There are 2 separate ways the "Tracing your location" ui may show: either when the player triggers it with their own quickhack uploads, or when enemy netrunners become suspicious/alerted for other reasons and start uploading on their own (ie. they notice a body).
This mod overhauls the former, when players actively interact with the system and would cause the trace through direct action. As the latter is a completely different mechanic (that just happens to write the same text in the ui widget) and being able to start a trace on their own is a vanilla feature of enemy netrunners, that functionality remains untouched by this mod.
Yeah, I got the T-pose as well, I was actually searching online to see if anyone else got one.
There's only three mods on my list that could be causing it - was checking to see if it was this mod doing it, combat overhaul, or ragdoll overhaul. Although, it's usually animation related, which I don't think this mod touches.
That is unless, maybe, there's a possibility that enemy netrunner's may have dedicated models / abilities? Would facing a netrunner with a random enemy model that isn't a designated netrunner model cause the t-pose perhaps? I mean, I also noticed a trace being put out on me when one of the netrunners walked by an unconcious body (and yeah, it t-posed it) - is that normal parameters to set off the trace mechanic?
I'm thinking back to like Tf2 t-posing. Draining ammo to zero while holding the fire button and picking up a fully-loaded gun causes t-poses in that game. It happens because under normal circumstances the gun with zero ammo deletes itself from the loadout, but since we picked up one with ammo, the game tries to delete the one with ammo. Creating an animation error from broken parameters as the game thinks your holding both an empty and full weapon at the same time, changes to null. --
On a side note: for some reason, I'm also missing shadows on my hats/hair and guns too. I have no idea what's causing that, especially considering they are vanilla items - and I have no mods that alters any shadows or items (/shrug). I also noticed on the Kang Toe convoy mission, the motorcycle pan-am drives was completely missing from the mission.
ALSO, I'd like to point out this was not a problem for the first couple hours of using this mod, it was after repeated play for awhile did I first see it. I'll try two new fresh games with the mod attached and removed, and see if it persists.
110% not this mod. If another mod gives the npc's version of "ping" to them haphazardly, they will t-pose during search phase while uploading it (and the "tracing location" widget will appear), but it's not this mod's doing and not really even the same mechanic.
Any mod that gives netrunning capabilities to npcs that lacked them is a possible culprit. Not Random Netrunners though, as i account for this in my mods
EDIT: there's a bug report for this on Combat Revolution's page
mod worked fine last time i played, now when i play (the mod is updated and settings for it show up in the menu) enemies can trace me no matter what. any fixes or known conflicts??
I noticed that netrunners wont stop protecting their network while knocked out, just when they are dead. Dunno if its a bug or a feature but would be really cool if the next update has at least a toggle to stop them from tracing even when knocked out. I mean how they tracing me in their dreams? I tend to play minimum casualties style and frying the runners just cause of this weird thing is kinda dirty imo.
Also the copy and paste perk kinda doesn't really work when getting traced. Maybe im doing something wrong but it will sorta spread the hacks, however they dont do anything(no damaga no animation not even an uploading hud element) to the enemies, all that happens is that the trace bar goes form 0 to 100 instantly(as if hacks got spread in the network).
EDIT: yeah just now read the pinned comment and that explains the copypaste weirdness. it applies only to the latter "alerted trace" however i tried many times to alert some default netrunners and they never started this kind of trace. I tried it back in 2.1 on the same base and runner and she reliable started the alerted trace back then, so maybe they changed something in the 2.2 update regarding alerted runners or the mod does away with this kind of trace. the knocked out trace is still here and kinda weird tho
How exactly does the "reverse trace" option work under "Counter-A-Hack perk" in the mod settings? I have it enabled and have the perk unlocked but when a regular enemy starts tracing me I am unable to hack them through any object it seems. However, I can see the enemy is highlighted to a yellowish color through any objects, just cannot hack them unless I have clear line of sight. Am I misunderstanding how this mod option works?
Is this always or only somewhere? I can sometimes reproduce this, but it usually works on my end. Even when it doesn't, moving about a bit and changing the angle through the obstacle usually manages to let let them be scanned
Their focuses are fairly distinct, and they're entirely compatible. With Radial Breach warding agains the limits Better Netrunning was running up to, everything is working properly as it is
i just started new game with ENC and this mod and literally every one got that " able to track " writing under every hack, even pedestrians . i cant play stealthy netrunner at all ."rescue" quest, now on maelstrom base . i cant hach a freaking camera they start tracing . im scared what i see later in game . like the idea but makin my stealth netrunner un[playable
Great mod that does what it says. Very cool if you want to be traced a lot less, but still want to worry about it sometimes.
Sadly it's not for me as it does drastically lower the difficulty/remove a lot of consequences for hacking. If a network is protected by a runner, it works like vanilla quickhacking in that any protected non-ICE'd enemy can start a trace (unless you manage to single out and take down the runner first.) Personally I think that quickhacking is already very strong on its own, but your mileage may vary.
Either way, the mod works like a charm and I'd still recommend it to anyone who's looking for an easier time or perhaps immersion. If you care about difficulty, this is probably not for you (but perhaps there's other mods that pair nicely with this and make easy quickhacking more balanced.)
Thanks. The intent of the netrunner protection is to force the stealthy player to work around netrunners and do that singling out. Random Netrunners is the intended combo for it, to make them more widespread and unpredictably-placed. This also gives Ping a use, by highlighting netunners elsewhere in the network
Whenever I hack an enemy with this mod (and its dependencies) enabled the enemy glows as if I had pinged them and were looking at them when obscured through a wall. The problem is that this happens even when the enemy is clearly in line of sight and persists even when the enemy is dead (or when pieces of them are scattered, very visible in the chimera fight).
If this is intended I would appreciate a way to turn it off. I don't think it is because V's hands and gun will become translucent when the glowing enemy is in front of them.
It is very likely that this was caused by the new patch, but I thought I would share just in case.
Regardless, thank you for making such a cool mod. Stealth netrunning is a blast.
just updated to v2.0.1 ... REDScript compilation failing to load ... caused by -DisablePositionReveal- Any legacy script fragments in your update that might be causing this? Would you mind putting v 2.0.0 back up as can't DL it out of archive to roll-back? cheers mate
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This mod overhauls the former, when players actively interact with the system and would cause the trace through direct action.
As the latter is a completely different mechanic (that just happens to write the same text in the ui widget) and being able to start a trace on their own is a vanilla feature of enemy netrunners, that functionality remains untouched by this mod.
There's only three mods on my list that could be causing it - was checking to see if it was this mod doing it, combat overhaul, or ragdoll overhaul. Although, it's usually animation related, which I don't think this mod touches.
That is unless, maybe, there's a possibility that enemy netrunner's may have dedicated models / abilities? Would facing a netrunner with a random enemy model that isn't a designated netrunner model cause the t-pose perhaps? I mean, I also noticed a trace being put out on me when one of the netrunners walked by an unconcious body (and yeah, it t-posed it) - is that normal parameters to set off the trace mechanic?
I'm thinking back to like Tf2 t-posing. Draining ammo to zero while holding the fire button and picking up a fully-loaded gun causes t-poses in that game. It happens because under normal circumstances the gun with zero ammo deletes itself from the loadout, but since we picked up one with ammo, the game tries to delete the one with ammo. Creating an animation error from broken parameters as the game thinks your holding both an empty and full weapon at the same time, changes to null.
--
On a side note: for some reason, I'm also missing shadows on my hats/hair and guns too. I have no idea what's causing that, especially considering they are vanilla items - and I have no mods that alters any shadows or items (/shrug). I also noticed on the Kang Toe convoy mission, the motorcycle pan-am drives was completely missing from the mission.
ALSO, I'd like to point out this was not a problem for the first couple hours of using this mod, it was after repeated play for awhile did I first see it. I'll try two new fresh games with the mod attached and removed, and see if it persists.
If another mod gives the npc's version of "ping" to them haphazardly, they will t-pose during search phase while uploading it (and the "tracing location" widget will appear), but it's not this mod's doing and not really even the same mechanic.
And, is it possible 'combat overhaul' perhaps gave them that ping? Do you have that mod installed and tested with your mod?
Come to think of it, I think I saw the t-pose only on trace, and it didn't show up when they uploaded other hacks.
Not Random Netrunners though, as i account for this in my mods
EDIT: there's a bug report for this on Combat Revolution's page
Dunno if its a bug or a feature but would be really cool if the next update has at least a toggle to stop them from tracing even when knocked out.
I mean how they tracing me in their dreams?
I tend to play minimum casualties style and frying the runners just cause of this weird thing is kinda dirty imo.
Also the copy and paste perk kinda doesn't really work when getting traced. Maybe im doing something wrong but it will sorta spread the hacks, however they dont do anything(no damaga no animation not even an uploading hud element) to the enemies, all that happens is that the trace bar goes form 0 to 100 instantly(as if hacks got spread in the network).
EDIT: yeah just now read the pinned comment and that explains the copypaste weirdness. it applies only to the latter "alerted trace" however i tried many times to alert some default netrunners and they never started this kind of trace. I tried it back in 2.1 on the same base and runner and she reliable started the alerted trace back then, so maybe they changed something in the 2.2 update regarding alerted runners or the mod does away with this kind of trace.
the knocked out trace is still here and kinda weird tho
I can sometimes reproduce this, but it usually works on my end. Even when it doesn't, moving about a bit and changing the angle through the obstacle usually manages to let let them be scanned
With Radial Breach warding agains the limits Better Netrunning was running up to, everything is working properly as it is
This mod only impacts the ability of NPCs to actually trace those traceable hacks
Very cool if you want to be traced a lot less, but still want to worry about it sometimes.
Sadly it's not for me as it does drastically lower the difficulty/remove a lot of consequences for hacking.
If a network is protected by a runner, it works like vanilla quickhacking in that any protected non-ICE'd enemy can start a trace
(unless you manage to single out and take down the runner first.) Personally I think that quickhacking is already very strong on its own, but your mileage may vary.
Either way, the mod works like a charm and I'd still recommend it to anyone who's looking for an easier time or perhaps immersion.
If you care about difficulty, this is probably not for you (but perhaps there's other mods that pair nicely with this and make easy quickhacking more balanced.)
The intent of the netrunner protection is to force the stealthy player to work around netrunners and do that singling out.
Random Netrunners is the intended combo for it, to make them more widespread and unpredictably-placed.
This also gives Ping a use, by highlighting netunners elsewhere in the network
But yes, it is.
If this is intended I would appreciate a way to turn it off. I don't think it is because V's hands and gun will become translucent when the glowing enemy is in front of them.
It is very likely that this was caused by the new patch, but I thought I would share just in case.
Regardless, thank you for making such a cool mod. Stealth netrunning is a blast.
It shouldn't happen anymore
REDScript compilation failing to load ... caused by -DisablePositionReveal-Any legacy script fragments in your update that might be causing this?
Would you mind putting v 2.0.0 back up as can't DL it out of archive to roll-back?cheers mate
Post error in the log if that's not the case
seems to be booting fine now
txs for pinging back mate ... appreciated