srry just got home, yes i tested it soon after my question & it indeed works, though i only tested it on 1 or 2 breaches but so far 0 issues at all (but i only used the last 2 force options, as it basically does what previous breaching mod did back in the 2021 days when i played this last, as i hate this minigame & just wanna insta skip it so that's all i need :D)
All, I checked the code in the 2.0 release. The only difference from 1.63 in this minigame seems to be the addition of new difficulty levels in the 2.0 release: 'Trivial' and 'Medium'. This mod does not alter the difficulty levels, so yes, it should be compatible with 2.0. If you notice some errors, do post them here, please. Thank you!
I added a note to the mod summary stating that it's 2.0 compatible.
This mod is great for reducing the annoyance of all the access points that randomly generate a layout that is not possible to complete for all the rewards no matter what your buffer size is even if you had unlimited time to think about it. Took me awhile to realize it also has a good way of handling the Breach Protocol option that Enemies of Night City uses for netrunners so you can have it set up to force all rewards for access points but still have to manually hack and get whatever rewards you can normally for breach protocol on netrunners. Very nice.
Does not work in my game. Settings do not appear in the Mod Settings menu (Yes, all three pre-requisites are installed). I suspect that there might be a conflict with the Claim Vehicles mod.
Is there a way to set it so every breach protocol is fully solvable? Meaning I can unlock all rewards but change nothing else in terms of difficulty, I just want to be able to get all rewards every time.
Just increase buffer size value and leave everything untouched. In my playthrough I can archived 3 access point's rewards most of the time by always upgrade my Cyberdeck (which then increase my breach buffer length) when possible.
Would it be possible to set the difficulty of a hack to a random length?
For example all my Ultimate quickhacks by default have a complexity of 5, with this mod I can get them to be higher or lower but always the same (unless I misunderstood something).
Would it be possible to have it be that Cyberpsychosis (for example) would have complexity of 7 on one enemy, 5 on another and so on? Would it further be possible to have different length for different ultimates so that if Cyberpsychosis is 8 then perhaps System Reset is 6?
Complexity - on the script level - has to do with what set of symbols are going to be used. There are only three sets available and these are fixed (hardcoded) from what I can tell. Command length is the number of symbols associated with a reward.
The way it works in the vanilla game is that the length of the command depends on a) the value of the reward and b) the difficulty setting. These are added up and a cap is applied on the result with the buffer length (so, if you'd choose to go with the longest command, you'd still be able to get it). My mod increases the vanilla result (of the command length) with a fixed value - I did it this way to keep giving a hint about the value of each reward.
I like your idea though about randomizing it - makes it a lottery - and this should be easy to implement. What do you have in mind? Add a random length to each command in the minigame, or, add a random length to each command in a minigame?
I simply do not have the scripting experience to implement the rest you are asking - checking the state/stats of an enemy.
Some people dislike hacking, some find it immersive and fun - I tried pleasing both camps with this mod.
I think the most basic randomize would be the most effective.
Lets say that I am using UItimate Quickhacks which have a base (normal) length of 5. With your mod I can set it to have any other length I want, but it will always be the same. I like this a lot but having it be random would maybe force me to use a quickhack I had not intended to use, because it is so much easier than the other one.
Would be nice if I could say that "change the length randomly between -1 and +3". Perhaps even set board-size to be random? It is OK if board-size is static though.
Then the list of quickhacks in-game could be: Cyberpsychosis: 4 System Reset: 8
In this scenario maybe my plan was to use System Reset but it's too difficult so I have to use Cyberpsychosis instead, maybe that mess up my whole plan now.. I like this kind of uncertainty. Makes it more of a rush to try difficult things :)
On the next target I attack maybe I get: Cyberpsychosis: 6 System Reset: 5
Force Unlock and the other Force solve option doesn't work for me. Reducing the length of the breach code does work , however. Don't know why the one button solve isn't functional.
Got this mod installed manually as well as Rescript 0.5.9 but get this error in cyber engine tweaks (the game is a fresh install): Function GetBreachingBreachedData in class HackingMinigameGameController does not exist Yet further up the console list, it says one component of your mod loaded: Mod CsBreachingBreached loaded! ('D:\Steam\steamapps\common\Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\CsBreachingBreached')
Yes, I had the 14KB file CsBreachingBreached.reds in \Cyberpunk 2077\r6\scripts. Also cleared the redscript cache at \Cyberpunk 2077\r6\cache\modded and installed the mod again.
When I remove the forward slashes from 20 instances of //LogChannel(n"DEBUG" in CsBreachingBreached.reds it doesn't show me in the in-game console much more than it did before.
Have other redscript mods that work and this one for one reason or another isn't working. Maybe I'm missing something obvious here. Would Input Loader affect this mod at all with the merges?
The Log entries would be visible on the console only if it were running. Your problem is, that it is not running for some reason. If the files are in the right place, but they are not running, I am not sure what it might be.
Do you have a modded folder where the cache is? If yes, you should try to launch Cyberpunk with the mods enabled in the launcher.
I don't use the Input Loader mod. I looked at its description and that seems to gather files from r6/input - which this mod does not use.
Thanks for the help so far but sadly using the built-in mod manager in the launcher didn't help, looks the same as it did before. I'll leave the mod installed even though I can't use cos I'm hoping I'll figure this out, and try something else I haven't yet.
Another fix for Redscipt errors is download newest Redscipt version, 0.5.9 (which is still not uploaded here on Nexus, mentioned by this mod creator, demarnem) as I writing this comment.
56 comments
I checked the code in the 2.0 release.
The only difference from 1.63 in this minigame seems to be the addition of new difficulty levels in the 2.0 release: 'Trivial' and 'Medium'.
This mod does not alter the difficulty levels, so yes, it should be compatible with 2.0.
If you notice some errors, do post them here, please.
Thank you!
I added a note to the mod summary stating that it's 2.0 compatible.
Edit : still works actually.. I just need to update CET..
I suspect that there might be a conflict with the Claim Vehicles mod.
For example all my Ultimate quickhacks by default have a complexity of 5, with this mod I can get them to be higher or lower but always the same (unless I misunderstood something).
Would it be possible to have it be that Cyberpsychosis (for example) would have complexity of 7 on one enemy, 5 on another and so on? Would it further be possible to have different length for different ultimates so that if Cyberpsychosis is 8 then perhaps System Reset is 6?
Thanks for the mod, I really like it!
thanks for you feedback.
Complexity - on the script level - has to do with what set of symbols are going to be used. There are only three sets available and these are fixed (hardcoded) from what I can tell.
Command length is the number of symbols associated with a reward.
The way it works in the vanilla game is that the length of the command depends on a) the value of the reward and b) the difficulty setting. These are added up and a cap is applied on the result with the buffer length (so, if you'd choose to go with the longest command, you'd still be able to get it).
My mod increases the vanilla result (of the command length) with a fixed value - I did it this way to keep giving a hint about the value of each reward.
I like your idea though about randomizing it - makes it a lottery - and this should be easy to implement.
What do you have in mind?
Add a random length to each command in the minigame, or, add a random length to each command in a minigame?
I simply do not have the scripting experience to implement the rest you are asking - checking the state/stats of an enemy.
Some people dislike hacking, some find it immersive and fun - I tried pleasing both camps with this mod.
Lets say that I am using UItimate Quickhacks which have a base (normal) length of 5. With your mod I can set it to have any other length I want, but it will always be the same. I like this a lot but having it be random would maybe force me to use a quickhack I had not intended to use, because it is so much easier than the other one.
Would be nice if I could say that "change the length randomly between -1 and +3". Perhaps even set board-size to be random? It is OK if board-size is static though.
Then the list of quickhacks in-game could be:
Cyberpsychosis: 4
System Reset: 8
In this scenario maybe my plan was to use System Reset but it's too difficult so I have to use Cyberpsychosis instead, maybe that mess up my whole plan now.. I like this kind of uncertainty. Makes it more of a rush to try difficult things :)
On the next target I attack maybe I get:
Cyberpsychosis: 6
System Reset: 5
Does it make sense? :)
Enjoy!
Thank you! :)
Function GetBreachingBreachedData in class HackingMinigameGameController does not exist
Yet further up the console list, it says one component of your mod loaded:
Mod CsBreachingBreached loaded! ('D:\Steam\steamapps\common\Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\CsBreachingBreached')
Maybe the script is not in place?
Please check you have this file also located in the right place:
Cyberpunk\r6\scripts\CsBreachingBreached.reds
Also cleared the redscript cache at \Cyberpunk 2077\r6\cache\modded and installed the mod again.
When I remove the forward slashes from 20 instances of //LogChannel(n"DEBUG" in CsBreachingBreached.reds it doesn't show me in the in-game console much more than it did before.
Have other redscript mods that work and this one for one reason or another isn't working. Maybe I'm missing something obvious here. Would Input Loader affect this mod at all with the merges?
Your problem is, that it is not running for some reason.
If the files are in the right place, but they are not running, I am not sure what it might be.
Do you have a modded folder where the cache is? If yes, you should try to launch Cyberpunk with the mods enabled in the launcher.
I don't use the Input Loader mod.
I looked at its description and that seems to gather files from r6/input - which this mod does not use.
It is meant to be manually unzipped into the Cyberpunk dir rather than using a mod manager.