Loving having a variation of the old Scissors mod back in my game. One small oddity I've noticed is that some (not all) enemy netrunners will t-pose when performing a trace action on me. Its almost like they're missing an animation or idle state when performing the trace action, becuase if I break the trace they stop the t-posing.
No, I'm not using that. There seems to be an animation that netrunners use while tracking. They will crouch behind cover, and seem to use a deck or tablet. IIRC one cause of T-posing can be an NPC not having access to an animation the game thinks they should be using. The situations I've seen this in makes me think the NPC doesn't/can't access the netrunner animation, but that's just a wild guess.
Yeah, that's an issue I overlooked when making this, it's cause of this mod :s I've had a new version that's more compatible with other mods and fixes a buncha things nearly finished for weeks now, but I need to just fix up a few bits before putting it out into the world. soon (tm)
Great work with the mod!!!! Will you make this mod compatible with Enemies of Night City? Together, both of these mods will make the perfect playthrough. I love the mod!!!!
Huh, I hadn't noticed that error there till now. I'm not certain why this occurs, as the two inlines do exist and adding to them works correctly. I've seen it with another TweakXL .yaml mod, too. I'll see if I can figure it out, but it doesn't seem to actually break anything.
Hey there, had a quick look. Unfortunately it seems like it's creating new "ArchetypeData" entries for all the enemies in the game, and replacing their original ones. This mod adds quickhack abilities to the original ArchetypeData entries, which means (I believe) no enemies will get to use them, since EONC is replacing the original ones to do their own things. Even if some enemies stayed the same, I imagine that the behaviours this mod changes would either also be overridden, or if they're not it could likely introduce bugs to how enemies behave.
Apologies! But that's a super cool mod by the looks of it, thanks for pointing it out to me! If I get around to making a larger and more robust version of this mod, I'll see if it's possible to make a patch with EONC. But don't hold your breath lol
Wait hold on I did the thing where I say things before fully checking!
EONC doesn't change the archetype data of every enemy using GenericRangedT2/3, so some enemies will still become netrunners from this mod in way that shouldn't interfere with EONC's function. EONC overrides WeaponHandlingComposite entirely, so the changes I've made to that behaviour shouldn't be present at all. This means that the enemies this mod changes will only hack from in cover (like scissor's mod), not out of cover.
!! Important tho - you'll have to modify /bin/x64/plugins/cyber_engine_tweaks/mods/Average Hackers Lazy Rebuild/init.lua make sure the (lazy) hack action I inserted is one step higher up the list, because of EONC's changes. Basically just open up /bin/x64/plugins/cyber_engine_tweaks/mods/Average Hackers Lazy Rebuild/init.lua and change the number 5 to 4 in each "table.insert(tempCoverBehaviorNodes, 5,". Leave everything else alone, including the "table.insert(tempWeaponHandlingBehaviorNodes, 4," entries.
I can't see any obvious issues anywhere else so I'd say tentatively yes, they'll work okay together as of EONC's current version, but this mod will touch fewer enemies than without EONC installed and won't let them hack out of cover.
Interesting way of doing things :) Unfortunately I don't think ENC is very compatible because it completely replaces the ability groups that are used in the archetype data, as well as the coverbehavior and weaponhandling composites. There's only a few faction archetypedata that haven't been replaced. The coverbehavior composite might still work though. Also, I believe the game uses GenericArchetype.WeaponHandlingComposite instead of ItemHandling.WeaponHandlingComposite. Good work though!
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I've had a new version that's more compatible with other mods and fixes a buncha things nearly finished for weeks now, but I need to just fix up a few bits before putting it out into the world. soon (tm)
Thanks for the mod!
[2023-12-25 13:32:01.282] [warning] ArchetypeData.GenericRangedT2_inline2.abilities refers to a non-existent record or flat.
I'm not certain why this occurs, as the two inlines do exist and adding to them works correctly. I've seen it with another TweakXL .yaml mod, too. I'll see if I can figure it out, but it doesn't seem to actually break anything.
Any idea if this would play well with a crazy person like myself using Enemies of Night City on 2.1?
Unfortunately it seems like it's creating new "ArchetypeData" entries for all the enemies in the game, and replacing their original ones.
This mod adds quickhack abilities to the original ArchetypeData entries, which means (I believe) no enemies will get to use them, since EONC is replacing the original ones to do their own things.
Even if some enemies stayed the same, I imagine that the behaviours this mod changes would either also be overridden, or if they're not it could likely introduce bugs to how enemies behave.
Apologies! But that's a super cool mod by the looks of it, thanks for pointing it out to me!
If I get around to making a larger and more robust version of this mod, I'll see if it's possible to make a patch with EONC. But don't hold your breath lol
EONC doesn't change the archetype data of every enemy using GenericRangedT2/3, so some enemies will still become netrunners from this mod in way that shouldn't interfere with EONC's function.
EONC overrides WeaponHandlingComposite entirely, so the changes I've made to that behaviour shouldn't be present at all. This means that the enemies this mod changes will only hack from in cover (like scissor's mod), not out of cover.
!! Important tho - you'll have to modify /bin/x64/plugins/cyber_engine_tweaks/mods/Average Hackers Lazy Rebuild/init.lua make sure the (lazy) hack action I inserted is one step higher up the list, because of EONC's changes.
Basically just open up /bin/x64/plugins/cyber_engine_tweaks/mods/Average Hackers Lazy Rebuild/init.lua and change the number 5 to 4 in each "table.insert(tempCoverBehaviorNodes, 5,". Leave everything else alone, including the "table.insert(tempWeaponHandlingBehaviorNodes, 4," entries.
I can't see any obvious issues anywhere else so I'd say tentatively yes, they'll work okay together as of EONC's current version, but this mod will touch fewer enemies than without EONC installed and won't let them hack out of cover.
(I'm off to go install EONC now, thanks lol)
-ENC dev