more than fine, IMMERSIVE. But any single digit IQ goon just revealing you after arbitrary timer? No thanks.
121 comments
Quickhack description is explicit about it
Before game version 2.1, Sonic Shock prevented enemies from starting the trace position. This changed in 2.1, with initial confusion about if it was intended or not (as we only got confirmation 2 patches later).
Fact 2:
If you like this change, then you're in luck: you don't need this mod!
In fact, you have no business here nor reason to be on this page to begin with.
Fact 3:
This mod is for whoever wants that functionality back, for whatever reason.
Fact 4:
Everyone's opinions have the exact same value (both people that like the change and people that want to revert it), for it is indeed a personal opinion regarding a personal taste in the context of singleplayer game, and there's no point in arguing over the change since (thanks to this mod) noone has to play the game how they don't want it to work.
So, since this is the comment section of a specific mod and not a sufficiently wide forum where to tackle in-depths themes of gameplay balancing (in a singleplayer, moddable, game that already has a solution to everyone's happiness), i'm gonna consider everything that isn't about the mod as offtopic.
I have a weird request. Epic - Sonic Shock should be hiding enemies from their allies, but this seems to not be working anymore when you use Legendary or Iconic tiers of Sonic Shock. Would you be able to look on it? This is the only mod I've encountered changing the quickhack, sorry for the unusual post (I even like the extra mile of needing Memory Wipe to have hacks untraceable).
Just tested, and it works as usual
The protection against increases only starts after Sonic upload and, when the trace has already started, other uploads do their increases as soon as they're added to the queue.
I'll look into it
also, not sure if its already been implemented or not, but I think logically, the one that trace you, if you eliminate him/her it should kill / reduce the tracing progress. I might comment this in the wrong mod section though, but Trace Position Overhaul is also your mod right? so I thought might as well hehe
Regarding realistic trace, Trace Position Overhaul already does it. Option is just off by default if you don't also have Random Netrunners installed (as it would be quite op without additional netrunners acting as secondary trackers)
What does the log in r6/logs say?
EDIT: actually Synapse Burnout makes the tracing fail even without this mod, what's going on? O_o
I mean, if CDPR only made Trace possible if the enemy had a netrunner among them who would be the only one able to trace you, that'd be fine... more than fine, IMMERSIVE. But any single digit IQ goon just revealing you after arbitrary timer? No thanks.