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  1. SaeRenIyo
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    After walking into clouds like my name is John Wick, all I can say is that I fully recommend this mod.
  2. cortlong50
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    hell yeah bud, thanks guys. (weird, it was there earlier and and now its not..wtf haha)

    I DO NOT KNOW IF THIS WILL WORK WITH (insert mod here). I CANNOT TEST THIS WITH EVERY COMBAT MOD ON NEXUS. 

    READ THE COMMENTS TO FIND OUT. 
    ORRR
    SAVE YOUR GAME. INSTALL H22V2 AND SEE IF IT WORKS WITH WHATEVER. REPORT BACK. 

    but whatever you do for godsakes stop asking. Test. 

    ALSO

    going to patch the current versions knife head damage soon
    along with release a version that will replace the primary that lowers enemy accuracy slightly. 
    sorry, but the vanilla values are insane. they will bop you for barely poking out to the point of it slowing down firefights and being unrealistic. 
    still fine-tuning the results. i want it to be hard and you should use cover, but being punished every time you poke out is a bit much. 

    NEWS - FEB.1.24
    PATCH UPLOADED - FIXES KNIFE DAMAGE AND ECONOMY CHANGES. 

    READ THIS LINE :
    IF ITS NOT WORKING ITS THREE THINGS, YOU EITHER DIDNT INSTALL CORRECTLY, YOURE NOT PLAYING ON VERY HARD OR SOMETHING IS CONFLICTING. THIS MOD WORKS. ITS TWO FILES FOR GODSAKES. 
  3. ezzio2030
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    Hey Chooms, I had been intending to share this before but was encouraged after reading FrostyWaffles very helpful post as I have approx 350 mods and I mod whatever I can to make the game gritty, hard, tough as balls. That's probably why you're here too. I play on a gaming laptop and once brought it to my buddy's place who plays vanilla Cyberpunk. His reaction was priceless. After a lot of trial and error, I found this combination of mods to be excellent with Hardcore22. It's by no means the definitive list but a great start. For me at least, these mods all play nice together. Backup your game before making any drastic changes! :] I will lastly mention that I haven't updated yet to 2.11 because of the number of mods I have. I'm waiting a little longer before I jump down that rabbit hole. I highly, highly recommend Notepad++ to anyone thinking of getting started editing text files as some of them mentioned below.

    --EDIT-- March 20/24
    I've added a few more mods that I forgot to mention before. With the mod list outlined below including those supplied by FrostyWaffles and a few others, this is what you can expect from gameplay:

    - Traveling on foot from one gig or location to another is a gritty, dangerous thing. Combat is often but welcome because level progression is slow. More shootouts = more exp. The firefights range from small to "holy ***** I need to GTFO. --- Sh*t I ran through that alley to take cover only to run right into a group of Maelstrom".
    - Ammo is scarce. Bullets count. Picking up that random iron off the ground because it has a full clip, pulling out your boot knife or Katana become a routine thing when you're dry.
    - The sounds of Sandevistan from enemies are slightly butt-clenching, forcing you to use tactics and look for cover or clothes-line them with that blunt weapon and hope you break their spine before they have a chance to get their feet back under them.
    - Like Skyrim, your weapons and combat tactics dictate what skills level up. "Leveling" doesn't grant you skill points.
    - Random civilians will take up arms on the streets during firefights. They might be assisting you or they might be targeting you depending on who started shooting first when that car load of Tyger Claws showed up. Civilians only aggro for a short period of time before their adrenaline wears off and they run away. Engaging civilians by accident or on purpose will have you targeted by NCPD.
    - NCPD now actually hunt you and don't just magically know where you are or magically teleport on top of you. Memorable moment was fleeing on foot on the highway following an intense shootout that garnered some wanted stars. Health items on cooldown, bleeding out, NCPD on my tail, busy highway which meant a car load of Sandevistan'd 6 Street just pulled up, all I could do was jump off that bridge right into the river and take cover by a storm drain.
    - Driving becomes a dangerous thing and enemies will continually try to smash into your vehicle and attempt to pin you. Those side-quests from you-know-who after stating Phantom Liberty become very challenging indeed.

    =-=-=-= Environment and Gameplay =-=-=-=

    I know Night City Alive was already mentioned but I want to expand on this because I discovered something pretty cool thanks to mod author post on Jan 20 in response to someone asking how to make the gangs hostile to V. With the tweaks mentioned below, I chose (well in my case) to make everyone hostile to V except for the Valentinos' and NCPD which are still Neutral. (Streetkid playthrough). The result is any gangs driving around or hanging around will attack V on sight. However, if Valentino's are around, they back V up because I left them as Neutral. -- EDIT -- I made them "Friendly" so it's almost like being an honorary member. Also, occasionally random citizens will pickup arms to defend themselves because gangs are rolling in all hostile. I've found myself in shootouts with 6th Street and Maelstrom but with some citizen and Valentino backup. I've done a full playthrough and it only had minor issues with some gigs. For me, the gameplay change was well worth those minor issues that are easily work-around-able. If you go through those lines of code, you can configure who's hostile to who. I'm only posting this because mod author publicly posted so this will be for private use of course.

    "Night City Alive" by Katane1991 - https://www.nexusmods.com/cyberpunk2077/mods/10395

    Katane1991 mentions "Hello, yes it's possible but it will result in a nightmare as V will become the main objective of all AI. They will focus on you because the player is more important." -- Nightmare? Don't threaten me with a good time. SIGN ME UP BUTTERCUP!

    to edit Cyberpunk 2077\mods\NIGHT CITY ALIVE\tweaks\base\gameplay\static_data\database\attitude\attitude.tweak
    and Go to line 1290 to 1337, and change the "Neutral" word to "Hostile"

    -EDIT March 20/24-
    "NCPD Prevention Police Enhancement" (NCPDPPE) by Katane1991 https://www.nexusmods.com/cyberpunk2077/mods/9863
    - NCPD tactics are much, much better.
    - NOTE: Disable this mod for 2 quests. Rebel Rebel and Spider and the Fly. Very minor inconvenience for an otherwise truly excellent mod.

    This next mod - I'm actually only using the optional file "Chase Target" and it works completely fine on its own. The reason I'm only using this one file is because some of the dependencies of the main mod randomly crash my game (I narrowed it down to Enhanced Vehicle System after a couple of days of testing. Something in my load order is not playing nice with it) so your mileage may vary.

    "Driver Combat" by ShinyaON - https://www.nexusmods.com/cyberpunk2077/mods/10741 - Again, I'm only using the optional file "Chase Target"
    - "NCPD\Gang more effectively chase and ram the player vehicle and better handle their vehicles." - It works great with Night City Alive.

    "PED Damage Overhaul" by Hundsfott - https://www.nexusmods.com/cyberpunk2077/mods/5066 - lets you assign shot-points to various body parts such as hitting flesh, metal, cyberware or armor.

    "Enemies of Night City" by viperc48 - https://www.nexusmods.com/cyberpunk2077/mods/8467 - in-game menus allow you to edit health and damage variables as well in addition to other things.

    "Law Enforcement Overhaul" by Yorpie - https://www.nexusmods.com/cyberpunk2077/mods/10135 - Note that there is a compatibility patch for Night City Alive in this mod's optional files list.
    - This was an excellent mod but after trying out NCPDPPE which was the same author as Night City Alive, the synergy is excellent.

    -EDIT March 20/24- 
    "Tougher Security Turrets" by sosuine - https://www.nexusmods.com/cyberpunk2077/mods/12584 - This works two fold. It's harder to destroy turrets, also useful if its YOUR turret that you hacked/engineered. I can't remember where it was, but I was seriously outnumbered and I dove towards the turret under fire when it wasn't looking my way, engineer hacked it and dove back into cover.
    -- A note about turrets. I've never done the netrunner thing really. So I realized much later in NC, that turrets only shoot at targets you've tagged.
    I happen to have "Clairvoyance" by Thortok2000 - https://www.nexusmods.com/cyberpunk2077/mods/13112 installed. One of the things that this mod does as part of its mechanic, is automatically tag enemies in range. (I don't see tags because of my hud settings) and what I noticed is that, if you hack a turret, that thing just automatically starts blasting at anything coming your way like you were on the USCSS Nostromo surrounded by Xenomorphs.

    "Body Shield" by Seijax - https://www.nexusmods.com/cyberpunk2077/mods/10533 - This mod is especially useful in early-game. When you pick up a body, it adds a big buff to your armor value

    "Savage Stun" by enowai - https://www.nexusmods.com/cyberpunk2077/mods/10937 [COMBINED WITH]
    "Buttslinger Quickmelee" by Seijax - https://www.nexusmods.com/cyberpunk2077/mods/10556
    -- Since gameplay has gotten very gritty, Buttslinger per the author "Properly stun enemies with the quick melee attacks of ranged weapons. Open them to grabs and finishers
    -- When combined with Savage Stun - per the Author "Allows Savage Sling to be triggered from stunning NPCs." -- You can tweak the file, as mentioned on the author's description, so that you do or don't need the "Savage Sling" perk to toss people.


    =-=-=-= Ammo Mods =-=-=-=

    Part of my playstyle is having very limited ammo and limited access to ammo. I didn't know this before but the game auto-generates ammo when you're low. Big no-no for me. This also encourages me to pick up random guns lying around if I run out of ammo. (I also never knew that even if you're out of ammo, picking up a gun off the ground has a full clip in it)

    "No Ammo Handicap Drops" - https://www.nexusmods.com/cyberpunk2077/mods/11769 by Baarn prevents auto-generated ammo when you're low.

    I personally run around with 12 shells, 48 pistol, 72 heavy, 8 sniper. Accomplished via:

    "Custom Max Ammo" by yakuzadeso - https://www.nexusmods.com/cyberpunk2077/mods/8090 

    To quote the helpful post from Rext100 on that mod's post page, here is how you tweak the .lua file which 100% works for me.

    "As of 2.1 (not feb update) the mod works really weird for me. To put the value you want to have (in the init.lua file), you need to take into account a offset of +100, so if you want 72 to be your max ammo count, you need to do 72-100= -28. I do not think the problem comes from this mod only, but definitely a interaction with a lot of other mods."

    So my init.lua looks like this to accomplish my desired numbers:

    MaxHandgunAmmo = -52
    MaxRifleAmmo = -28
    MaxShotgunAmmo = -88
    MaxSniperRifleAmmo = -92

    "Refill Ammo from Vehicle Trunk" by bobrobbow - https://www.nexusmods.com/cyberpunk2077/mods/3999  - You edit the vehicle_ammo_refill.reds file to match your custom max ammo. (Taking offset into consideration here is not required. So for example, mine looks like this. (The top portion of the file is the only section you need to edit) - This is great because the way my game is setup, gangs are driving around and I get into a lot of firefights in the streets. My vehicle often becomes my cover or I'll run back to it. Unfortunately, doesn't work with motorbikes. To refill your ammo, you hold the button down as you would to open the trunk. On a vehicle like the Weiler that has no trunk, the effect is done by opening the hood.

    if IsDefined(transactionSystem) && IsDefined(player) {
                let pistolmax: Int32 = 48;
                let riflemax: Int32 = 72;
                let shotgunmax: Int32 = 12;
                let snipermax: Int32 = 8;

    "Discard Magazine Ammo on Reload" by SknTheLisper - https://www.nexusmods.com/cyberpunk2077/mods/2819
    This mod has options for "Combat Discard" where ammo is lost only if you reload during combat and other options as well.

    "Reduced Loot" by djkovrik - https://www.nexusmods.com/cyberpunk2077/mods/2678

    Among other things, this mod lets you tweak in-game how much ammo is found inside objects (defined by "Query" amount which are those inside ammo boxes or non-combat dead bodies - bodies that were placed there by the game i.e. gigs)
    Note: By default, in the Mod Settings UI, the "step" counter is 5. So I edited the ammo.reds file to change the "step" to 1 since I'm working with such small ammo numbers. Accomplished by editing each line's @runtimeProperty("ModSettings.step", "1") from 5 to 1.

    =-=-=-= HUD =-=-=-=

    I personally hate all the things that show me where enemies are located. i.e. through walls, on the mini map, the little icon that shows their detection level, or their constant chattering that shows me text boxes above their head etc..

    "Limited Hud" by djkovrik - https://www.nexusmods.com/cyberpunk2077/mods/2592

    - In the in-game Mod Settings menu under "LHUD and LHUD Addons" - there are all kinds of variables. Under "LHUD" there is an option to toggle off the combat icons that appear over enemies such as their alert status etc.. As an aside, since my game is setup that I have absolutely no idea where enemies are and they're often out to get me just driving around, the "Nervous System" cyberware "Atomic Sensors" sort of becomes like a spidey-sense. You get that "Peter-Tingle" on screen when you're walking down the street and a car load of gangers are noticing you.

    =-=-=-= QoL =-=-=-=

    Silent Silencers and Throwing Knives by rmk1234 - https://www.nexusmods.com/cyberpunk2077/mods/4070

    "In World Navigation" by jackhumbert - https://www.nexusmods.com/cyberpunk2077/mods/4583 - I really hated how I drove around with my eyes glued to the minimap. Since I am using very minimum HUD elements and no mini-map unless I'm scanning, this works great for me. Among other things, there are in-game configurable options such as markers appearing only when driving, only on foot or both.

    "Objectives HUD" by Matt2014 - https://www.nexusmods.com/cyberpunk2077/mods/12866 - I highly, highly recommend this wonderful mod. Since I have mini-map turned off and HUD completely disabled except for barebones and like to be able to just explore things randomly and not always look at the map to pick an objective, this mod allows you to see gigs/quests/tarot cards etc.. on your HUD. It is very configurable such as you only see markers in your line of sight and configurable distance. (Mine is set to 250 meters). This really worked wonders in allowing me to play through the game in an exploration way and not a - map - pick destination way. "Oh hey, there's a gig over there.. I'll check it out".

    --EDIT March 20/24--
    "Better Optical Camo" by Lukas0610 - https://www.nexusmods.com/cyberpunk2077/mods/4159
    -- I'm mentioning this mod as a QoL if you need to be invisible to prevent aggro in certain gig situations. For me at least, it just functions as a "Flip it on when I need it" type of thing.
    "Truly Invisible Optical Camo" by Aureliuh - https://www.nexusmods.com/cyberpunk2077/mods/13525
    --You may need this if stealth was not your thing this playthrough (I've done it to death and now I just go guns blazing) and you need it as a temporary QoL switch flip combined with "Better Optical Camo".
    "Faster Swimming and Diving"by x1EGG - https://www.nexusmods.com/cyberpunk2077/mods/10993
    -Refer to earlier comment about jumping off the bridge into the river to flee an absolute gong-show. This may be happening often so this is a nice QoL.

    =-=-=-= Misc =-=-=-=

    "Vehicle Fast Travel" by DeepBlueFrog - https://www.nexusmods.com/cyberpunk2077/mods/5101 - I agree with author's sentiment "I never cared much for Fast Travel options since they rob the player from interesting encounters along the way." Mod is configurable in-game. Essentially disables fast-travel and turns fast-travel terminals into vehicle-call-points. You can keep your "recall vehicle" button enabled if you wish. I have everything turned off. 

    If you go the "disable fast travel" route and want to make use of the Metro, here is a great companion mod for the metro

    "Metro Pocket Guide" by djkovrik - https://www.nexusmods.com/cyberpunk2077/mods/11882 - This mod lets you chose your start and end metro points on the map. Once you're at the NCART station, it will show you which train to take, where to get off etc..

    "Faster Metro" by OceanSmith - https://www.nexusmods.com/cyberpunk2077/mods/12554

    "Remove Fast Travel from Metro" by OceanSmith - https://www.nexusmods.com/cyberpunk2077/mods/12496

    -EDIT March 20/24-
    "Slower Progression" by sosuine - https://www.nexusmods.com/cyberpunk2077/mods/11536 - This mod, especially when combined with
    "Skillful Attributes" by paktojack - https://www.nexusmods.com/cyberpunk2077/mods/9281 as mentioned by FrostWaffles, are two of the main reasons why all those glorious random firefights are so useful. Sharpen those skills, choom.

    "Slow Stamina Regen" by Syynx - https://www.nexusmods.com/cyberpunk2077/mods/12922
    - Per Syynx If you really want a custom speed, locate the file 
    "...Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\SlowStaminaRegen\init.lua" and open it with Notepad, the 0.25 at the end of the middle line is what you want to change (default value is 1.0)TweakDB:SetFlat("BaseStatPools.PlayerBaseStaminaRegen_inline5.value", 0.25)
    1. cortlong50
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      NOW THIS GUY RIGHT HERE KNOWS HOW TO RUN GAMEPLAY MODS. 

      gonna pin this in a few, just got done working on my car and im a little out of it but ill get back to this because this comment is what people should look at when they want to customize their experience. 
    2. ezzio2030
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      Hey man thank you! I appreciate that! I follow these simple rules when it comes to modding. Probably because of years of Skyrim headaches.
      1. Read description of mod -> Posts -> Bugs
      2. Install mod manually
      3. Keep the archive of the mod stored in a directory (I get a little OCD so I have sub-folders like Gameplay / Tweak / Framework / Vehicle etc..)
      --- This way if I want to delete a mod, I can refer to the archive to see exactly what was in it so I can delete accordingly
      4. Keep a running text file. As soon as a mod is copied into my game folder, I type that mod's name into the text file and then I move the archive into an "Installed" subfolder. 
      5. Once a mod passes the honeymoon stage and I know it to be working fine, I go back to the text file and move it to the section "Runs Good"
      6. If I delete a mod, I go back to the text file and move that mod's line to the bottom of the file under "Deletions" with a note why I deleted it. Sometimes you delete a mod because it borks your game. Sometimes its just to try a different mod that does something similar.
      7. If I manually edited a file from a mod, I type up what file and why
      -- i.e. nano drone - tweaked at bin\x64\plugins\cyber_engine_tweaks\mods\nanoDrone\modules\data.lua
      8. If a mod I download has a post or bug about it conflicting with a different mod even if I don't have it, I add that note in case in the future if I've forgotten, I can see in my file - "oh yeah this thing conflicts with this mod I have"
      9. Take a snapshot of my Cyberpunk directory occasionally. Like, two days ago before I downloaded 2.11 ,  I copied my directory onto an external drive. I went and downloaded the update and started the process of updating my mods starting with the framework mods. Somewhere down the line, the game wouldn't start. Probably because one of my many mods. Hell I just deleted my Cyberpunk directory, copied over my backup and I'm back to where I started without having to pull my hair out.

      On paper it looks like a lot of work but it's really not that bad. Following this method I've never had more than a minor inconvenience when something goes wrong.
    3. CinnaChomik
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      Honestly love the fact someone else made a list like this. Finding relevant mods for a hardcore experience can be a needle in a haystack at times with how great and big the cyberpunk modding community is, but also just plain compatibility, so lists help others a lot to make a unique game experience.

      Personally added the ammo mods into my game, didn't even know they existed until now but are just what i needed to make my setup feel complete lol. And the warning note about the wonky lua file value changes was very much appreciated. Saved me a lot of time figuring it out.
    4. ezzio2030
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      FrostyWaffles was really happy to see your initial post. you pointed me towards Cyberware Capacity Shards RNG Removed, Skillful Attributes and Slow Health Regen - so thanks for that! These were such a complimentary choice that I aborted my playthrough and started a new one. again. I'll finally get past that phantom liberty intro eventually haha. I'm really content now with my setup. I basically ditched driving and just walk/run/hitchhike where I need to be which really opened up some of the great scenery that I always just drove past in tunnel vision from one objective to the next. Since fire-fights are aplenty and gritty and challenging, with my nerfed game progression (I just completed Act 3 and I think I'm only level 12) just navigating NC to get to where I need to be is a welcome challenge that serves the purpose of also leveling skills.

      I wanted to add, since I took your suggestion with Skillful Attributes, that the Skill Trainers mod works very well in a non-game-breaking way. I had tried it out before but almost got rid of it since in vanilla CP you just sort of breathe and you're level 50. However, the mod really shines with the skill level revamp. Every level you can train at a specific NPC [global max 5 times per level] for eddies. 

      Stay safe choom! I would love it if people posted any other suggestions. I feel like cortlong50 excellent mod here is ground zero for anyone looking to get away from the roflstomp that was vanilla Cyberpunk and use the suggestions from others here to start their downward spiral into the gritty underworld of NC. 
    5. dframed
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      Glad I check back on this comment regularly! Thanks so much for all the information (and updates!)
      Maybe you could ask the author to put something in the forum that you could update and make easier to find - this info is invaluable for us of those looking to tweak and for mods that play nice with HC22
    6. foxbluejacket
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      Thank you, exactly what I wanted.
    7. TheJoelaco
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      Edit: replied to the wrong post.
    8. dframed
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      Can scratch No Ammo Handicap Drops off the list now. You can set the ammo pickup per weapon at the bottom of each weapon section in Reduced Loot :)

      From the mod No Ammo Handicap Drops description:
      Reduced Loot - If you're using that mod, you don't need mine. Set Handicap drop count sliders to 0 to get the same functionality.
    9. dframed
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      I'd also like to add Limited Encumbrance for the weight restrictions immersion aspect. It works with Perks and also backpack mods too so you can increase your carry capacity.

      It's another hardcore/immersve mod that really makes you think about your load out. I use this with the Restrict Crafting to Apartments mod to force myself to use the apartment (which synergises nicely with Wannabe Edgerunner and Survival Mode!)
    10. TheDudeAbides157
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      "This also encourages me to pick up random guns lying around if I run out of ammo. (I also never knew that even if you're out of ammo, picking up a gun off the ground has a full clip in it)" 

      Was this changed? Because when if I have 0 of an ammo type and I pick up a weapon that uses that ammo the new weapon will be empty.
    11. wildernessbox
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      Curious what you set your clarvoiyance/lhud settings to.
    12. mccninja
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      hey this sounds great going to try this all out now just one question what's your setting for Enemies of Night City
    13. Kovenicus
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      Hey!
      Concerning the ammo drop, however I try tweaking the settings from Reduced Loot, it doesn't seem to be doing anything. I opened an ammo can during an NCPD Assault that contained 56 shotgun ammo (despite putting a maximum of 10)
      I'm using Survival System on the side that seems to be touching ammo spawning rate, could there be a conflict with this mod ?

      Edit : I set the ammo spawning rate for each ammo type to 0.25 (vanilla) in the Survival System settings and it seems to be working now... doesn't make any sense but hey! 
    14. TheDudeAbides157
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      Kovenicus check the Reduced Loot mod's posts. The mod author has a stickied post,

      "The mod does not fully work as expected so it might be better just not to use it atm. I tried the new approach with 3.0 (through loot tables) but it did not work well. So maybe I'll roll back to the previous logic one day but it won't happen soon because busy with other mods."
    15. RomarioGee
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      That's a great list pal. Thnx for posting. The only issue I have is the scarce ammo. I mean it doesn't make any sence in a city where it's always gangs and guns and gun shops everywhere. Also the weight systems suck ass. But I haven't found a mod for slot system in CP. So I roleplay that it doesn't make sence to run around in jeans and jacket and suddenly pull a machine gun outa ass.  If I want a large weapon I need to go to my car and get it from inventory (unles I am wearing appropriate coat or similar). I can only cary appropriate cancelable weapons a pistol revolver knife or smg for example. Oh if only someone could make a mod for limited clothing slots and car inventory slots. You wouldn't even need to f*#@ about with ammo numbers as they would take up a specific amount of slots. One can only wish
    16. Katane1991
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      Hi man and what a good collection of mods you shared, I wasn't aware of most of them. Now I'm starting a new playthrough and using most of what you shared.
      Thanks for using Night City Alive and NCPDPPE, check the last update and new optional files, you will like the "fugitive" experience it brings.
    17. dframed
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      This also happened to me and I'm not sure which mod is affecting it (not using Reduced Loot anymore). It kinda screwed me as I'm getting obliterated by the mech in The Heist and I don't have enough ammo to kill it now. Not sure what to do 😆 
    18. dframed
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      In case anyone was wondering:  I used the Ammo Reloaded mod to get through that section(The Heist )and now I'm investigating the zero ammo drop issue.
      Edit: I turned on  the auto ammo drop settings in the Survival mod, started a new game and it works now.
    19. SairenRanga
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      setting us up with the ultimate playthrough, truly blessed 
    20. dframed
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      That's a really cool way to play; a bit cumbersome but very cool idea. I might start doing that too!
    21. Kevinho00
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      I know im a bit late to the party but, would it be posssible to create a collection out of these mods you suggested? With your settings applied and all? Also not sure if they are all updated to latest 2.13, thank you! @ezzio2030
    22. 14211212
      14211212
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      Someone cooked here
    23. 4istoryBR
      4istoryBR
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      ezzio2030 brother, you can upload mod lists to nexus now, the collections. Just make a collection with your mods and upload to nexus so we all can download and install it with one click.
    24. 4istoryBR
      4istoryBR
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      I've made a collection with these and some other mods. Here it is https://next.nexusmods.com/cyberpunk2077/collections/zkt6me/revisions/1?utm_medium=vortex&utm_source=vortex&utm_campaign=view_collection
    25. Nizrael
      Nizrael
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      This thread is INCREDIBLY useful, thanks so much - both ezzio2030 for posting and cortlong50 for stickying it!  Now to go get my ass kicked....
    26. Eris404
      Eris404
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      Thanks so much for that thread which helped me to tune CP as I wanted it to be. I discovered very useful mods here to complete my night city experiences.
      I'd like to suggest 2 mods:
      - Stealthrunner adds new stealth objectives and perks and is quite challenging with ENC and hardcore.
      https://www.nexusmods.com/cyberpunk2077/mods/7616
      - Dark Future and its addon Remorse are a must have imo, they add a nerve system and a lot of immersion. Sleep in your car if needed be, but sleep. Don't dehydrate. And when the nerves fail your hands start shaking and I love the stressful heavy breathing. Plus you can turn off fast travel and limit vehicle summons among other things.
      https://www.nexusmods.com/cyberpunk2077/mods/16300
      https://www.nexusmods.com/cyberpunk2077/mods/18603
    27. TheDudeAbides157
      TheDudeAbides157
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      nicko2077cb
      Dark Future is nice but if you're going for realism or immersion then I'd suggest Survival System. If configured correctly you can get it so V is required to drink/eat/sleep on a realistic timeframe ( I'm trying dark future right now and I've only needed to sleep like once a week as long as I do something to replenish my nerve, like taking a shower)

      Dark Future does 2 things better than survival system. One is how it handles consumables. Reclassifying Mr Whitey's as a drug, introducing the addiction system, the various tiers of food/drink/etc. If you could rebalance the consumables in Survival System to something like how important/useful they are in Dark Future would be great. Dark Future's other benefit is how comprehensive it is. If you like to keep a minimum amount of mods then Dark Future is probably the best. If you don't mind going to get a couple other small mods to work with Survival System (like Limited Fast Travel) then that negates that one of Dark Future's supposed benefits.
    28. Camele0pard
      Camele0pard
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      I use PDO, ENC and hardcore22 together, and it mostly works fine. However, bosses (enemies with a health bar on the HUD) and the opponents in "Beat on the brat" have too much health and I can't seem to bring it back down no matter what values I edit in the settings.

      The brat opponents can also seemingly only be damaged from the back, attacks from the front do no damage even when they should, such as with counterattacks
    29. Eris404
      Eris404
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      disable ENC and they will be fine
    30. IanBrandonAndersonn
      IanBrandonAndersonn
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      Thought this addition might be nice to the core set of 'realistic' gameplay mods. Enemies of Night City has a new beta version out that only touches AI right now. Resistances haven't been set.

      I'd suggest using Lifepath and Gang-Corp Traits to recompile what resistances you'd like on enemies.

      Used ChatGPT to give me recompiled values according to the Cyberpunk RED and 2077 universe lore, with corresponding immunities; damage reduction %; and hacking upload time additions and RAM cost additions.

      Hacking arasaka or voodoo boys now have a +10 to +15 addition considering it'd take a while to break through their ICE, even as a skilled netrunner.
      I've also adjusted the smart gun miss probability for all factions considering some may have better reflexes and can dodge guided bullets with lower probability.
      Tyger Claws = 90% miss (tattoo dermal anti-smart gun) vs
      Militech = 50% miss (built-in system functions. For lore or flavour; whatever you have it)

      A lot of the reductions are customizable so just find what you think works well and feels balanced.
    31. Zeekops
      Zeekops
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      Hey guys! Wonderful setup you guys got going here!! Question though, I’m using all the ammo mods you suggested but is there any way to receive less ammo from ammo boxes at all? Thanks in advance!
    32. dframed
      dframed
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      @Zeekops
      Try using:
      - Reduced Ammo (turn off the money option in the settings (it has a physically separate menu for the  money portion) as it doesn't work atm)
      - Dark Future also deals with ammo drops I think

      Enjoy!
    33. marcellobuddy
      marcellobuddy
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      Ok this is an incredible list of mods. THANK YOU for putting this together. It can be tough to find comprehensive lists like this. My immediate instinct was that by making guns smack incredibly hard, it would incentivize a player to simply always use guns and ignore melee/hacks, but limiting ammo actually INCENTIVIZES variety in gameplay. It’s freaking genius. I’ll be giving your recommended mods a try very soon
    34. 1992toyotaCamry
      1992toyotaCamry
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      • 3 kudos
      others have come and gone but these are basically still the best core mods for better difficulty.

      I'd add one of my favourites- real transport calling system. It feels realistic that you can have a vehicle drive to you at will, but you need to wait a realistic amount of time for it based on distance. I prefer this to calling vehicles at fast travel terminals. INCREDIBLY PUNISHING (in the best way) if you don't organise your transport when SHTF in remote locations. works great with no vehicle despawn and disabling vehicle flip (recovery) using nulled angle correction
  4. Ernac
    Ernac
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    There's no link for the archived version.
  5. rimurah
    rimurah
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    I know its been addressed here before, but are there going to be any fixes for the health and armor issues? or rather, are there any updates on those fronts?
    1. rimurah
      rimurah
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      As a side note, playing through nearly my whole run and building around not having armor has been very interesting and fun as its own playstyle
    2. robobobert
      robobobert
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      +1 this, it seems my health does not increase under any means, though I am investing in stat buffs for it. 
    3. NexusModUser18289283
      NexusModUser18289283
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      armor from cyberware really does nothing right now?
  6. NexusModUser18289283
    NexusModUser18289283
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    is there a version of this or something similar to this that is updated?

    edit: actually seems to be working pretty good
    1. TheRealGibbon
      TheRealGibbon
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      • 34 kudos
      It still works why does it need to be updated?
    2. NexusModUser18289283
      NexusModUser18289283
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      I see quite a bit of comments saying it needs to be updated bud 
    3. dframed
      dframed
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      It might need an update in some parts - particularly in the armour area but it'll come when it's ready. It works pretty well as is tbh

      I'm not the most technical "user" but it works well for my play style - I think the update is needed in the armour and netrunner department 
    4. NexusModUser18289283
      NexusModUser18289283
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      I've actually been using the mod for the last day or so. Seems like its working fine to me. Makes combat dangerous and fast.
  7. Aldino112
    Aldino112
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    hi, after installing this mods every single one of my weapon become full auto (including pistols and shotgun) is this normal?
    turn out the problem come from another mod TRIGGER CONTROL, but somehow this mod intensifies the effect
  8. vanidfe
    vanidfe
    • member
    • 1 kudos
    hi, I installed this mod but I have a problem, I'm at the beginning of the game now, and for some reason I kill with a pistol in one or two shots and they kill me in 4 or 5 shots!!! How can I fix this?
    1. dframed
      dframed
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      • 5 kudos
      Check and make sure your difficulty setting is on Very Hard in the game settings.
  9. keychain123
    keychain123
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    this mod is terribly balanced in the Johnny sections, I wasn't expecting it to be easy and I knew my playstyle would have to change to use cover, but don't you think you are pushing it a bit when you can literally get insta killed if you peak your head from cover for half a second, (this is not an exaggeration). Rebalance the Johnny sections at the very least, you don't have access to grenades during them so it just becomes a game of waiting for several minutes for the AI to peak out of cover. I know I was playing on very hard, and while I was playing as V, it was tough but at least the rules were consistent and I had access to cyberware to level the playing field, grenades and different weapons, but as Johnny, you only have your gun, and if you get shot, you are basically dead and you don't have time to react at all, this is just frustrating and not in the way of it feeling like I could have done something different but in the way of the game being completely unfair. 
    1. dframed
      dframed
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      Use the Flashback Fixer mod for all of these sections of the game.
  10. Kevin5264
    Kevin5264
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    • 1 kudos
    This is by far the best combat overhaul available for Cyberpunk currently. Combine this with Ped Damage Overhaul 2077 and Enemies of Night City? ABSOLUTE CINEMA.

    Thank you for giving us this mod.
  11. Bluedragon892
    Bluedragon892
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    The weapon damage values seem to not be working. the Dying Night pistol only does 11 damage, and a point blank headshot with a rifle only did 77 damage.
    i have no conflicting mods (that I know of) and i am playing on very hard. the rest of the mod seems to work but the weapons still dont deal any extra damage.
    1. JamalxLingLing
      JamalxLingLing
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      • 0 kudos
      Also having this problem. Bodyshots with that exact pistol takes around 5-6 shots to kill
  12. Garrett1988
    Garrett1988
    • member
    • 8 kudos
    What kind of implant bonuses do I need to collect while playing with this mod? Head shots kill, so I don't need to increase the damage multiplier when playing as a sniper?
  13. Xzeim
    Xzeim
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    • 0 kudos
    What mod are you using for the outfits in the screenshots?
    1. cortlong50
      cortlong50
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      which ones? ill see if i can track down the links for you :)
    2. Geraldhunt
      Geraldhunt
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      In case u still have these outfits, the one in the 3rd picture is fire! I'd love to know what you used there :)
      Couldn't find that vest, backpack, or those tattoos. If I somehow manage to find them, I'll share them in case the author hasn't already by then.
    3. cortlong50
      cortlong50
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      • 157 kudos
      https://www.nexusmods.com/cyberpunk2077/mods/8994?tab=files&file_id=50937

      oddly enough it looks like the mod was taken down but i can still get to the download link, weird. 

      its the kitsune fiber optic outfit, that s#*! goes hard haha.