Cyberpunk 2077
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vanaukas

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vanaukas

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About this mod

Iconic Sandevistan that will drain HP in exchange for speed and melee buffs. This mod doesn't add visual cyberware! Compatible with game version 2.12. Standalone version from Raito Labs - Custom Cyberware mod.

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"Peace cannot be achieved unless those who spread war are destroyed."

Dr. Thomas Light

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A brief explanation on how to navigate this big mod page:

This mod features a lot of custom lore if you're interested in reading it, made primarily to immerse my items in the Cyberpunk 2077 universe. You can get that lore dump on the "What is...?" section.

If you don't want to read that much and want to quickly know what the items do, look for the "Specs" section. If you want to know more about the item design process, check out my "Author's comments" section.

This cyberware is part of my mod Raito Labs - Custom Cyberware, a collection of custom cyberware, where I always try to aim for unconventional approaches to cyberware design and functionality.

Thank you for visiting my mod and I hope you can enjoy this cyberware as much as I do.

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What is Sougenmu?
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The Blackwall. While its creation is still surrounded by mystery, everyone who dives into the net knows what it is capable of. Everyone knows that you can reach the Blackwall from anywhere with a simple link. Hundreds or even thousands of reckless netrunners have suffered the same burning fate, but... What if such tremendous power could be harnessed? What if we could use it for more than a measure against AI and against intruders?

Those questions were in Dr. Light's mind since he learned about the Blackwall's capabilities. With the rogue AI menace extinguished, he started to work in a way to redirect the Blackwall's fury against the real warmongers, the megacorps that rule it all.

First tests were a complete disaster, losing human and robotic volunteers alike, he quickly realized that he needed something new to deal with such power, a new way to gather the data needed to progress with his plan.

The answer was simple in concept, but extremely hard to achieve.

Mixing organic tissue and cybernetics, he was able to create a capacitor capable of sustaining the Blackwall overload just enough to get a closer look, and while it was completely impossible to avoid side effects on humans, robotic individuals were able to keep the test going on.

After the biocapacitor success, he discovered that the side effects were mostly caused by electric overload on the CNS, so the next step was discovering a way to handle that remaining energy.

To avoid CNS overload, the biocapacitor was inserted directly on the spinal cord and, using Sandevistan neural interface technology, it was able to integrate seamlessly with the neural system.

A second step was to deploy hundreds of dermal nanomachines on the subjects, something that would be impossible to power or control with conventional cyberware. Those dermal nanomachines are, currently, capable of refracting light in a synchronized way, which allows the user to blend with its surroundings almost perfectly.

Even with that power-hungry approach, the Blackwall side effects were too strong... But weak enough to be endured by a human.

First human tests conducted after that discovery were a complete success, but no one expected that the subjects could gain such absurd movement speed.

Powered by the Blackwall, test subjects were able to move faster and experience improved cognitive reflexes, along with faster neural synapse. Such capabilities were more obvious with melee weapons, where surgical precision will excel in combat.

But as the Blackwall gives, the Blackwall takes: Someone linked to the Blackwall would still suffer physical damage.

To avoid the risk of losing more subjects to the cruel Blackwall fate, Dr. Light also added another layer of security: a fail-safe link interruptor when the subject's health was critical. Sudden interruption with Cyberspace, even in non-dive scenarios, can cause extreme neural overload, and this case wasn't different. To avoid that, this device will deplete its entire charge when the fail-safe is triggered, effectively protecting human brains from the horrors of the Blackwall.

After many iterations, a functional and safe enough device was created and ready to be shipped to the market and, as expected, the device was a total commercial failure, because obvious reasons: Everyone fears the Blackwall, even the most experienced mercs.

You can still find this system at Ripperdocs and our Virtual store... Just remember one thing: No one can handle the Blackwall power without consequences.


Sougenmu specs



About Sougenmu (author's comments)
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Sougenmu name was taken from a Zero technique from Megaman X5, which is also useed on Marvel vs Capcom.

Making this cyberware has been really difficult, likely one of the biggest challenges since I created Chronos. For me, Chronos sets a high bar regarding my future creations, especially on Operating Systems, as it is where I have more expression than with regular Cyberware.

I'm sure you know Time Dilation Overhaul mod. I fucking loved it, specially the HP drain mechanic. I always wanted to do something like that. Sadly, just using TweaksDB comes with some limitations, and the way I've implemented the HP drain is not the most efficient one and nowhere near as clever as TDO's implementation.

My HP drain consists of a continuous attack to the player, these attacks randomly deal between 1 to 8 HP of damage to the user. Is impossible to measure exactly how much HP it takes, but I can control the frequency of how often the attack can happen. With that in mind, I can calculate how much HP per second could do. It may not be an exact value, but it's close enough (and trust me, I've tested this for WEEKS). You may find it a little harsh, but I gave tools to deal with this.

Why 22 HP per second? Because, since this is an attack, it doesn't feel like a drain if I make the attacks happen on more prolonged intervals (and I'm talking about fractions of seconds of difference, literally 0.1 secs of difference makes A LOT of difference on how it feels). 22 HP per second equates to 1 attack every 0.1096 seconds (in fact, was less than 22 always on my test, but close to it. 22 feels like a more truthful value). 0.2 feels too slow for the drain effect. You are still free to tweak it, with Sougenmu update I'm integrating a new way to edit all my items as easiest as possible by editing the yaml/yml files itself.

Mastering the use of this cyberware takes time and is not easy. However, it feels really good and rewarding when used properly, at least for me. Even I, the creator, struggle using it sometimes and get punished by my mistakes. I tested this against enemies enhanced by Enemies of Night City mod and Damage Scaling mod, with default EoNC settings and enemies doing 2x more damage, player 1x damage (so, same damage as vanilla). While harsh, this gave me a leverage on certain situations that maybe could be dealt with faster with a vanilla Sandevistan but, let's face it, vanilla Sandevistan systems are broken, specially Iconic Sandevistan. There is little to no tradeoff in using it, so this is my take on a tradeoff.

I know you may be a little worried about the stats, but, as always, first TRY IT, then consider balance. I'm still open to balance this even further, because balance on this cyberware has been a nightmare since I need to reward for the great HP loss but also stay somewhat "balanced" in terms of damage.

This is a weird system, it doesn't restrict any playstyle but that doesn't mean it doesn't have an intended one. This cyberware is designed by a melee player for melee players, especially those using Blades and Throwables.

As for firearms players, stay tuned for future updates... I'll get there.

I'm sorry for delaying this that much. I hope this is good enough to live up to the expectations. Thank you for reading this.


Optional File
I've included a file for Sougenmu to not include the new shader on activation. On activation, Sougenmu will REMOVE the Optical camo shader (that looks invisible), BUT NOT THE OPTICAL CAMO EFFECT. The effect will last and work as it should, even without the visual effect. I've tried to avoid this issue, but the way I'm implementing this custom shaders sadly conflicts (IDK why tbh, my guess is that this system wasn't designed for multiple shader sources).

How the custom shader looks?



CET Code
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Game.AddToInventory("Items.RaitoSougenmuCommon")


Compatibility
- It should already be compatible with anything else, but please let me know if you find a conflicting mod.

Supported Languages
- English
- French (Made by kmaeleon)
- Polish (Made by czART152)
- Portuguese Brazilian (Made by PabloLorenzo)

Known Issues
- Sometimes the custom screen VFX and SFX will persist when you change from Sougenmu to another Sandevistan. A quick save + reload fix this. I cannot prevent this.

- On activation, Sougenmu will REMOVE the Optical camo shader (that looks invisible), BUT NOT THE OPTICAL CAMO EFFECT. The effect will last and work as it should, even without the visual effect. I've tried to avoid this issue, but the way I'm implementing this custom shaders sadly conflicts (IDK why tbh, my guess is that this system wasn't designed for multiple shader sources). I've made an Optional file for Sougenmu without visual shader if this bothers you too much.

How to Install
- Install required mods (Raito Labs - Standalone file is MANDATORY)
- Download this mod manually or through Vortex.
- Extract the zip/rar contents into the Cyberpunk 2077 main installation folder.
- It should look like:
  • Cyberpunk 2077/r6/tweaks/RaitoLabs/Sougenmu

How to Uninstall
Remove the mod through Vortex or manually delete the following files/folders:
  • Cyberpunk 2077/r6/tweaks/RaitoLabs/Sougenmu