Cyberpunk 2077
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RMK

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rmk1234

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  1. rmk1234
    rmk1234
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    Patch 2.0 Status: Target Analysis is gone in 2.0, so this mod is not needed.
  2. Sakadinis
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    I have a mod suggestion: Mark one enemy, mark all others permanently, but only at legendary level. To maintain balance I would take the skill 25% off something at epic level that has no relation to quick hacks. The problem with a mod like this is that it marks everything, not just the enemies, but it's still better than having to mark enemies all the time to know where they are. It's also not fair that enemies know where I am at any given time, but I need to tag everyone individually.
  3. eend
    eend
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    "I'm working on a future mod which will reward and recognize non-lethal gameplay..."

    you have my Upvote!!
  4. Nychus01
    Nychus01
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    Any updates on the mod for "recognizing and rewarding non-lethal gameplay?" Sounds interesting. :)
    1. rmk1234
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      Oh thanks for asking! It's close... .sort of! It's pretty much complete in code, but I need to test against every quest/gig in the game. So I'm working on a full playthrough with it right now. It adds pacifist, ghost, etc. optional achievements to all the quests that need them.



      This objective shows the things I haven't failed for this NCPD gig. UltraGhost is not being seen at all (triggering a detection meter), If I fail that it will switch to Ghost, which is failed if I aggro them. Rewards are different for each objective, money, XP, SC, Stealth XP, stuff like that.
    2. WhyAreLess
      WhyAreLess
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      That looks fun! :)
    3. Giever
      Giever
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      This greatly appeals to me, I really hope you can get it fully figured out soon (though personally I would think of Ghost as involving not disturbing anyone, like no knocking them out, etc.)!
    4. rmk1234
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      Coming out in the next month hopefully! (Christmas downtime should help)

      What you describe is what I'm calling "No-Touch", but I agree with you, it's the scenario where you're most unnoticed. Though maybe a ghost is noticed, but not seen clearly, which would fit. I'm not completely happy with the names. Really I think not touching anyone is "pacifist", but I think most gamers understand that pacifist probably means non-lethal in this context (which is how I'm using it). "UltraGhost" is... meh. I was just looking at some Dishonored achievements and was thinking about "Shadow" for the better version of "Ghost".
    5. lordJahoo
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      Great, I'm looking forward to it. How do you do a No-Touch assault in progress though?
    6. rmk1234
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      Honestly that's not that fun for me (I like doing fixer gigs like thievery ones as no-touch usually), but those assault in progress ones are actually completed just by picking up the evidence. Only the organized crime ones require you to defeat all the enemies.
    7. rmk1234
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      Here's a slightly outdated version of the progression system:
  5. esuriddick
    esuriddick
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    Is the description of Target Analysis showing off properly for everyone? For me I've just noticed that it says Lockey# followed by several numbers.
    1. rmk1234
      rmk1234
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      I think you're missing (or have bad install of) ArchiveXL, which is a requirement.
    2. esuriddick
      esuriddick
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      Thank you. It seems I missed installing it.
    3. lordJahoo
      lordJahoo
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      Hmm, I have the same issue, and I believe I have everything installed. The mod itself works though, so it's not that big of a deal.

      Edit: Nevermind, I redragged everything into the directory, replacing files every time and it works now. I don't know what went wrong before.
  6. LarryT
    LarryT
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    Great mod, thank you! After accidently applying the 'target analysis' optic mod I was unable to kill enemies (I had nothing else to replace it with so it couldn't be removed). Your mod makes the 'optic mod' as it should be in the vanilla game! Now I can use my normal weapons and give those bad guys a permanent dirt nap again. :) 
  7. SultanSaladin
    SultanSaladin
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    I might have found a bug and a quick google gave me no hints towards this being a regular game bug:

    With "target analysis" equipped, the quickhack "Suicide" does not kill the target.

    Tried it several times to be sure, in a mission where killing a certain person was a secondary objective. After fulfilling the main objective, I exfiltrated, but hacked a camera to get back inside. I made the target commit suicide.

    But the objective didn't clear. I tried several more times, then suspected it might have something to do with the eye-mod "Target Analysis". I unequiped it (btw. how stupid that you can only unequip an eye mod by replacing it with another? -.-), and voilá, he died. I tried several more times with and without the eye-mod to make sure.

    Could it be the mod? Thanks in advance.
    1. rmk1234
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      Yes it's from Target Analysis. Even though it's the NPC shooting themselves it's attributed to the player so it gets the non-lethal effect. I don't catch it in this mod, I'll add something soon to make it not affect Suicide.
    2. SultanSaladin
      SultanSaladin
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      So it's actually a vanilla bug. Oh of course, now I get it. It was so obvious. It was something the mod didn't cover, no mod bug. With a bit more thought I could've figured that out lol. Next time. ^^

      And thanks, the mod is great and getting better. :) Also your other mods. Silent silencers really upped the sneaking style gameplay for me. Literally night and day difference!
    3. rmk1234
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      Yeah I think I actually encountered this bug a while ago and didn't quite nail down what caused it. I thought it must depend on the NPC's weapon or something. Thanks for mentioning it!
    4. SultanSaladin
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      Maybe this helps: I've seen two NPCs so far commit suicide and not die, also meaning that so far I only used it two times: One with a knife (close combat NPCs seem to only have a sword and a knife) and one with a gun. It was a regular gun, no smartgun.

      So I'd say that, as long as the eye mod is active, every kind of weapon is non-lethal when you use the suicide quickhack on them.

      I'll keep an eye out (tehehe) for more worthy NPCs to try and see if there are different weapons and different outcomes.
    5. rmk1234
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      No need to keep track of the bug, It's just from the game applying the non-lethal flag to any "attacks" from the player while the eye-mod is equipped, and suicide quickhack is an attack from the player.
    6. esuriddick
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      Has this vanilla bug been fixed in this mod?
    7. rmk1234
      rmk1234
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      Ah no, thanks for the reminder!
    8. esuriddick
      esuriddick
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      Endorsed for the amazing customer service
  8. untoldserenity
    untoldserenity
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    got a idea don't know if its doable at all but could be a useful addition to mod. could you add functionality to toggle it, i'm thinking while aiming you click in sprint (i use controller) or assign a key some other way, so you can toggle between lethal shots only and non lethal shots only.
  9. Burnout122812
    Burnout122812
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    Update 1.6 dropped kicked this mod in the face.
    1. Burnout122812
      Burnout122812
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      Thank you for the quick update! 
    2. rmk1234
      rmk1234
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      Updated!
    3. rmk1234
      rmk1234
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      You're quicker!
    4. deleted159386343
      deleted159386343
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      Love your choice of words xD
  10. SultanSaladin
    SultanSaladin
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    By pure coincidence I had the mod in my quick favotires, pondering whether to install it again, since I've been playing my first post patch 1.5 campaign for a few days now.

    The mod makes sense, I like it, but I always wanted to have the ingame desciption changed. I almost missed the update! xD Now I have no more excuse lol. :D

    I do believe that this mod is totally underappreciated and almost believed you wouldn't make any more changes since it isn't one of "the big ones". It should definitely get more exporsure! :) Thank you.
  11. SultanSaladin
    SultanSaladin
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    I like the mod but have to ask: Did you change the tooltip / description for the eye mod, too. I'm not implying that I tend to forget the mods I've installed and how they work, but an ingame reminder of changed gameplay elements would be nice. :D
    1. rmk1234
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      No, I didn't. It would have to be edited for all localizations. I mean I would want to make it possible to do that.
    2. SultanSaladin
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      Going to try the mod in my next run anyway. In my opinion you would only need to change it for the most common languages I guess. English, or your own native language and usually from there other modders pick it up and do localizations. ;-)
    3. LokiX21
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      Just installed this, and came to check the same thing.

      With that... curious what it meant by "localizations",

      and more importantly... if people like me (as in... minimal/novice modders) could potentially help you make such edits so your mod is reflected in the Target Analysis's item description as well.
    4. rmk1234
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      Hey, thanks for reminding me about this issue. This has recently become much easier to do with the ArchiveXL tool. "Localizations" here refers to the different languages the game is translated into. Now it's possible for various mods to edit the same localization files and have the edits merged into one file. I'll get on it!

      And thanks for the offer, but I should be ok on my own. What I've been doing lately with these small in-game texts is using Google Translate and offering to fix any mistakes if anyone points them out to me.

      Edit: and actually in this case I should be able to do it without Google because the text is:

      "All your weapons are non-lethal. Headshots do not deal additional damage. Smart weapons primarily target limbs."

      And I really only have to delete some text and copy "Smart weapons" around, and "Smart weapons" by itself is another piece of localized text, so I can isolate that in the languages that don't use Latin script.
    5. LokiX21
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      Right on RMK!

      Glad to read that it's not only doable now, but seemingly not super time consuming thanks to tools like ArchiveXL making such edits easier.

      Look forward to the update, but regardless... thanks for all the mods you've made as I've got about ten of yours installed and all of them are significant upgrades to the game!!!
    6. rmk1234
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      I've had this ready for like 3 months, expecting to release it after patch 1.6... lol