About this mod
Note: CDPR removed Target Analysis (and all eye mods) in patch 2.0, so this mod is now obsolete.
Makes the Target Analysis eye mod apply only to Smart weapons.
- Requirements
- Permissions and credits
- Changelogs
- Donations
This mod makes the Target Analysis eye mod apply only to Smart weapons instead of to all weapons and quickhacks. I've wanted to do this for a while for a few reasons:
- I always thought it was weird that Target Analysis applied to other weapons. It doesn't make a lot of sense. Maybe V is manually targeting based on the data from the eye mod, but it makes a lot more sense with the smart weapons which are targeting limbs while using the eye mod.
- For gameplay, I don't like having to make all my weapons non-lethal at once. I'd rather be able to switch between lethal and non-lethal weapons easily.
- I'm working on a future mod which will reward and recognize non-lethal gameplay...
What this mod does
If the player has Target Analysis equipped and makes an attack that has the non-lethal flag, this mod removes that flag unless:
- It's a smart weapon,
- The weapon has the PAX mod, or
- It's a normally non-lethal weapon (one-handed clubs, fists, cyber-fists) or quickhack (everything except Synapse Burnout)
Notes:
- Yes, two handed clubs and hammers are NOT non-lethal, even though their descriptions say they are. I made a separate mod to fix that which you can find right here: Non-lethal Blunt Weapons. It's compatible with this one, meaning that if you are using both mods and have Target Analysis equipped then those blunt weapons will stay non-lethal.
- Since Skippy is smart I don't do a special check for it. Let me know if there's another special non-lethal weapon I haven't accounted for.
- The no-headshot effect of Target Analysis is actually only applied to smart weapons, I discovered, so no need to change that. Makes you think that maybe CDPR just made a last-minute change to make this apply to all weapons...
- You might notice that lethal weapons often render enemies unconscious instead of dead. This happens because, as far as I can tell, all status effects are non-lethal. So if the damage that puts someone over the edge is from a status effect, or from the Short Circuit legendary passive, they won't be killed.
Check out my other mods:
- Custom Quickslots for Consumables and Cyberware Abilities
- Weathermancer - Weather Select Menu
- Lifepath Bonuses and Gang/Corp Traits
- Stealthrunner - Stealth Gameplay Expansion (not updated for 2.0 yet - in progress!)
- AI Netrunners Enhanced (probably won't be updated for 2.0)
- Lynx Paws Reimagined (not sure yet if I will update for 2.0)
- Damage Scaling (Formerly Level Scaling and Balance)
- Simple XP Multiplier
- Silent Silencers and Throwing Knives
- Challenging Breach Minigame
- Convo Skill Check Scaling
- Status Bar Bug Fixes
- Perk Selling Extra Point Gain Bug Fix
- Don't Hide Stamina Bar on Holster
- Optical Camo Bug Fixes (not updated for 2.0, may not be needed anymore)
- Hacking Bug Fixes (not updated for 2.0 yet)
New Features/Systems

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").
Credits
- redscript by jekky is essential for this mod.
- Cyber Engine Tweaks for debugging redscript-based mods.