Cyberpunk 2077
0 of 0

File information

Last updated

Original upload

Created by

RMK

Uploaded by

rmk1234

Virus scan

Safe to use

About this mod

Improves enemy netrunners by adding a bunch of hacks (most are restored cut content) they can use on the player, and fixing some CDPR bugs that stop netrunners from hacking you most of the time.

Requirements
Permissions and credits
Changelogs
Donations
Ever wonder why the enemy netrunners almost never hack you? And It's always Overheat? This mod fixes that by adding a bunch of hacks, some of them already in the game and unused, some of them I had to create. I also fixed some CDPR bugs that stop enemy netrunners from hacking you often.

How the unmodded game works:
  • Any enemy can use Reveal Position on you to find your location and enter the combat state. Triggered by doing stealth damage hacks against them (there may be a health trigger... I'm not sure of the exact conditions)
  • Netrunners can use Overheat against you to do a burning status effect. If you know the location of a netrunner who does another hack please let me know, because I can't find one!

What this mod does:

  • Bugs in the unmodded game I found and fixed:
    • Your saved game can get bugged so that you are stuck with the "BeingHacked" status effect, so you can't be hacked! Some condition can eventually remove this, allowing you to be hacked, but it's a big reason you rarely get hacked. The next point is one way that this can happen.
    • If you interrupt a hack by killing or attacking the hacker, or with the Self-ICE cyberware, the "BeingHacked" effect is not removed.
    • Reveal Position just keeps going even if you kill the person hacking you or they find you and go into combat with you.
    • Fixed in 1.0.1: If you save the game while someone is using Reveal Position on you you can get stuck with the stat that keeps track of the hack progress bar set to 100 (behind the scenes - not visible). Then the game thinks you're being hacked all the time and you can't be hacked (checked in a different place than the "BeingHacked" status effect). This can last forever, across saves, reloads, travel, etc.
    • Fixed in 1.1.1: Self-ICE cyberware would be spent on a Reveal Position hack but not actually stop the hack. Fixed so that the hack is actually stopped.
  • New Hacks:
    • 10 possible enemy netrunner hacks (5 damage, 4 control, 1 ultimate!)
    • Each netrunner is given a catalogue of 3 hacks to use (minimum 1 damage and 1 control), chosen randomly with some weighting based on level
    • Netrunners select from their catalogue according to another set of weights, and each hack has a different upload time. Generally better hacks take longer to upload.

Hacks [Type - Name (upload time): description]:
  • Damage - Overheat (5s): low burning damage over time
  • Damage - Burning (7s): high burning damage over time (a netrunner will only have one of Overheat or Burning, never both)
  • Damage - Contagion (6s): moderate poison damage over time
  • Damage - Short Circuit (6s): moderate shock damage over time
  • Damage - Synapse Burnout (7s): does damage equal to 20-35% of max health. Higher damage if the player has lower health. Higher chance that a Netrunner has this at higher levels.
  • Control - Cyberware Malfunction (5s): disables jump cyberware, scanning/hacking, etc.
  • Control - Reboot Optics (3s): flashing blind effect
  • Control - Weapon Glitch (7s): guns are disabled
  • Control - Cripple Movement (6s): very slow movement
  • Ultimate - Imminent System Failure (15): you die (higher chance that a netrunner has this at higher levels) [There is an alt version of the mod available in Optional Files with this hack disabled]

Configuration:

The mod lives in "r6/scripts/AINetrunners/". Inside that folder is a "config.reds" file which has most of the things you might want to change. It would be pretty easy to change the frequency of different hacks being applied or their upload times. Other things could need a bit of general coding knowledge.

Adjusting Difficulty
Just fixing the bugs that prevent you from being hacked most of the time is a nice increase in difficulty. Now it's harder to wipe out an entire base with contagion or whatever without having someone do Reveal Position on you.

I changed something else that makes it a bit harder, which is to disable the ability for netrunners to be "interrupted". The game applies this effect for all sorts of reasons that I can't control or see because some of it is in native code that we don't have access to. I find they get interrupted sometimes for no apparent reason, and sometimes when they're damaged and reasonable things like that. I think it's mostly when the AI system changes what action the NPC should do, but they don't actually do anything different most of the time.

If you want to turn that feature back on, use this at the top of the config file:

// change to true if you want hacks to be interrupted the they can be in the unmodded game (I find it to be too often and not for obvious reasons)
public func allowAINetrunnersToBeInterrupted() -> Bool { return false; }

Without this feature you can only stop a hack by killing/knocking out an enemy, or applying Cyberware Malfunction. Very dangerous if they use the Imminent System Failure hack on you!

I also added an alternative option, disabled by default, which stops a hack any time the netrunner is damaged:

// change to true to stop hacks any time the Netrunner is damaged. This can be used instead of or in addition to the interruption effect.
public func stopHacksWhenAINetrunnerIsDamaged() -> Bool { return false; }

Implementation/Development Notes:
  • Overheat, Burning, Cyberware Malfunction, and System Failure were all fully functional as implemented by CDPR.
  • Weapon Glitch, Cripple Movement, and Short Circuit were implemented as AI Hacks, but with non-functional status effects attached to them. Weapon Glitch and Cripple Movement had other status effects that were obviously meant for those effects which I used (and more non-functional versions). For Short Circuit I had to find something close enough so I used an Electrocute status effect that works.
  • Contagion, Reboot Optics, and Synapse Burnout are just hacked together by me. I'm replacing the text by using a localized text key from the associated player quickhacks (so it should display correctly in any language), and I'm using poison and the blind status effects for the first two. Blind is not really the ideal thing for reboot optics. If I find a better effect I'll update it.
  • The motivation for adding Synapse Burnout is that you can be immune to all the other damage dealing status effects pretty easily at higher levels (burning/shock/poison). This hack does pure damage.
  • The original code has a system where if a second netrunner tries to hack you while you're under the effects of a previous hack (which last like 5-7 seconds), it will upgrade the current hack to a higher tier status effect of the same kind instead of starting a new hack. Only Overheat actually has 3 working tiers, and Tier 2 does less damage than Tier 1. Yes, it's actually designed for up to 3 netrunners to hack you at once. When would that ever happen?? The other effects implemented are for Weapon Glitch and Cripple Movement, but all 3 tiers of those are broken. Anyway I disabled this feature entirely, so any netrunner can start hacking you again as soon as the previous hack finishes uploading. Overheat Tier 3, by the way, is identical to Burning in damage, though Burning has an extra visual/audio effect of being on fire.

Installation
  • IMPORTANT: This mod depends on redscript. Download and install that first!
  • To install this mod, extract the zip file into the Cyberpunk 2077 installation folder (the mod files go to "Cyberpunk 2077/r6/scripts").

Check out my other mods:



Credits