Cyberpunk 2077

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RMK

Uploaded by

rmk1234

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About this mod

Modifies every part of the damage system and some other elements to give gangs and corps more flavour and uniqueness. Also get benefits and penalties against gangs/corps based on your lifepath. Highly configurable with new menu!

Requirements
Permissions and credits
Translations
  • Ukrainian
  • Turkish
  • Spanish
  • Portuguese
  • Polish
  • Mandarin
  • Korean
  • Japanese
  • French
  • Czech
Changelogs
Donations
I got the idea for this mod when I saw another mod that removes the Tyger Claws' smart gun jammer... I thought: "that's the opposite of what I want!" I wanted more uniqueness to the gangs, and reasons to change up your playstyle. So I found every aspect of the combat system that I could figure out how to tweak, and then made it easily configurable for each gang/corp. I tried to make the changes thematic with the lore of each group. The idea is to make you change your playstyle occasionally. So the Animals are resistant to non-melee weapons. That means you have to get up close and fight with melee, which should be fun! Changes are generally to make the game harder.

Update for patch 2.02+
- New Native Settings UI menu for configuring the mod
- rebalanced: reduced the number of effects on most gangs/corps
- made it easier for translators
- added Barghest, NUSA, and NCPD as factions that you can add properties for. I don't actually know what all the groups you can fight in PL are since I haven't been able to play it yet.



Gangs
(the effect names here are for flavour - in the in-game menu these names are not used)
Animals
  • Pain Editors: Immune to Electrocution
  • Ultratestosterone: Immune to Poison
  • Combat Drug Injectors: Resistant to non-melee and explosive damage (0.5x)
  • Implanted Muscles: Ignore 25% of player armor

Maelstrom
  • ICE: +2 upload time, +1 RAM cost
  • Cyberoptics: enhanced detection (1.2x)
  • Mostly Chrome: Immune to Bleeding
  • Subdermal Body Plating: Resistant to Assault weapons (0.5x)

Scavengers
  • Pain Editors: Immune to Electrocution
  • Health Monitors: One shot protection (max 90% of full health in one shot)
  • Kerenzikov: Smartbullet Evasion (50% miss prob)
  • Spare Parts: Resistant to Hack damage (0.8x)

Sixth Street
  • Firewall: Immune to damage hacks
  • Pain Editors: Resistant to Blunt and Heavy Weapon damage (0.5x)
  • Ballistic Counter Measures: Resistant to Power weapons (0.8x), vulnerable to Ricochet (2x)

Tyger Claws
  • Firewall: Immune to ultimate hacks
  • ECM: Smartgun jammer (80% miss prob)
  • Pain Editors: Immune to Burning, resistant to Grenade damage (0.5x)

Valentinos
  • Reflex Boosters: Resistant to Critical Hits (0.5x)
  • Armor Piercing Rounds: Ignore 50% of player armor
  • Synth-adrenaline: Immune to Bleeding
  • Polarized skin plating: Resistant to Tech damage (0.5x)

Voodoo Boys
  • Firewall: Immune to ultimate hacks
  • ICE: +1.5 upload time, +2 RAM cost
  • Bullet Hacking: Resistant to Smart weapon damage (0.5x)

Wraiths
  • ICE: +1 RAM cost
  • Pain Editors: Resistant to Melee Attacks (0.5x)
  • Kiroshi Mk 2: enhanced detection (1.2x)
  • Corp-poisoned Water: Immune to Poison

Corps

Arasaka
  • Firewall: Immune to ultimate hacks
  • ICE: +1 upload time, +2 RAM cost
  • Life Extending Circuits: Resistant to Critical Hits (0.5x)
  • Neuro Backup: One shot protection (max 75% of full health in one shot)
  • Cochlear Implants: Resistant to Stealth damage (0.5x)

Biotechnica
  • Firewall: Immune to control hacks
  • Nano Med Bots: Immune to Bleeding and Poison
  • Bullet-ejecting Armor Plating: Resistant to Power weapons (0.5x)

Kang Tao
  • Firewall: Immune to covert hacks
  • ECM: Smartgun jammer (80% miss prob)
  • Automated Internal Fire Suppression: Immune to Burning

Militech
  • Firewall: Immune to damage hacks
  • Advanced Armor: Immune to Electrocution
  • Reinforced Helmets: Resistant to Headshots (0.5x)
  • Tech Nullifying Weave: Resistant to Tech damage (0.5x)

NOTES
  • Status Effects / Elemental Damage: There is a difference between a status effect (e.g. Poison) and a damage type (e.g. Chemical). Poison causes chemical damage, so if an enemy is resistant to that they take less damage from poison. In this mod enemies can be immune to acquiring status effects, but I haven't altered resistances at all (and I think resistances are removed in patch 2.0). Chemical damage from weapons is not affected by Poison immunity.
  • Smart Gun Jammers: Tyger Claws have a natural Smartgun jammer, which jams 80% of bullets (though if you're really close they don't get jammed). In the unmodded game only like 2/3 of the Tyger Claws have this property. The game has rarities of enemies, including "Normal", "Weak", "Rare", "Boss" etc. in each encounter, with most being normal. It modifies health, DPS, etc. I didn't want to give different properties based on rarity because it's too many options. So, in this mod all Tyger Claws have the smartgun jammer, rather than just most of them.
  • Quick Hack Immunities:: These hacks will show up in the hack list if you have them equipped but will be unavailable, with the message "Target not hackable".
  • One Shot Protection:: This is something the player always has, and now the enemies can have it too! It should make those people unable to be killed with a single attack.
  • Multipliers on bonus damage:: For things like critical hits, ricochet, stealth bonus, etc. the multiplier is on the EXTRA damage, not the base damage.
  • Detection Multiplier:: This affects the speed of the detection icon filling up, i.e. how fast the enemy spots you. I haven't timed it to determine if the speed is linearly related to this multiplier, I don't know what the formula is.

Lifepath Bonuses

The idea here is to have a list of gangs/corps that are "familiar" to you depending on your lifepath, with the others considered "opposed" to you. Then you get bonuses and penalties to those groups. The changes are symmetrical. I didn't want to give Corp lifepath bonuses to Netrunning or something like that just because I think that's a corp-like playstyle. Generally the idea is that fighting people you know is easier for you and them, and you get very little Street Cred for killing them because it hurts your reputation with your people (Even a Nomad killing Wraiths... that guy might be your fellow friendly Nomad's brother!). Also, you get more money from familiar groups because you know what's valuable when searching them.

Note: most enemies don't give you money for killing them in the base game. With the new vendor stock in patch 1.2 I thought having some more money would be nice. You can easily turn it off in the config file.

Corp familiar: Arasaka, Biotechnica, KangTao, Militech, 
Nomad familiar: Aldecaldos, Wraiths, NUSA (reasoning is that Nomad V has been in the NUSA)
Street Kid familiar: Tyger Claws, Valentinos, Scavengers

(What about other factions from Phantom Liberty? I haven't had a chance to play the expansion yet. Feedback on which factions to associate with which lifepaths is welcome)

Effects when fighting Familiar groups:
  • Damage to NPC: 1.2x
  • Damage to Player: 1.2x
  • Detection Multiplier: 0.8x
  • Upload Time: -0.5
  • Money Reward per level: 5
  • Street Cred Multiplier: 0.25x

Effects when fighting Opposed groups:
  • Damage to NPC: 0.8x
  • Damage to Player: 1.0x
  • Upload Time: +1.0
  • Ram Cost: +1.0
  • Money Reward per level: 2
  • Street Cred Multiplier: 1.5x

Bonus Effects!

Scale Quick Hack upload time by distance: Enemy netrunners have their hack upload time scaled by an exponential amount based on distance. Players can have this feature too! It encourages you to get closer. Can be disabled in the options.

Installation

  • IMPORTANT: This mod has 3 dependencies (see requirements section above!)
  • To install this mod, extract the zip file into the Cyberpunk 2077 installation folder (the mod files go to "Cyberpunk 2077/r6/scripts").

Translation

The translation file has changed in version 4.0. You can now copy
bin\x64\plugins\cyber_engine_tweaks\mods\lifepath_bonuses_and_gang_corp_traits\localization\en.lua
and create a new file in the same folder for the language you are translating to. No need to replace any file. The mod will use the game interface language if that file exists, or else use English.

Feel free to publish your own translated version of the mod or send me a file to add to this one.

Credits:
  • Thanks to the maintainers of, and all contributors to, Wolvenkit
  • Thanks to the authors of all required mods
  • Reki72, author of the excellent Kiroshi Opticals - Crowd Scanner, from which I borrowed some code for scanner integration with this mod.
  • e256 for included Russian translation.

Check out my other mods: