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1.4.0 Addresses some feature requests & some very small code refactor
Added settings that toggles engineering/demolition skill checks (if removed, the minimum skill level required will be 0) (Note: If you enable this settings, make sure that the keybind used for vehicle unlocking is different from the game's interaction keybind)
Added ability for vehicles to be automatically hacked by default (the probability of a vehicle being automatically unlocked can be modified in the settings)
Automatically unlock vehicle security once a vehicle door gets opened (by either the player or an NPC)
Version 1.3.0
ay, finally resurrected this mod for patch 2.1 :
- Removed Vehicle Combat references from Cyber Engine Tweak files (no longer needed)
- Added "Tire Puncture" quickhack
- Removed "Reckless Driving" quickhack (CDPR did a similar quickhack with the force throttle quickhack)
- Removed "Force Brakes" quickhack (CDPR actually made it)
- Removed "Explode Vehicle" quickhack (CDPR actually made it too)
- Removed Vehicle Combat as optional dependancy (until it gets updated)
* Also waiting for LTBF to be updated in order to update the quickhack compatibility
- Adjusted Auto Hack base RAM Cost
- Adjusted Remote Breach cooldown
- Removed quickhack compatibility methods (thanks CDPR for that too, although their implementation is ... weird)
- Reworked police prevention strength on unlock security failure
Version 1.2.2
New update before the DLC breaks everything
Removed the ability to scan and perform quickhacks for the vehicle you currently are mounting (if you are mounting one)
Added Outline Highlights for vehicles (can be toggled in the settings)
Added User Hints for easier crash or issue detection
Version 1.2.1
- New Update
- Readjusted the behavior of Force Brakes quickhack to be more consistent (Please note that in some cases (especially when used with Reckless Driving), the quickhack might not activate, this is a known issue and it probably isn't possible to fix it (unless miracle))
- Set Reckless Driving quickhack as a One Time use (mostly due to some (*definetly not working*) issues with Force Brakes quickhack)
- Added/Modified Save Persistence for hacked vehicles : this doesn't mean the vehicle won't despawn anymore between save reloads (as this is dependant mostly on the game), however if a vehicle is saved, it's hacked state will persist over save reloads (Note : This hasn't been heavily tested and it might not work on some rare instances)
- Updated Quickhack descriptions
- Small modifications for the Distract Quickhack (though they shouldn't affect the current state of the quickhack)
Version 1.2.0
New Update!
Added new Quickhack : Reckless Driving (Vehicle will start moving recklessly. Similar to NPCs panic driving when you shoot at them)
Added Settings for Quickhacks : You can now toggle ON or OFF quickhacks (Requires game restart)
Fixed Compatibility with Let There Be Flight (Check mod description for more details)
Fixed Quickhack UI Remaining Duration not displayed on screen
Fixed Localization not working when other mods would have the same localization path on archive file
Fixed duplicate name in Unlock Vehicle quickhack
Version 1.1.0
-New version !
-Vehicles will now have an affiliation (faction) tag on the scanner
-Added support for Vehicle Combat mod : If you fail a hack, members from the hacked vehicle's faction will appear (e.g : If you try and fail to hack an Arasaka-marked vehicle, Arasaka members will come against you). Unaffiliated vehicles will spawn NCPD vehicles. To activate the support, make sure to enable "Vehicle Combat Compatibility" in game (via Mod Settings)
-Added a new Quickhack : AutoHack
-Lowered the quickhack cost for the Remote Unlock quickhack
-Added Keybind support ; To modify the current Keybind, go to r6/input/VehicleSecurityRework.xml, then simply follow the instruction in the file
-Added a Settings tab
-Fixed a crash with Better Netrunning mod when approaching/scanning near quest-marked vehicles
-Fixed visual scanning compatibility for Kiroshi Opticals - Crowd Scanner
-Fixed visual scanning compatibility for Lifepath Bonuses and Gang-Corpo Traits
Mod Description
The mod adds a layer of security on top of the already existing "Security". You have to perform a hack in order to unlock the vehicle, failing the hack will trigger a police response.
Certain vehicles (especially richer ones) do have a stronger security system : If you fail twice the hack, the security will be reinforced, blocking the possibility to hack them again.
The mod also adds quickhacks for vehicles :
Unlock Vehicle
Similar to the Remote Breach quickhack, this will open the hacking minigame panel. There is however a usage cooldown
Distract
Distracts nearby enemies for a short time
(Pre 2.0 version) Force Brakes
Forces Brakes for 10 Seconds
(Pre 2.0 version) Explode
Blows up the Vehicle. You won't get chased by the police if you blow up a vehicle with a civilian inside
Auto Unlock
Automatically unlocks the vehicle after a couple seconds. High RAM usage
(Pre 2.0 version) Reckless Driving
Vehicle will start moving recklessly. Similar to NPCs panic driving when you shoot at them (ONE TIME USE Only!)
(2.0+ Version) Tire Puncture
Pops off a tire in the vehicle, making the driver lose control
Vehicles owned by the player are unlocked by default and cannot get quickhacked[/color]
(Pre 2.0) Added support for Vehicle Combat mod : If you fail a hack, members from the hacked vehicle's faction will appear (e.g : If you try and fail to hack an Arasaka marked vehicle, Arasaka members will come against you). Unaffiliated vehicles will spawn NCPD vehicles. To activate the mod compatibility, make sure to enable "Vehicle Combat Compatibility" in game (via Mod Settings) and reload the game.
Since 2.0 patch and the massive changes to the police/prevention system, the support for Vehicle Combat has been removed until the mod gets updated
(Pre 2.0) Added support for Let There Be Flight (only tested using version 0.1.9). Quickhacks have been slightly adjusted so you can have both VehicleSecurityRework & Let There Be Flight quickhacks at the same time.