Gunsensical is incompatible with Hardcore22V2. I personaly prefer Gunsensical + Enemy Rarity Fixes, it creates a very nice fast TTK feeling against most enemies (you die fast, they do too if not careful) while you'll find some really borg'ed up guys here and there, that can tank more.
About ENC's, I've been running it with ERF for a couple of days now. I haven't found any problems. Enemies are much smarter and fights are really fun.
Thanks. Yeah ERF+Gunsensical has been my preferred way so far - I’m trying the ENC test file too but not with ERF. Do you use Gunsensical with that combo too?
Yes, I've been running Gunsensical + ERF + ENC Test File + NCA. Fights feel good, enemy movement makes more sense (no mad rush to your position, unless shotgunner or melee). When a street firefight triggers (thanks NCA), it feels dangerous because a couple of hits is enough to kill.
You are right, I’ve been running the same combo now and it feels great. ERF+Gunsensical create a fair balance between common enemies dropping quickly, but so do you. And the added intelligence via ENC makes it especially dangerous
Did some testing with ERF + ENC. I found that with ENC's latest files; if you also include ERF. You'll miss out on some enemies that don't have certain abilities. If you're fine with that, carry on and do your thing.
If you want ENC to take priority, I'd use just ENC. Some tier 1 enemies like knife wielding weaker enemies won't have the 'knife throw' and many won't have the masking ink ability if you also have ERF installed. Both work well together though, I didn't experience any crazy incompatibilities. Both work together, it's just what you prefer.
These mods obviously don't conflict or cause crashes, but they rewrite some archetypes of each other's enemies, so the idea of ERF is violated because some weak enemies fight more effectively than stronger ones.
Hey I would be very happy if you could explain this to me. Whenever I tried to "delevel" 2077 i could not get rid of the automatic damage scaling on enemies. I'd use a mod to set their hp to 100 but if i save, set my level from 10 to 60 and walk into the same low level alley goon I'd suggenly take like 8 times the damage(I think every 10 levels it roughly doubles iirc).
Is that the thing this mod fixes? Because I was always unable to find out where that scaling even comes from when looking at the game structure in modding tools.
Question: Does this mod modify the accuracy of the enemies at all? I notice that when they are blind firing from the cover, their accuracy is still dead on, which makes zero sense. Is it possible to lower their accuracy when they are blind firing?
Does this mod make some cyberpsychos invincible? It is impossible to beat the Alec Johnson fight because he heals to 80% at a faster rate than I can damage him, and he can 2 shot me. This seems like a bug.
For some reason, this mod causes a Crash to Desktop during the prologue quest "The Rescue" during the ride back to Megabuilding H10 just before the Scavengers attack. Did some testing where I slowly removed and added mods to find out what was causing the crash, and it was this mod (your Gunsensical mod was fine). Haven't found another spot where it crashes, so otherwise I'm really enjoying these balance changes.
EDIT: This is happening more in the prologue now. Is it meant to be used alongside your Gunsensical optional file "Enemy Damage Scaling - Very Hard to Hard"?
EDIT2: User Yashirow found the solution to my problem in the bugs section. They found that deleting 'tyger_claws.tweak' fixed the issue
Does ERF work well with Combat Revolution(AI Overhaul and High-Stakes) https://www.nexusmods.com/cyberpunk2077/mods/20225 and Melee Overhaul https://www.nexusmods.com/cyberpunk2077/mods/20792 Thanks!
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What about ENC’s new AI test file?
About ENC's, I've been running it with ERF for a couple of days now. I haven't found any problems. Enemies are much smarter and fights are really fun.
Do you use Gunsensical with that combo too?
If you want ENC to take priority, I'd use just ENC. Some tier 1 enemies like knife wielding weaker enemies won't have the 'knife throw' and many won't have the masking ink ability if you also have ERF installed. Both work well together though, I didn't experience any crazy incompatibilities. Both work together, it's just what you prefer.
compatibility with the ENC AI test version would be awesome
Whenever I tried to "delevel" 2077 i could not get rid of the automatic damage scaling on enemies. I'd use a mod to set their hp to 100 but if i save, set my level from 10 to 60 and walk into the same low level alley goon I'd suggenly take like 8 times the damage(I think every 10 levels it roughly doubles iirc).
Is that the thing this mod fixes? Because I was always unable to find out where that scaling even comes from when looking at the game structure in modding tools.
EDIT: This is happening more in the prologue now. Is it meant to be used alongside your Gunsensical optional file "Enemy Damage Scaling - Very Hard to Hard"?
EDIT2: User Yashirow found the solution to my problem in the bugs section. They found that deleting 'tyger_claws.tweak' fixed the issue