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RMK

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rmk1234

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  1. rmk1234
    rmk1234
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    Patch 2.2 status: No update needed.

    FAQ

    Q: Can I install/uninstall this any time during a playthrough?
    A: Yes
  2. KellyCarti
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    i pair this mod with ENC (beta) and sometimes i see enemies with 50 memory needed XDDD but when i reload it goes back to normal like 6-7 . sometimes it 30 sometimes even 20 , i reload and it goes back to 5-6. as i know ENC beta on;y changes AI so i dunno whats goin on . not a game breaking but sein this makes me insta fast save fast load 
    1. rmk1234
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      I think ENC changes a lot. What you're describing wouldn't be from this mod. It does increase RAM costs, but it will increase it the same before and after your reload. The high number is from something else.
  3. MrMemeilator
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    Hello.

    I would like to ask if this mod has any conflicts or incompatibilities with the mod "Combat Revolution(AI Overhaul and High-Stakes)" found here https://www.nexusmods.com/cyberpunk2077/mods/20225 i ask because i am currently unsure of this just due to the complexity and quantity of features these mods contain.

    Thank You.
    1. rmk1234
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      This mod is unlikely to have conflicts with other mods. There may be effects that don't make sense when combined with the effects of other mods, which you should be able to determine from the mod descriptions.
  4. HoomanPlus62
    HoomanPlus62
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    can you adjust Firewall to additional RAM cost instead of compelete immunity?. Like, their system might be immune to common netrunners but a more skilled netrunners can breach their sytems.
    1. rmk1234
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      That's a good idea for an alternative to immunity. Might be something I add in the future.
  5. Kevin5264
    Kevin5264
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    Hello! I'm using this mod alongside ENC and on some rare/elite/boss enemies, there's so much information on the scanner that it gets cut off. Here's a link to what I mean - https://imgur.com/a/AB3beKC

    Is there any way to fix this, or is this an unfortunate part of combining both of these mods together? Sadly, reducing the text size does not change it. And turning off some settings still has it be cut off.
    1. rmk1234
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      This is just a limitation of this mod. If I were making it today I might have used a custom UI element, but it was designed to use that space that is now overflowing. Not something I'm planning on working on right now.
  6. legher420
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    Sorry, I saw "Immune to"  

    The player cannot ever be immune to anything. So this is a no go for me. 
    I'm not giving NPC's a feature the player cannot ever have.
    1. szsz7
      szsz7
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      You do realize you can turn these immunities off in the mod settings menu and keep whatever else you want, right?
    2. RandomPaul13
      RandomPaul13
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      Think of it like a Second Heart, its immune to one shots, just like if you were one shot by something 
    3. Daredemo
      Daredemo
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      Unlike ENC, this mod easily allows you to turn these off. I also dislike mechanics that invalidate a whole playstyle, so I usually turn these off.
  7. hakem0709
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    Hey uh so I just download this mods and it works great but one issue that I face is that the enemy scan info is too long usually on elite enemy. Most of the time i can't even see their traits since the info reach off screen and cut off. How do I fix this? I did use Enemies of Night City 
  8. TheFamican
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    I get class not found errors on starting. I've doublechecked everything to be updated recent and compatible, but I am a newbie.

    I do however have another damage scaling mod, which I first installed to help correct the unreasonable incoming melee damage. Then I saw this more dynamic and expansive mod. I would like to see what would happen if I remove the damage scaling mod since that one takes over this one. The menu for this mod works, but with no class assigned, the parameters do nothing.

    One q: is melee and are bosses their own category for adjusting? Or is everything dependent on the faction of the npc, including bosses and melee damage?

    Oh, what are safe ways to remove mods without breaking things? I don't want to do a second clean install 😅
    1. rmk1234
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      1. For your error either redscript part of the mod isn't installed, or you don't have redscript installed, or redscript in general is just not working. You can check your redscript log at r6/logs/redscript_rCURRENT.log to maybe figure out what is going on.

      2. There won't be any issue from having another damage changing mod, this one really shouldn't conflict with anything else.

      3. There aren't any settings for bosses though in this mod, right? I don't understand the question.

      4. For uninstalling, you can use Vortex if you don't want to worry about it. To manually uninstall you need to delete all the files that came with the mod. For this one, for example, you can see all the files here in the Nexus file preview:

    2. rmk1234
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      Also you can get troubleshooting help on the modding discord server: https://discord.gg/redmodding
    3. TheFamican
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      Thanks. I;'ll have to see the discord. I know I'm not installing redscript improperly on my end. Something is up with it and I'm probably overlooking some compatibility problem with the script somewhere. somehow. That's the best I can guess, but redscript seems to be the issue. I have linux MInt so .exe files can be a pain even with WINE. I don't use any mod managers. Their virtual windows view often won't turn up my files, even in the little Z drive where my stuff is. Half of everything just stays invisible so mod managers are not it for me.
    4. rmk1234
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      lol that you're on linux might be important. There are some resources here: https://wiki.redmodding.org/cyberpunk-2077-modding/for-mod-users/users-modding-cyberpunk-2077/modding-on-linux
    5. TheFamican
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      Everything is working now thanks. I remember going through those steps, but the one line I might have missed was the part about a decompiler, above the vcrun2022 option in Protontricks, but I feel like I might have read an alternate version of those instructions because for launch options I never used the command line, I was instructed to force with proton experimental. Anyway, it looks all cleared up now thanks. Just tested closing and reopening the game and no issues after I deinstalled and reinstalled Redscript. Deleted entire r6 cache as well before doing so to be safe.
  9. Norvystor
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    Just wanted to state clear that this mod, is working perfectly with Enemies of Night City, with the default settings from both mods! that is, so they dont unbalance the damage, or just change only one of them but stil, it works great! don't be afraid to use it!
    1. NotMelGibson
      NotMelGibson
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      Do you mean the new test version of enemies of NC ?
    2. Norvystor
      Norvystor
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      Hey, yes, the new test version also works
  10. Black1ceNway
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    so it works with NIGHT CITY ALIVE?
  11. Norvystor
    Norvystor
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    So based on what you say on some recent comments, enemies of night city and this mod is compatible together right? because on some older comments you said there might be some overlap between.
    1. rmk1234
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      There's a difference between incompatible and possibly overlapping effects. Imagine if one mod makes an enemy take less damage, and another mod makes that enemy take more damage. Does that make them incompatible? I don't think so. I am not an expert in the features of ENC, so I don't know what effects might overlap in weird ways, but I would not expect anything to break.
    2. Norvystor
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      Thank you. that clears my question, i will use both and i will let the damage on default