Im playing on the latest version with better netrunning and I cant seem to jack into unconscious NPC's maybe im stupid but it seems to not be working for me?
if you have any idea for a fix please let me know, thankyou
Net-Architecture's don't work this way. Hacking one doesn't hack an entire subnet's control nodes each time. Access points and breach protocol has daemons that guide them to various levels. You can't do that through one access point, unless all of the data is on one sever. In that case, it's a datafortress most likely. This mod is cool, but it breaks the lore. You can breach a network, but daemons don't afford access to all devices and people on that network in the way you're thinking.
It does in this game, when you breach the one Access Point that's properly linked in each local network. The problem was that the vast majority isn't, and this takes care of that.
Also "in the lore" contemporary net is dead and everything works in local subnets.
If you want more realistic hacking, there's a link in description to a compatible mod that does that.
No. Daemons are limited to which control nodes they take over. Every device can be interfaced with regardless of you "breaching the subnet" via a backdoor. This is done with the "breach protocol" net-tech interface. Standard decks can jack-in remotely to localized devices (that function with neuroport receivers), but it's limited to like 8 meters. V's deck is a neuroport cyberdeck, so it can interface 25-50 yards out with devices and other neuroports. Neuroports have firewalls, and V has an interface rank of 3, so she bypasses those firewalls. If that neuroport has a ton of Passwalls and Self-ICE, the resources increase to hack that neuroport in the form of RAM. ICEPick can be used if you 'hack' a localized network (data pool derivatives from the Time of the Red) CitiNET local nets called subnets. This breaches the local network using Datamine daemons. Daemons are AI-based programs that can operate control nodes of local devices. The only control node of an actual person's neuroport is their holophone level. Every person as of 2077 with a neoroport has a parallel Net-Architecture. In other words, V doesn't need to hack a subnet ever to hack someone. She can bypass their firewalls like most solid netrunners, and with enough resources, she can quickhack them with ease. Therefore Access Points are only useful to her/him, if your looking to extract data, or, operate old devices that don't have device receivers. Neuroports or (people) are all fair game all the time for pretty much any skilled netrunner. Hope that makes sense.
Cool tabletop lore dump. Still not how this game works as, in the videogame, breaching correctly linked Access Points gives ram discounts and device control and gave npc debuffs.
The problem was that the vast majority of Access Points isn't linked to networks, and this takes care of that.
The more realistic thing we have around here, for now, is Better Netrunning; but the abysmal state of networks & squads setup made setting it to networks-protected-by-default unfeasible.
How? It explicitly says on screen when you've breached a localized network? Am I missing that there's an unknown "non-functioning" stat or something? Could help me if so.
+ The one cool netrunning mod I found necessary, in light of yours - is the netrunning mod that enables scanning of all NPC neuroports. Enabling quickhacks and whatnot. I don't hack them. But it's still useful.
They're just trying to be helpful I'm assuming, although what they wrote was long, it didn't come across to me as rude. So no reason to be rude to them :)
Breaching will also be distance-based. All properly linked entities will keep being breached as usual, but you'll now also grab nearby unlinked ones. The kind of access you get is based on Better Netrunning's presence/settings, as usual
Better Netrunning was already giving you Personnel access on any kind of success on an unconscious enemy, so i've only hidden that option in that case to avoid confusion and wasted effort
And could you explain the BETTER NETRUNNING - surveillance/defense access from all NPCs (it's currently OFF).
Is it any different from your Trace Protocol update, allowing any NPC to start a trace if they're quickhacked through a device (camera/turret)?
EDIT: Wait nvm, I think I figured it out. Does it mean that I can access BETTER NETRUNNING's breach protocol through unconscious NPCs, as opposed to the B.N. restriction of surveillance and defence only accessible through access points.
IE: Unconscious NPCs can access personal and root networks.
Thank you for this. I use Better Netrunning but it's frustrating to ply my trade as a combat netrunner when many of the enemies I come across can't be hacked because the "network" they belong to is not hackable (or non-existent). So I have to resort to becoming an expert shooter or ninja as well (which for me is immersion breaking because I want to be a "netrunner" not a "jack of everything").
I love using Better Netrunning but as you say the fun is rather often spoiled by the state of the networks. Perhaps we can find some way to fix that in the future but for now this seems like a great solution!
23 comments
if you have any idea for a fix please let me know, thankyou
The problem was that the vast majority isn't, and this takes care of that.
Also "in the lore" contemporary net is dead and everything works in local subnets.
If you want more realistic hacking, there's a link in description to a compatible mod that does that.
The problem was that the vast majority of Access Points isn't linked to networks, and this takes care of that.
The more realistic thing we have around here, for now, is Better Netrunning; but the abysmal state of networks & squads setup made setting it to networks-protected-by-default unfeasible.
It explicitly says on screen when you've breached a localized network? Am I missing that there's an unknown "non-functioning" stat or something? Could help me if so.
+ The one cool netrunning mod I found necessary, in light of yours - is the netrunning mod that enables scanning of all NPC neuroports. Enabling quickhacks and whatnot. I don't hack them. But it's still useful.
Move along and seek your attention elsewhere.
End of line.
I'm a little confused for the mod. So the mod is distance based now for breaching networks from access points?
Meaning that if enemies are unlinked, I'll breach them from an access point.
Or if I'm using better netrunning and I breach an unconscious enemy. I'll have access to all subnets (turrets, cameras, etc.)
The kind of access you get is based on Better Netrunning's presence/settings, as usual
Better Netrunning was already giving you Personnel access on any kind of success on an unconscious enemy, so i've only hidden that option in that case to avoid confusion and wasted effort
And could you explain the BETTER NETRUNNING - surveillance/defense access from all NPCs (it's currently OFF).
Is it any different from your Trace Protocol update, allowing any NPC to start a trace if they're quickhacked through a device (camera/turret)?
EDIT: Wait nvm, I think I figured it out. Does it mean that I can access BETTER NETRUNNING's breach protocol through unconscious NPCs, as opposed to the B.N. restriction of surveillance and defence only accessible through access points.
IE: Unconscious NPCs can access personal and root networks.
Access points allow access to ALL networks.
Thank you! :)