Patch 2.0 status: I won't update this one for 2.0, since they've already addressed the issue in a previous patch, and there are further changes in 2.0 (there is a perk that reduces damage from explosions you cause by 50%).
So, CDPR have addressed this issue in the patch. They gave most explosions damage of 20% of V's max health. Blast Shield Perk is applied after that. Vehicle explosions still do NPC killing levels of damage (they're actually marked as "kill" explosions in the game files), and they will definitely kill you. But I think they've also made most (all?) vehicles take more damage to be destroyed.
I'm not sure if I'm going to remove this mod. I'm happy to play with their solution, but some people might prefer this one. It's compatible with patch 1.5, and will take precedence over their solution if you use it (just a coincidence of where I put the code).
Important Notes
This mod uses the NPC DPS values to generate the new explosion damage. If you are using another mod which changes those values (not any of mine) then the explosion damage will be different.
If you find the damage too high or too low I did leave a value you can change on line 71 of "r6/scripts/explosion_nerf.reds" to just multiply the final damage. It's set to 1.0 by default.
I think I got all the explosion-like damages that normally scale with NPC health (and therefore insta-kill V) in the 1.1 update, but if you find an object/damage source that you think this mod is not affecting but should, let me know!
Just curious how the mod functions/if you think it's useful for people who play the legacy 1.6.3 install? ( I vastly prefer it over 2.0/2.1, don't consolify my skills dammit studios D:< )
What is it you are missing from the description? It describes how vanilla explosion damage is calculated (No changes in 1.6x vs 1.5), and how the mod does it.
Edit: I guess you didn't know if there were changes from 1.5 to 1.63, and as far as I know, there weren't any.
Stupid question maybe but I am new to CP modding but the file we add in r6/scripts/explosions_nerf.reds is just loose in the script folder and not inside its own "explosion Nerf" folder" like the other .reds files...does this matter?
Can I make it so it's in "r6/scripts/Explosion Nerf/explsions_nerf.reds" ?
Big fan here, RMK. Anu chance you'd give us sliders for this on your menu? I ask because my problem has become the opposite. I used various damage mods to make the game harder and faster and in the balancing I somehow made explosions do almost no damage, which sucks. Scissors damage control mod doesn't cover explosions, so I was wondering if I could use this mod to increase explosion damage. Thanks!
Jesus, this is a godsend! I can't count how many gun fights I've been in where I wasn't killed by an enemy, but a stray bullet hitting something flammable!
Hey rmk, another unrelated idea for a mod: is it possible to simulate V.A.T.S ( targetting system from Fallout) feature in Cyberpunk? So when you line up a bullet trajectory, time freezes ( 100% Kereznikov/Sandevistan effect) and the effect lasts until you fire a round? ( maybe applied as add-on or replacement for Kiroshi cyberware mod) Kind of feels bullet ricochet is underutilized in the game ( it's a good/fun mechanic, but firefights are too fast to be really used effectively). ( Possibly with a cooldown?).
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So, CDPR have addressed this issue in the patch. They gave most explosions damage of 20% of V's max health. Blast Shield Perk is applied after that. Vehicle explosions still do NPC killing levels of damage (they're actually marked as "kill" explosions in the game files), and they will definitely kill you. But I think they've also made most (all?) vehicles take more damage to be destroyed.
I'm not sure if I'm going to remove this mod. I'm happy to play with their solution, but some people might prefer this one. It's compatible with patch 1.5, and will take precedence over their solution if you use it (just a coincidence of where I put the code).
Important Notes
Edit: I guess you didn't know if there were changes from 1.5 to 1.63, and as far as I know, there weren't any.
Can I make it so it's in "r6/scripts/Explosion Nerf/explsions_nerf.reds" ?
any chance you could do something with MAXTAC?
they insta-kill V's of any level
but out in the desert the max level cops there don't do that and out in pacifica the "police" of that area are the same
So when you line up a bullet trajectory, time freezes ( 100% Kereznikov/Sandevistan effect) and the effect lasts until you fire a round? ( maybe applied as add-on or replacement for Kiroshi cyberware mod)
Kind of feels bullet ricochet is underutilized in the game ( it's a good/fun mechanic, but firefights are too fast to be really used effectively). ( Possibly with a cooldown?).