Cyberpunk 2077
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rmk1234

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  1. rmk1234
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    NEWS

    Check out the new SDO - Scissors Difficulty Options, which has an option that increases the number of netrunners in the game (along with other cool enemy abilities), so you can actually experience this mod more :)
  2. rmk1234
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    This mod has gotten a little bit of attention for some negative aspects related to bugs in Cyberpunk. I just want to say that although I highlight some bugs in the game that I found while making this mod, I don't mean to imply at all that I think CDPR are bad devs because of it. All code has bugs, including my mods (none found in the release version of this one yet, though!). Some things I think are bugs could also be intentional. They seem to have intentionally toned down some aspects of enemy hacking, maybe to make the game easier and more fun for the average player.

    Also, about "cut content", I used that term partially to get people interested, but also because some of this mod literally is that. There are completely functioning but unused hacks in the released game, which I am using in the mod. There are lots of reasons for the devs to cut or disable working things they've made, and it's not necessarily bad. I'm just glad we can play a more challenging version of the game using these elements they've left for us to find :)
  3. dunc001
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    I'm loving the enhancements this mod (and SDO, and Vehicle Combat 'Call reinforcements') makes to the game. Organised Crime Activities are harder than Arasaka Tower now!

    One thing I can't find anywhere though is a mod to allow you to counter an incoming hack from a netrunner. I know you can highlight them and have damage interrupt the hack, but I'd love to see an option to reverse hack, so like a hard Breach Protocol which if successful would cancel the hack and cause burnout to the runner. Is this something you'd consider adding?
  4. GenuinelyAutistic
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    Does this mod fix all the netrunners having pre-nerf Legendary Ping?
    1. rmk1234
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      I'm not sure what you mean. Do you mean enemies using Reveal Position?

      The mod does exactly what it says in the description, and that's all.
  5. Davidius2
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    Thank you for un-nerfing netrunners. Great work, really appreciate it. Keep it up.
  6. Funkopotamus
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    So I use this mod (and love it!] but I feel like I have still gotten the “can’t be hacked” bug. I’m not using ICE or anything, but I haven’t been hacked in like half the game. Whereas before I was getting all the neat different hacks constantly and had to prioritize killing netrunners. Do you know of a way I can fix or reset this?
    1. rmk1234
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      Most likely you've just been unlucky in finding netrunners since they're pretty rare. If you haven't already cleared it, you can test at my usual testing ground for getting hacked:

       
      It's right next to the Animals Beat on the Brat mission. You want to attack someone who isn't the netrunner, with an unsilenced weapon so they spot you and enter combat.

      Alternatively, there's a cop in the alley next to Vic's and Gary who is a netrunner. I think he's wearing a trench coat, not an NCPD uniform. He's probably still there (really close to the fast travel terminal). If you give him a punch and run away a bit he should hack you.

      If you're not able to confirm it works that way, send me your save via google drive link or something like that (zip the save folder, not just the .dat file) and I'll check it out! It's totally possible that there's another way for the save to be bugged I haven't seen yet :)
    2. Funkopotamus
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      Went there and tested it, worked fine. Thanks! Just unlucky with netrunners I guess.
    3. rmk1234
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      Cool! I wish they used them more!
  7. dfr12382
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    Can I translate Setting part string to Trad Chinese?
    1. rmk1234
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      Sure!
  8. DocKlok
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    Is there a 1.5 compatible version of this that doesn't use CET/Native UI? I game on Linux with Proton and getting those to work is frustrating at best and so I typically only use mods that don't rely on it. Sad to see this one go that way.
    1. rmk1234
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      I think it will work fine without the CET component. Only the 3 options are set there, and I use it to fix one status effect icon. You can set the 3 options manually in ai_hacks.reds:

      Find these 3 function definitions (not together in the file) and fill in the bodies:

      private func ImminentSystemFailureHackIsEnabled() -> Bool {}
      private func CanAINetrunnersBeInterrupted() -> Bool {}
      private func ShouldStopHacksWhenAINetrunnerIsDamaged() -> Bool {}

      Just add in a
      return true;or false in the braces.
  9. lilalur2
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    It get tangled with the Limited HUD mod and I found no way to resolve if both running.
    1. rmk1234
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      Do you use this? https://www.nexusmods.com/site/mods/196
      If so make sure you upgrade from 0.2.1 and uninstall and reinstall those mods.
  10. TheFallenOne031
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    im having an issue, with this mod installed where killing the net runner does not stop the hack. i still get hacked even when the netrunner who is hacking me has perished
    1. rmk1234
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      This is working correctly for me. Can you make a video of this happening and then share it?
    2. klawdelu
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      Yeah... after this last update, I went back to version 1.1.2. Why? Because this latest update doesn't make any sense. Netrunners are interrupted when taking damage. What? Do my hacks get interrupted when I am taking damage? No. Second of all, the main problem with the vanilla game was you getting hacked even after the enemy was knocked down, which was fixed in version 1.1.2 of this mod and it totally made sense. Now that fix was removed again and I have to kill the already unconcious enemy to interrupt the hack. Why was this option removed and it wasn't implemented as a toggle on/off in the new update it is beyond me. I understand that the purpose was to make it more challenging, but in this case, it doesn't. It just makes it more stupid and nonsensical is what I'm saying.
    3. rmk1234
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      Dude I didn't (intentionally) change anything about how the mod works. Does it say in the changelog that I changed that? If it isn't working as it's described on the description page then it could be a bug, maybe from something that changed in the game that is having an effect on the mod. I'm not including hidden changes.

      Thanks for the bug report?
    4. rmk1234
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      This was only happening with Reveal Position hacks, and it's fixed in 1.2.1. It was actually due to a redscript bug which is why the behaviour changed without me intending it. Easy to get around though.
    5. aaronlauretani85
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      Wow, you sound SO unlikable and entitled, dude. This mod author has worked their ass off for free to provide a lovely enhancement to our experience of the game, and here you are talking like you've been wronged somehow. You're honestly lucky that the author was as cordial as they were. I'd have told you to go jump off a bridge if you'd ranted about my mod like that.
    6. rmk1234
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      I was close haha
  11. chill78096
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    i cant find native settings ui to turn off/on those 3 settings any help  i downloaded CET red script native UI cyber engine 
    also does every group of enemy has a netrunner?
    cuz when i installed i cant find any netrunner till now in my 1/2 hr search for them
    1. rmk1234
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      • check this log: Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\AINetrunners\AINetrunners.log 
      • and this log: Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\nativeSettings\nativeSettings.log
      • and check the CET console after loading the game to make sure Native Settings UI and Custom Quickslots loaded fine.
      • Also see my note up top about Street Vendors.

      Most groups of enemies do not have netrunners, they're rare. You can test at my usual testing ground for getting hacked. Here's a screenshot of the location: https://imgur.com/a/FKqGqL6
      It's right next to the Animals Beat on the Brat mission. You want to attack someone who isn't the netrunner (there might be two, actually), with an unsilenced weapon so they spot you and enter combat.
  12. isa0005
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    Does this mod conflict with Virtual Atelier? Vortex appears to think it does, something to do wit the utils.rde. Any ideas?
    Also I'm getting a redscript error that says there is something wrong with ai_hacks.reds, whats up with that?
    1. rmk1234
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      No, but is Vortex messing up the install folders? Got a report from someone on another mod and it seems Vortex is putting all files in r6/scripts/ rather than in r6/scripts/some_mod_name, so different mods using a file with the same name are breaking because one is writing over another.