Cyberpunk 2077
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Deceptious

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deceptious

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About this mod

Makes the Gun-O-Rama's shooting range a little more interesting with moving targets, which react to V shooting them. Adds a repeatable 60 second shooting timer, with tracked score. Also improves LODs in the range.

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Basics:
Makes the Gun-O-Rama's shooting range a little more interesting with moving targets, which react to V shooting them.
Adds a repeatable 60 second shooting timer, with tracked score.
Also improves LODs in the range.

More info:
4 moving targets, and 3 static ground targets.
All targets, picked at random, drop-down (or pop-up, for the ground ones) on a timer - they then go back up (or down) when either V shoots them, or a set time has passed.

Shooting a 'ready' target will begin the 60 second timer and scoring, which will appear as a tracked quest, try to see how many targets you can down in the time.
After the timer has finished, or if V leaves the shooting area, the "quest" is dismissed. It can be started again in the same way: shoot a ready target.

Improved LOD settings for the stuff at the back of the range now means the sandbag walls now actually show up again from all booths and locations in the range area.

How to "use" the mod?
Visit V's starting apartment, in H10. You only need to do this once to 'activate' the mod. (Or again if you used the reset command)
Now you can go to the shooting range underneath the Gun-O-Rama at the kabuki roundabout and enjoy the mods features at any time.

Ko-Fi link:
Really like my mod(s)?: Ko-Fi: Deceptious

Installation?
Unzip the main zip into "Cyberpunk 2077" folder so that the .archive and .archive.xl files end up in the "Cyberpunk 2077\archive\pc\mod" folder

Uninstall?
Simply delete the KabukiGunRangeEnhanced.archive and KabukiGunRangeEnhanced.archive.xl files from the "Cyberpunk 2077\archive\pc\mod" folder.

Requirements:
ArchiveXL (also needs Red4Ext): The quest part will not work without this
Deceptious Quest Core: The mod will not activate without this

Issues/limitations:
There is a very small chance, based on the timings of moving targets combined with them popping up/down, for a target to not register hits on that trigger.
I've not found a reliable way to eliminate this small chance, yet.

Bugs
If anyone finds any bugs beyond what's listed in in Issues/Limitations, please let me know!