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ABCdb111

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ABCdb111

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30 comments

  1. furiousstorm10
    furiousstorm10
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    The intentions of the mod are good. However, I've noticed that enemies are more focused on dodging after triggering Sandevistan ability and don't shoot as much as they should. Sometimes they don't even shoot at all.
  2. dorkasaurusrex
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    Could you find a way to add modded weapons to NPCs? That seems to be one a big challenge for some reason :/ 
    1. ABCdb111
      ABCdb111
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      Technically, this is not difficult, I have implemented it in the newboss mod, and the biggest problem that cannot be solved is copyright, and I have to respect the work of other modders
    2. dorkasaurusrex
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      I'm sure if you asked Sabbath1771 they wouldn't mind. I didn't know anyone had cracked the code of how to do that.
  3. acamit
    acamit
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    Do all enemies now have sandevistans? Also if an enemy has higher tier sandevistan than you and you both activate it, does he move faster than you?
    1. DeepDarkKing
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      you may need Enemies of Night City https://www.nexusmods.com/cyberpunk2077/mods/8467
  4. selfcontained55
    selfcontained55
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    by my understanding this is already included in the latest update to Combat Revolution mod right? so i shoudnt use both of them
    1. ABCdb111
      ABCdb111
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      Yes,that's right
  5. selfcontained55
    selfcontained55
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    i think lorewise sandevistan is difficult to use as not many people have high tolerance to that level of cyberware hence the 'humanity' stat, i dont think making a bunch of low level goons have it is a good idea if you care about immersion. but those who do have it, it should be more powerful and harder to fight against imo
    1. simonbeni
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      to be fair, according to scanner 80% of enemies have "Kerenzikov" listed under their "abilities"

      so i dont think the devs really thought about the fact that both kerenzikov and sandevistan are heavy on the nervous system and would likely kill most goons.
    2. selfcontained55
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      fully agree, if anything i'd reduce the overall use of both but make it stronger for those who have it since the combat in the base game is a bit of a joke if im being honest. 
    3. Ray322
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      I agree with the sentiment, I feel like basic goons should make far less use of Kerenzikov, and especially Sandevistan (maybe a tier 1 here and there). Sandy being stronger, but reserved for high-tier enemies (bosses, mini-bosses, officers) would feel much more accurate and engaging imo.
    4. ABCdb111
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      You're right, but I suggest you take a look at my allocation table. I haven't assigned sandevistan to low-level enemies
    5. ABCdb111
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      I didn't reassign Kerenzikov; that was done by CDPR, and I don't understand why they did it.
    6. TheDudeAbides157
      TheDudeAbides157
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      Thanks to CDPR changing not just the way kerenzikov functions (at least for V) but where/how it's installed (it shouldn't be possible, or even necessary to have both it and a sandy) it's really difficult to make it work in any way that's lore accurate at all.

      Frankly the cyberware system is one of if not the biggest issue with the game as it is. They should have used the TTRPG's cyberware reference as a base, because they made sure that the implants are all plausible with a little suspension of disbelief. Instead, most cyberware in 2077 is just gibberish. So instead of something like, having skin weave (or even multiple types of it) we have like, peripheral inverse lol 

      Not to mention just how many pieces of cyberware are completely useless regardless of your build.
  6. mohoxrevolution
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    Does this require the main mod?

    Does it conflict with the ENC AI file, or Enemy Rarity Fixes?
    1. IanBrandonAndersonn
      IanBrandonAndersonn
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      Probably conflicts with ENC because I swear ENC has its own code that overwrites sandevistans.
    2. dframed
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      1. This does not require the main mod - ABCdb111 has been releasing these "parts" of Combat Revolution separately and will (according to the desc.) add this mod to the main mod soon.
      2. This will conflict with ENC.
      3. Enemy Rarity fixes touches enemy archetypes so it's reasonable to think this is incompatible/will overwrite.
    3. ABCdb111
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      The conflict only applies to Sandevistan vs. Sandevistan.
    4. nobody91blues
      nobody91blues
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      whats this ENC???
    5. mohoxrevolution
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      Enemies of Night City 
  7. bakedshrimp03
    bakedshrimp03
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    is it possible to make this work for the player specifically for the third person mod for Sandevistan and for dashing to help cover the wonky movements and it would just look cool
  8. Anpexxz
    Anpexxz
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    Hey! Awesome mod, I just tried it and it adds so much life to the combat. I was wondering: would it be possible to add the colorful trail effect that Adam Smasher uses with his Sandevistan to the enemies as well? It would look insanely cool when multiple enemies activate it. Thanks for the amazing work!
    1. LaraCrott
      LaraCrott
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      THIS ^ 
    2. ABCdb111
      ABCdb111
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      I've tried it, but Adam's special effects don't seem to work on regular enemies, and I don't understand why.
  9. BlackSunIT
    BlackSunIT
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    this series of mods is something beyond...

    Amazing stuff
  10. Zacaro824
    Zacaro824
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    This all sounds really interesting, I'm excited to check it out! I'm just curious, do you know if this mod is compatible with ENC and New Game Plus - Native, since they modify combat and behaviour as well?
    1. nicklasz
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      1+ was wondering the same. I don't use ENC, but I use NG+ mod and if I'm not mistaken, that mod already introduces some of these things through it's "Fast upgrade" and "Dodge enhancement" customizable options.
    2. ABCdb111
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      A small portion overlaps, but it is basically compatible emm I think