File information

Last updated

Original upload

Created by

U0047

Uploaded by

U0047

Virus scan

Safe to use

Tags for this mod

187 comments

  1. U0047
    U0047
    • member
    • 8 kudos
    Locked
    Sticky
    FAQ: PLEASE READ BEFORE POSTING COMMENTS!

    PLEASE REPORT BUGS TO THE BUGS PAGE! THIS HELPS BUGS GET NOTICED AND FIXED!
    Q: Why am I getting the error "Compilation error: REDscript compilation has failed"?
    A: Please make sure all the mod dependencies are installed and up to date!

    Q: Cyberpsychos seem to always drop high tier weapons, Is loot level scaling implemented?
    A: No, loot level scaling is not currently implemented. Loot level scaling is planned for a later update.

    Q: A cyberpsycho encounter started during a quest, is this a bug?
    A: Yes. A solution to this issue is currently being investigated.

    Q: Is this mod compatible with [insert some other mod]?
    A: I probably do not know but it would be helpful for you to try them both together and report any incompatibilities!

    

  2. Killin25
    Killin25
    • member
    • 0 kudos
    do i have to install something else for it to work? because it doesn't seem to work for me
  3. redwoodgrove
    redwoodgrove
    • member
    • 4 kudos
    Is there a way to adjust their health to be greater? once max tac shows up they are dead very quickly in my game, probably because of "immersive shooting ai" 
  4. Eldirian24
    Eldirian24
    • member
    • 0 kudos
    Does this mod still work for yall post 2.3? I cant get it to work for me so just thought I should see if thats a me problem or universal.
  5. Norvystor
    Norvystor
    • member
    • 2 kudos
    Tested this with Enemies of Night City (Test Version 0.42) As well as Night City Alive, works fine for both, have encountered the cyberpsycho without any issues, and Maxtac also spawned after a bit. I don't think there is any incompatibilities for the author wondering or anyone. Love the mod, thank you!
    1. Sheefx
      Sheefx
      • member
      • 1 kudos
      Thank you I was just about to ask this.
  6. Sheefx
    Sheefx
    • member
    • 1 kudos
    Can I use without mod settings?
    1. U0047
      U0047
      • member
      • 8 kudos
      No, mod settings is a hard requirement. 
    2. Sheefx
      Sheefx
      • member
      • 1 kudos
      Appreciate the response btw is it compatible with Night City Alive Mod?
  7. Pruples
    Pruples
    • member
    • 0 kudos
    How rare are the encounters supposed to be? I've got about 3 hours in-game since installing this, mostly running around slapping police officers with a dildo once and running or driving around testing mod cars, and have only seen 1 thing that could've been an encounter....except it was in the middle of an un-enterable building so I couldn't confirm. 
    1. U0047
      U0047
      • member
      • 8 kudos
      It typically shouldn't take that long for an encounter to happen unless maybe you have a very low encounter multiplier set or you're spending all your time in a low spawn chance district like North Oak or the Badlands.

      Would you please copy and paste the contents of your gamelog (found under \path\to\Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\gamelog.log?
    2. Pruples
      Pruples
      • member
      • 0 kudos
      Must've just been bad luck, because I can confirm it's working now. I've played a couple more hours since that comment, and had a bunch of encounters with cyberpsychos.

      Thanks for this mod, man. I'm definitely enjoying it now.
  8. KillerTrint22
    KillerTrint22
    • premium
    • 0 kudos
    Awesome mod compatibility with Enemies of Night City would be awesome it currently works just fine only thing is the CyberPhysco is VERY weak in comparison to everything.

    Or maybe even a setting allowing you to make them spawn with way more Gear/Powerful tech

    Some more menacing looking models would also be cool to really capture the aspect of them being borged out

    One last thing that would be very cool would be like different response times depending on the area they spawn in so in a place like City Center and the Rich Corpo Area Max Tac pulls up like in 10-20 Seconds and then in like pacifica they take like 5Mins or maybe dont even come lol
  9. Roads5
    Roads5
    • member
    • 0 kudos
    Hey man, this is a great mod and a great idea for one as well (i always thought the lack of more cyberpsychos all over the place was weird and a waste) - but it sometimes locks me into combat with one and let's say i was on my way somewhere else and it never leashes or despawns the cyberpsycho once your in combat with em even when i drove to the other side of the map. Just posting this to help u debug and tweak :)

    I love the idea tho man! GL !
  10. mohoxrevolution
    mohoxrevolution
    • supporter
    • 0 kudos
    Any reason this conflicts with Utilities2077, a requirement? Do I need to do anything different?
    1. U0047
      U0047
      • member
      • 8 kudos
      Utilities 2077 shouldn't conflict with this mod, it's actually a requirement. Are you getting any sort of error message saying Utilities 2077 conflicts with this mod?
    2. mohoxrevolution
      mohoxrevolution
      • supporter
      • 0 kudos
      Yes Vortex says they are conflicting/redundant. 
    3. U0047
      U0047
      • member
      • 8 kudos
      Can you copy and past the vortex error you're getting here?
    4. 1Cyanide101
      1Cyanide101
      • premium
      • 2 kudos
      you can create a rule having the utility mod load first (before).  If it didn't automatically give that option you can click on (and hold) the dependencies icon for the utility's mod and drag the green line the the dependencies icon for this mod creating the same rule (load utilitys before/first). It is the 3 dot icon with lines connecting the dots in-between endorsed and remove.

      Spoiler:  
      Show
        typically Later/last/lower loaded mods over write higher/first/eariler mods.

      Endure you didn't download any of the exact same mod twice. if you have an older and newer version of the same mod often disabling both versions of the same mod will combine versions and you can click on version to pick the updated one usually with the bigger number and click disabled to re-enable the mod.

      if you get that error for a dependency and a mod have the dependency load first/(higher), if you get that error for 2 mods that do similar things you usually need to pick one or the other.  but the one that loads last(later/lower) will overwrite and matching files for the first mod.

      Fairly often vortex makes file formats and saves act funny. Using verify repair usually helps. Right click the game and click on verify repair. Sometimes that followed by the classic restarting your PC will fix issues. This wont delete vortex installed mods, If you made any manual changes (not vortex, old school adding and changing the game file directly, you can't do this by accident) to the game file itself in the games file manager ifs worth giving it a quick look over after.  

      Often conflicting mods break each other but Sometimes you can have two conflicting mods doing similar multiple things, like if you have a mod that makes a car red and its decal blue loaded before a mod that makes the decal orange you will now have a red car with a orange decal but only if loaded in the correct order.

      Not trying to step on toes or insult IQs, just want to cover as many bases as I can think of and tell folks what I wished someone would have told me a while back, Vortex can be counterintuitive at times. Hope this helps.
       
  11. Jakit1
    Jakit1
    • supporter
    • 1 kudos
    is this safe to uninstall mid save?
    i must be the most unlucky guy ever, every time i go to do a side gig theres a cyberpsycho right at the entrance...
    1. U0047
      U0047
      • member
      • 8 kudos
      This mod can be uninstalled mid save.