Cyberpunk 2077
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Kvalyr

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Kvalyr

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  1. Kvalyr
    Kvalyr
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    FAQ - Frequently Asked Questions
    Please look here first
    Basics
    Q: Does this work with CP2077 v2.0?
    A: [Here]


    Q: Does this work with CP2077 v1.61?
    A: Yes. The mod was made for CP2077 v1.61 - If it's not working for you, then you've installed it wrong or haven't installed its dependencies - Try again.

    Q: Does this work with 1.60 or older versions of CP2077 / CET / redscript?
    A: No, Probably not. It wasn't made for them and I'm not interested in supporting older versions.

    Q: Can this be installed with Vortex?
    A: Maybe. Probably. I don't use Vortex myself and don't have the time to support it or answer questions about it. If you're unsure, install the mod manually instead. If you don't know how to do that, read the description again and/or go to Google.

    Q: Is this compatible with ?...
    A: I don't know. I don't use all mods or keep an exhaustive list of what mods do what, or what files they touch. No modder does. See the compatibility section in the description for some information that might help you figure out the answer for yourself - Otherwise just try it and see.

    Q: When/Where's the next version?
    A: I don't make mods for a living and you're not a paying customer. Progress happens when it happens. :)

    Gameplay

    Q: Why is the 'kill' prompt not showing for me?
    A: The 'kill' prompt only shows by default if you have a melee weapon in your hand. Look at the options in config.lua if you want to change this.

    Q: Is this balanced?
    A: If you feel that the game's existing grapples/takedowns are balanced, then this is too.
    This mod just lets you skip the 'grapple' stage of 'grapple->takedown', and animates the takedowns according to your held weapon. If the game would normally prevent you from grappling a target (due to combat state, level disparity, etc.), then it will also prevent you from doing the takedowns added by this mod.

    Q: Does this affect grappling?
    A: Nope - Grappling is entirely untouched. This mod makes it so that you can immediately do a takedown OR you can choose to grapple and do everything the game normally lets you do from there.

    Q: Non-lethal Takedowns?
    A: By default, takedowns with blunt weapons leave the target unconscious instead of dead. You can change this in config.lua by setting 'Takedowns_NonLethalBlunt' to 'false'. Takedowns with other weapons are lethal.

    Animations & Weapons


    Q: Are there animations for Monowire/Blunt/Knife/whatever?
    A: For now, this mod just uses animations that already exist in the game (for finishers, etc.) and sometimes combines existing animations in new ways kitbashed together. Weapons that lack dedicated takedown/finisher animations, the default "throat-punch->haymaker" finisher animation that you may be familiar with from Gorilla Arms is used.

    • Blades: Yes - As of 0.2.x, I've kitbashed together some backstab animations for bladed weapons (Katana, knife, etc.) and a behead animation for the Katana in addition to the existing finisher animations for Katanas.

    • Mantis Blades: Yes - Takedowns with the Mantis Blades use either the MB finisher animations, or the MB aerial takedown animation. The latter works especially well as a stealthy takedown.

    • Monowire: Yes - As of 0.4.x - The result is far from perfect, but a double-wire decapitate animation now exists for the Monowire.
    • Blunt: Sort of - As of 0.4.x - The result doesn't look great, but now the mod contains some very generic looking takedowns with blunt weapons using existing attack animations. The effect is janky and there's a lack of a sense of impact, but it's something.
    • Guns: Not yet - A future version will include pistol-whip/buttstock-strike takedowns in some form using existing animations from the base game.

    Q: Can we add custom animations?
    A:

    • Simple Answer for Users: Eventually, yes. The modding toolset is maturing rapidly and we're optimistic that it'll be possible to import new  working animations for V soon™. This mod is configurable enough to support this in the future.

    • Technical Answer for Modders: The mod supports using any takedown 'effects' with associated syncAnims in the following effectSets by order of preference:

    • zkv_takedowns.es (from this mod)
    • finisher.es (base game finishers effectSet)
    • takedowns.es (base game takedowns effectSet)

    • Ideally, we'd be able to add any arbitrary effectSet and reference them in this mod, but currently custom effectSets have to be appended to static_effects.csv, which is a source of potential mod conflict that needs to be figured out.
  2. Kvalyr
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    :: v0.4.0 has been uploaded ::
    WARNING: This version contains significant changes over v0.3.x - Please delete old mod files and do a clean install of v0.4.x.
    0.4.0 Changes:
    • Extended config UI to include choosing takedown animations per weapon
    • Added new takedowns for Monowire (see video below) and blunt weapons (rough)
    • Added option to use some heavy/combo attack animations as takedowns for some weapons
    • Fixed bug with non-lethal takedowns killing targets (hopefully)
    • Translation support - Please submit translations as pull requests here instead of uploading translated versions: [GitHub Link]

    Plans for future version:
    * Reduce control & camera lock-in during finishers & takedowns
    * Optionally speed up some finishers that feel too slow in the midst of combat


  3. Kvalyr
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    I have created a new mod to add stealth finishers in CP2077 v2.0 using its new animations.


    Go [HERE] for the CP2077 V2.0 mod



    Update:


  4. gonzo2450
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    Hey man I have installed this with all the required files but its not working, I get script error when launching the game
  5. sandisrd
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    Hi, does this work with 2.1 version, I get script error?.
  6. SCARDlGNE
    SCARDlGNE
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    Does this work without CET?
  7. Noizemare90
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    never knew there were allready a mod that allready brings what im missing so hard. The problem with CD Project Red is, they prooved so hard that they give a s#*! about stealth and everything around it. They even took 3 Revolver out of the Arsenal and brought just zero new weapons for Stealth (Never found one in DLC) now i have to hope that this mod gets updated any time. I really hope you do so
  8. KarlHeynckesss
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    plsssssssss update this mod senpai!!~~ love you ~~<3
  9. Sashura6985
    Sashura6985
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    Update? Any news?
  10. deabogg
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    Do you think you could do a mod for 2.0 adding in the old finishers and maybe letting gorilla arms do the default fists finishers?
  11. MitchReptile
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    This is something that should have been in the game day 1. It's crazy to me that this was something not included. With the new animations in 2.0 for finishers, I hope you'll continue this. If not, ALL HOPE IS LOST. ;o;
  12. His0ka
    His0ka
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    compatible with 2.0?
  13. gjadkraos
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    1. gjadkraos
      gjadkraos
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      2.0 update has been released, is it possible to update mods?
      Or do you proceed after the dlc release?