1.4.0 Added NativeUI Setting: You can adjust it yourself to achieve the desired effect. It runs well in my clean game environment.
See Here: If the NativeUI Setting doesn't work well or you encounter certain bugs, I am very sorry. As an amateur, my computer skills aren't well. You can tell me about it, and I will do my best to help you solve it.
Credit to mrj0j0e: He helped me with a lot of testing and reported many bugs.
Added a More Realistic Dynamic Accuracy System Enhanced enemy AI accuracy, with different enemy types having varying levels of accuracy.Simultaneously, when the player moves in different ways, the enemy's accuracy will change in real-time with their movement state, making it more consistent with real-world combat rather than using preset accuracy. Therefore, don't stay in one place and become a target for enemies.
i.When the player's health is greater than 50%, hackers will frequently hack the player and cooperate with teammates. There may even be multiple hackers working together for continuous team-based hacking.
ii.When the player's health is below 50%, the attack method (using proxies or direct hacking) depends on the distance to the player. The enemy's attack cooldown time will change with the player's health. When the player's health is 50%, the cooldown is 0.01s. When the player's health is 0%, the cooldown is 4s. As the player's health drops from 50%, the cooldown time initially increases very slowly, and the closer the health is to 0, the faster it increases. The hacker's attack desire will be determined by the following simple formula
Tickets.CatchUpEasy.cooldowns: Invalid value, expected "array:TweakDBID". Missing a square bracket.
Tickets.CatchUpHard.cooldowns: Invalid value, expected "array:TweakDBID". Missing a square bracket.
ArchetypeData.GenericMeleeT2_buck_inline0.abilities refers to a non-existent record or flat TDBID:4DFF09ED:16. Typed an extra 's'.
ArchetypeData.GenericMeleeT2_inline0.abilities refers to a non-existent record or flat TDBID:4DFF09ED:16. Typed an extra 's'.
Items.Preset_Masamune_Default2.4: Ambiguous definition. The value type cannot be determined. Typed an extra '2.4'.
ArchetypeData.HeavyMeleeT3_inline6.abilities refers to a non-existent record or flat TDBID:B945F531:14. Typed lowercase instead of uppercase.
ArchetypeData.GenericRangedT3_Takemura_inline0.abilities refers to a non-existent record or flat TDBID:7FAE3AEA:1E. Typed an extra 'L'.
Character.arasaka_sniper_sniper3_ashura_ma_elite_Reed_inline0.abilityGroups refers to a non-existent record or flat TDBID:1E71CEFC:27.
MovementActions.CatchUpDistance_inline3: Unknown property MovementActions.CatchUpDistance_inline7. Typed an extra space before MovementActions.CatchUpDistance_inline7
Character.arasaka_minotaur.abilities refers to a non-existent record or flat TDBID:BB9AB30D:1A. Missed typing 'st'.
I found a performance bottleneck: I added a lot of Hint statements for nativeUI so I could see data changes in the console, but the Hint statements print every 0.1 change. This causes significant I/O overhead and impacts performance. I can remove them, but then I won't be able to see the changes in the console.
For anyone struggling with this mod when it comes to difficulty especially bosses I would suggest testing the different settings on a couple of Cyberpsycho's with different abilities.
I changed the settings around when fighting the Bloody Ritual and Wasteland Cyberpsycho's. They both have very different abilities which gives one an idea of how enemies fight, take damaged and hurt you when using this mod.
I found after some adjustments they were not healing too fast and did not one shot me, however they still could kill me in two to three hits and I had to hit them hard while being very careful.
I'm playing the game on very hard and I am now getting the challenge I want rather than just melting everyone and being a god.
I feel with this mod you need to adjust to what your build is to get the best out of it rather than rely on the default settings.
Actually forget about it, I thought I have figured this mod out to work properly but its a waste of time and I've uninstalled it.
When I faced Yuri my adjustments made no difference at all, even turning enemy health regeneration off completely made no difference and no matter what I did he kept going back to 80%.
When I try to crouch behind a car while being shot repeatedly, the game interrupts my crouch animation and forces me to keep standing. I have many mods active but I suspect this part of how the stun from this mod works while shooting a player attempting to crouch.
Is this safe to uninstall mid-playthrough? I like some of the ideas but it goes too far imo. Too much sandevistan, too many quickhacks, incredibly annoying hitstun effects and a lot of small issues that I cant properly vocalize.
yes i've not had any issues unistalling it. my only problem was the sandevistan enemies glitched and basically just turned into reverse flashes forever.
you can't complete the first johnny silverhand mission because the enemies all have unlimited Sandevistan. i love this mod except for the Sandevistan that I think you need to reconsider unless you can make it so they don't spam dodges forever it makes silverhand missions impossible since he can't use grenades'.
this is not an overhall mod, this is just making the game unreasonably hard for no f*#@ing reason, probably the worst combat mod iv seen for any game ever
623 comments
Added NativeUI Setting:
You can adjust it yourself to achieve the desired effect. It runs well in my clean game environment.
Credit to mrj0j0e: He helped me with a lot of testing and reported many bugs.
Added a More Realistic Dynamic Accuracy System
Enhanced enemy AI accuracy, with different enemy types having varying levels of accuracy.Simultaneously, when the player moves in different ways, the enemy's accuracy will change in real-time with their movement state, making it more consistent with real-world combat rather than using preset accuracy. Therefore, don't stay in one place and become a target for enemies.
Hacker Attack Behavior Logic
Removed excessive hacking restrictions.
i.When the player's health is greater than 50%, hackers will frequently hack the player and cooperate with teammates. There may even be multiple hackers working together for continuous team-based hacking.
ii.When the player's health is below 50%, the attack method (using proxies or direct hacking) depends on the distance to the player. The enemy's attack cooldown time will change with the player's health. When the player's health is 50%, the cooldown is 0.01s. When the player's health is 0%, the cooldown is 4s. As the player's health drops from 50%, the cooldown time initially increases very slowly, and the closer the health is to 0, the faster it increases. The hacker's attack desire will be determined by the following simple formula
Bug Fixed:Some strange errors...
ArchetypeData.FastSniperT3_Reed_inline2.abilities: Ambiguous definition. The value type cannot be determined.
Tickets.Dodge.activationCondition: Bad format. Unexpected data.
Missing a square bracket.
Tickets.CatchUp_inline0: Unknown property slopeCorrectionInAirPitchMin
Tickets.CatchUpEasy.cooldowns: Invalid value, expected "array:TweakDBID".
Missing a square bracket.
Tickets.CatchUpHard.cooldowns: Invalid value, expected "array:TweakDBID".
Missing a square bracket.
ArchetypeData.GenericMeleeT2_buck_inline0.abilities refers to a non-existent record or flat TDBID:4DFF09ED:16.
Typed an extra 's'.
ArchetypeData.GenericMeleeT2_inline0.abilities refers to a non-existent record or flat TDBID:4DFF09ED:16.
Typed an extra 's'.
Items.Preset_Masamune_Default2.4: Ambiguous definition. The value type cannot be determined.
Typed an extra '2.4'.
ArchetypeData.HeavyMeleeT3_inline6.abilities refers to a non-existent record or flat TDBID:B945F531:14.
Typed lowercase instead of uppercase.
ArchetypeData.GenericRangedT3_Takemura_inline0.abilities refers to a non-existent record or flat TDBID:7FAE3AEA:1E.
Typed an extra 'L'.
Character.arasaka_sniper_sniper3_ashura_ma_elite_Reed_inline0.abilityGroups refers to a non-existent record or flat TDBID:1E71CEFC:27.
MovementActions.CatchUpDistance_inline3: Unknown property
MovementActions.CatchUpDistance_inline7
. Typed an extra space beforeMovementActions.CatchUpDistance_inline7
Character.arasaka_minotaur.abilities refers to a non-existent record or flat TDBID:BB9AB30D:1A.
Missed typing 'st'.
I found a performance bottleneck: I added a lot of Hint statements for nativeUI so I could see data changes in the console, but the Hint statements print every 0.1 change. This causes significant I/O overhead and impacts performance. I can remove them, but then I won't be able to see the changes in the console.
I changed the settings around when fighting the Bloody Ritual and Wasteland Cyberpsycho's. They both have very different abilities which gives one an idea of how enemies fight, take damaged and hurt you when using this mod.
I found after some adjustments they were not healing too fast and did not one shot me, however they still could kill me in two to three hits and I had to hit them hard while being very careful.
I'm playing the game on very hard and I am now getting the challenge I want rather than just melting everyone and being a god.
I feel with this mod you need to adjust to what your build is to get the best out of it rather than rely on the default settings.
Actually forget about it, I thought I have figured this mod out to work properly but its a waste of time and I've uninstalled it.
When I faced Yuri my adjustments made no difference at all, even turning enemy health regeneration off completely made no difference and no matter what I did he kept going back to 80%.
This mod is not worth the hassle.
I like some of the ideas but it goes too far imo. Too much sandevistan, too many quickhacks, incredibly annoying hitstun effects and a lot of small issues that I cant properly vocalize.
This is a waste of everyone's time. Pass.