TL:DR (and update from 2nd December 23): I will not be updating the mod.
Hey folks, I am back with an update to hopefully fix any issue (Update, yes I took a really long time, sorry 'bout that). The mod now uses redscript to directly influence the spread while it's being executed.
I am going to be honest, I will not be doing any patch fixing for this mod, apart from little things like the mod not being active on startup or smth, so if there is something mod breaking I, unfortunately, have to tell you to simply not use this mod. Hope you all can forgive me for all the mods hickups and issues. As always, if anyone wants to update this mod or create a better version, go for it! (Credit me for the idea or smth, idc tbh :D)
There might be something wrong with the way I save the settings. Testing it on my own save always results in success, making it quite hard to find a solution. All I know for now is that using a large number for the range can lead to failure sometimes, as the hack does not spread to anyone inside this range, but only outside. For now I will keep on testing, but sorry again to the people it does not work for.
Imma be real with y'all. After working on personal stuff, I came back to this project and I can't see why it does not work for some, while it works for others. I tried a lot of values on my end, all working perfectly fine. Looking at the source code, there should not be any problems (as far as I see). Thus, I have no idea what to do. Do not use the range slider or keep it on a low value idk tbh.
If anyone wants to create a mod with the same functionality on their own or wants to patch up mine, go for it. Update: Nevermind, I have one more idea I could try. Update2: The idea I have is using redscript and it kinda works so far. Also, I might drop the range attribute, as it's role in the spreadmap is beyond me lol. Update3: Haven't had power the last few days. I read the other day on the modding discord, that effects might not work properly over long distances, maybe the range property has similar issues? Also Tears of the Kingdom is out, so .... Update4: Has been a while, no? Anyway, I am going to be honest, I have not worked on the mod since the last update. However, the mod is ... well, finished. I still do not understand the range, it has never changed anything for me, thus I decided to leave it out with the option to play around with it. The normal menu will be updated to only include spread count and bonus jumps, with an extra checkbox or smth to activate the range slider. If I ever get the motivation to delve deeper into the inner workings of the spread range, I will revert this. Hopefully, this will be the last update, as the actual file update will be included by its own post. No idea if I have already written this, but if you are a modder and want to fix this mod or create a better mod centered around the same thing, not only go for it, but please do it.
I am tracking and endorse this mod, and always look forward to you coming back, your last comment really got me excited! hope you know how much of a blessing you are to this community!
Sorry, at present, I have no effect. I have set a suicide count of 2, increased it by 2, and a range of 100. There is also no infection range. Later, I have set a range for short circuit, overheating, and faults. Repeated closing and opening of the game will only work against one enemy, and others will not work. If so, can the author update it?
1.0.1 still has issues. Actually played for a long time without doing any quick hacking, just wandering around the map and collecting loot and hidden gems and stuff, no combat.
Noticed the game was running a little slow as well.
Finally went to combat some gonks and cyberpsychosis refused to spread past the initial enemy, not even to the 2nd one like it would do if the mod wasn't installed.
This was a group that wasn't breachable, I don't know if that matters.
Ok, can confirm reloading your save can fix the issue. I had to reload a couple of times bc after the first reload, I tested it on 5 enemies, and ctd'd. I reloaded a second time, used Simple Enemy Spawner to generate another 5 enemies and it worked fine. I increased the spread value to 8 with 2 bonus jumps, spawned 10 enemies, and tested Suicide and Detonate Grenade. Both spread to all 10 each test I did. So yeah, it works, just reload your save until it does. lol
No worries! A fantastic mod, just made my list of 'must haves'. I went ahead and tested the spread up to 20 enemies and had no issues. Endorsed, thanks for a great mod!
I'm curious what cyberwear/perks your character has. I tested this with Tetratronic Rippler Mk4, level 3 Plague, and level 1 Diffusion. Without this mod active, that should give me 4 jumps per ultimate quickhack. It doesn't. It stopped working after patch 1.3, and 1 jump was all I got after that. CDPR broke the quickhacking system and hasn't fixed it yet.
With max settings, spawning 50 enemies, I noticed this mod will spread to 25, bonus jump about 10 times. It's hard to keep enemies in the spread range even at 200 once they go agro. So my sweet spot is 20 jumps, 10 bonus, 200 range (although tbh 100 is all you need)
Without this mod, vanilla ultimate hacks can ?only spread once (for a total of two, your original and one other) and only if your OS cyberware indicates this. No perk or legendary quickhack passive affects this at all.
The perks or legendary quickhack passive only affects quickhacks that were designed to spread in the first place and can affect multiple targets all on their own.
Sorry you are experiencing that many bugs. Maybe you can help me debug, although I totally understand not wanting to read/answer many questions with possibly no outcome.
What stopped working exactly, meaning what did you do? Like the used quick hacks, which settings on what values, etc. Which mods you have besides this one? For example, I tested Hack Everyone? and it does not pair well with quick hack spreading in general. Is there something in the UltimateSpreader.log (a file found at Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\UltimateSpreader) or in the cet console? You could check the settings.json (also at Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\UltimateSpreader) for any discrepencies between what you did in the settings. If this is the case, it maybe has to do something with saving.
What stopped working: After having read the posts on here, I set my desired settings, closed the game, reopened the game, and then went and used it (cyberpsychosis) on some enemies and it worked and it was fun. I kept using it on that group of enemies until they were all dead. I used Suicide on the one remaining enemy as they were heading to fight me. Then I continued playing, and it worked on the next group of enemies. After that, it stopped working: Nothing spread at all, suicide, cyberpsychosis, system reset, short circuit, all worked only on a single enemy. I tried a quicksave/quickload and it still didn't work. Since I didn't want to do this multiple times I just uninstalled the mod for now.
I use a ton of mods but none of them are quickhack related.
Nothing in the log, can check console next time I play this evening after work.
I only see savedSettings.json and it appears to have my settings saved successfully.
Is it possible this is an issue with CET? I ask bc since 1.6, I've had some mods that depend on CET bug out. Specifically mods relating to npc's. Both AMM and Simple Enemy Spawner will randomly stop working, and I'll have to exit the game and restart. It doesn't happen enough to be a huge issue, but makes me wonder if that's why Ultimate Spreader works after reloading, but may stop working altogether. So far, I've been trying to break Ultimate Spreader by spawning in larger and larger groups of enemies. After the initial rough start, I haven't had any more issues arise, but I'll keep messing around with it.
That may be the reason, but I'd be lazy if I blame the framework :p I could reproduce a similar bug, thanks to Thortok2000 sharing his steps, where a friend of mine tested the mod, relaunched the game and it did not spread, or only once to an enemy far away. I have three ideas, why this might be. First would be, that loading the savedSettings upon initialization does not work and maybe loading them once the player entered the game would be better. Second is that the range stat behaves weirdly, as the hacks sometimes ignore every enemy below the range you put in. Third is some problem with my handling of the json file.
I'll look into it further tommorow, until then I'll upload a 1.0.1 that sets the settings on every minimap load (which might cause performance issues, but should not). Thanks to you guys again!
Admittedly, I only tested this with Suicide and Detonate Grenade, where I didn't have any issues. Decided to test Contagion (which I never use normally) and can confirm it kind of fizzles out after a few goes. After completely devastating the first 3 groups (25 enemies each group), it stopped jumping altogether. Spawned a few more groups, same issues. Reloading the save didn't fix the issue, but fiddling with the settings and reloading did, temporarily. This also causes Suicide and Detonate Granade to stop jumping. Again, I normally don't use Contagion, and didn't experience any issues with Suicide or Detonate Grenade until I after using Contagion. I noticed that the default settings are -1. Not sure if that's important lol. Will keep messing around with it
hmmm, idk. I tried it and got the opposite effect. I adjusted suicide, which previously had only spread once, to spread count of 6, bonus of 2, range 100. The effect was now suicide didn't jump at all. Any ideas?
26 comments
Hey folks, I am back with an update to hopefully fix any issue (Update, yes I took a really long time, sorry 'bout that). The mod now uses redscript to directly influence the spread while it's being executed.
I am going to be honest, I will not be doing any patch fixing for this mod, apart from little things like the mod not being active on startup or smth, so if there is something mod breaking I, unfortunately, have to tell you to simply not use this mod. Hope you all can forgive me for all the mods hickups and issues.
As always, if anyone wants to update this mod or create a better version, go for it! (Credit me for the idea or smth, idc tbh :D)
For a bit more context read the second comment to my 'Sorry for the absence' post from the 20th October.
Thanks for your support or even just simply reading this and have a nice day!
This mod is outdated and does not work for the newest version!
The mod faces some problems for a lot of people and I am trying to fix the bugs. I will update this thread along the process.
If you encounter an issue, answer this thread instead of creating your own post, please.
Quick little thing: for any updates, look at the second reply to this post.
For now I will keep on testing, but sorry again to the people it does not work for.
Thus, I have no idea what to do. Do not use the range slider or keep it on a low value idk tbh.
If anyone wants to create a mod with the same functionality on their own or wants to patch up mine, go for it.
Update: Nevermind, I have one more idea I could try.
Update2: The idea I have is using redscript and it kinda works so far. Also, I might drop the range attribute, as it's role in the spreadmap is beyond me lol.
Update3: Haven't had power the last few days. I read the other day on the modding discord, that effects might not work properly over long distances, maybe the range property has similar issues? Also Tears of the Kingdom is out, so ....
Update4: Has been a while, no? Anyway, I am going to be honest, I have not worked on the mod since the last update. However, the mod is ... well, finished. I still do not understand the range, it has never changed anything for me, thus I decided to leave it out with the option to play around with it. The normal menu will be updated to only include spread count and bonus jumps, with an extra checkbox or smth to activate the range slider. If I ever get the motivation to delve deeper into the inner workings of the spread range, I will revert this. Hopefully, this will be the last update, as the actual file update will be included by its own post. No idea if I have already written this, but if you are a modder and want to fix this mod or create a better mod centered around the same thing, not only go for it, but please do it.
Noticed the game was running a little slow as well.
Finally went to combat some gonks and cyberpsychosis refused to spread past the initial enemy, not even to the 2nd one like it would do if the mod wasn't installed.
This was a group that wasn't breachable, I don't know if that matters.
Uninstalling mod again until next version. =(
but busy to test more
With max settings, spawning 50 enemies, I noticed this mod will spread to 25, bonus jump about 10 times. It's hard to keep enemies in the spread range even at 200 once they go agro. So my sweet spot is 20 jumps, 10 bonus, 200 range (although tbh 100 is all you need)
The perks or legendary quickhack passive only affects quickhacks that were designed to spread in the first place and can affect multiple targets all on their own.
Definitely interested in this mod if you can iron out the bugs.
Maybe you can help me debug, although I totally understand not wanting to read/answer many questions with possibly no outcome.
What stopped working exactly, meaning what did you do? Like the used quick hacks, which settings on what values, etc.
Which mods you have besides this one? For example, I tested Hack Everyone? and it does not pair well with quick hack spreading in general.
Is there something in the UltimateSpreader.log (a file found at Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\UltimateSpreader) or in the cet console?
You could check the settings.json (also at Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\UltimateSpreader)
for any discrepencies between what you did in the settings. If this is the case, it maybe has to do something with saving.
What stopped working: After having read the posts on here, I set my desired settings, closed the game, reopened the game, and then went and used it (cyberpsychosis) on some enemies and it worked and it was fun. I kept using it on that group of enemies until they were all dead. I used Suicide on the one remaining enemy as they were heading to fight me. Then I continued playing, and it worked on the next group of enemies. After that, it stopped working: Nothing spread at all, suicide, cyberpsychosis, system reset, short circuit, all worked only on a single enemy. I tried a quicksave/quickload and it still didn't work. Since I didn't want to do this multiple times I just uninstalled the mod for now.
I use a ton of mods but none of them are quickhack related.
Nothing in the log, can check console next time I play this evening after work.
I only see savedSettings.json and it appears to have my settings saved successfully.
I could reproduce a similar bug, thanks to Thortok2000 sharing his steps, where a friend of mine tested the mod, relaunched the game and it did not spread, or only once to an enemy far away.
I have three ideas, why this might be. First would be, that loading the savedSettings upon initialization does not work and maybe loading them once the player entered the game would be better. Second is that the range stat behaves weirdly, as the hacks sometimes ignore every enemy below the range you put in. Third is some problem with my handling of the json file.
I'll look into it further tommorow, until then I'll upload a 1.0.1 that sets the settings on every minimap load (which might cause performance issues, but should not). Thanks to you guys again!