Cyberpunk 2077
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jack

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paktojack

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About this mod

Armor fix for HARDCORE22; preventing a skyrocketing armor value due to the passive armor from tech attribute and subdermal armor; with an optional file to "fix" armadillo and melee stuff

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Just an armor fix, so V won't stay in a god mode (i.e., have too much armor) when using HARDCORE22. You can also customize your subdermal armor with the file init.lua with notepad.

BTW I suggest you to also do the following for a balanced gameplay.
  • play on VERY HARD difficulty (in case you missed cortlong50's instruction),
  • do the melee fix in the pinned post under the comment section of HARDCORE22 I've added an optional file to "fix" armadillo and cover more melee weapons than mudoso's code,
  • nerf the quickhack with Quickhack Fix (otherwise a rare overheating kills almost everyone),
  • use one of the flat pricing curve tweak from Huteck Economy Rebalance or Flat Price Curves (so that items are affordable),
  • install Scissors Difficulty Options and turn on at least "No Shooting Delay" (Immersive movement and Disable recoil recovery are both good), and
  • add Wannabe Edgerunner to make V less OP by installing every legendary cyberwares

BTW this is my setting for Wannabe Edgerunner if I'm not using Time Dilation Overhaul (TDO).
Spoiler:  
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You can find this setting in \Cyberpunk 2077\red4ext\plugins\mod_settings\user.ini
(it seems the highlighted lines have an error on Nexus side, so make sure you're only changing the value instead of copying the item name)

[EdgerunningConfig]
baseHumanityPool = 250
humanityBonusPerLevel = 0.000000
glitchesThreshold = 60
psychosisThreshold = 20
pcychoCheckPeriod = 1
psychoChance = 15
psychoHeatLevel = 3
alwaysRunAtZero = true
teleportOnEnd = true
frontalCortexCost = 5

systemReplacementCost = 3
eyesCost = 2
musculoskeletalSystemCost = 3
nervousSystemCost = 4
cardiovascularSystemCost = 4
immuneSystemCost = 4
integumentarySystemCost = 3
handsCost = 2
armsCost = 2
legsCost = 2
berserkUsageCost = 6
sandevistanUsageCost = 7
kerenzikovUsageCost = 3
launcherUsageCost = 1
mantisBladesUsageCost = 0
monowireUsageCost = 0
opticalCamoUsageCost = 0
qualityMultiplierCommon = 0.600000
qualityMultiplierUncommon = 1.000000
qualityMultiplierRare = 1.200000
qualityMultiplierEpic = 2.000000
qualityMultiplierLegendary = 3.400000
killCostArasaka = 1
killCostKangTao = 1
killCostMilitech = 1
killCostNCPD = 6
killCostNetWatch = 1
killCostAnimals = 1
killCostMaelstrom = 0
killCostScavengers = 1
killCostSixthStreet = 1
killCostTygerClaws = 1
killCostValentinos = 1
killCostVoodooBoys = 1
killCostWraiths = 1
killCostCivilian = 10
killCostOther = 1

Now, if you have installed TDO for a more interesting sandevistan experience,
Spoiler:  
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You may consider doing these:

1.Set every type of UsageCost in Wannabe Edgerunner to 1-3 (for the sake of gameplay balance, thou I didn't change this).
As quality multiplier applies to the UsageCost atm I'm writing, whenever you use an Epic Sandy (qualityMultiplierEpic = 2) with Usage cost = 7, you lose 14 Humanity points. TDO already has a Sandy Damage OverTime (DOT) system to do HP damage, I suppose an additional huge humanity loss isn't necessary. (One can only hope another modder to convert Sandy DOT into Damage To Humanity, as I'm not reading the code and syntax atm)

2.Go to Mod > TDO > NPC with Sandevistan/... in your in-game Menu, and lower every Dilution strength.
My current (untested) setting is
- NPC's Kerenzikov strength to 0% (Yes I'm turning Kerenzikov reaction off)
- NPC's Sandevistan MKI strength to 15%
- NPC's Sandevistan MKII strength to 25%
- NPC's Sandevistan MKIII strength to 75%

If I understand it right, at the moment I'm writing this, the NPC change in TDO forced enemies with a Sandevistan or Kerenzikov into time dilation as you enter yours. The issue was if you activate a normal (e.g., MKI/MKII class) Kerenzikov/Sandevistan, the NPCs will move so much faster than you and you're pretty much dead with the default setting. It's perhaps fine for players without these "hardcore" mods, but it's not really balanced nor realistic imo to have NPCs in the gang with a Sandy that can slow time by 75% or 95% (default *NPC's* Sandy MKI and MKII values).

So, the above values were set based on other Sandies with this mod default setting, so that using sandy isn't tha----t risky (I haven't been there yet, but I feel it's still very deadly if you activate your MKIII when facing certain boss (with NPC's Sandevistan MKIII strength)).

This is still a very cool mechanism to keep imo, so unless you absolutely can't play with it, try to change these settings to your liking.

3.(optional) Go to Mod > TDO > Sandevistan Damage over Time (DOT) in-game, and lower the DOT Minimum Health Limit to 0
Do this only if you want using strong Sandy to be deadly risky and dangerous (I haven't tried this yet, so I don't know how bad it will become, but I think it's probably fine).


Some other QoL mods:
No equip requirements to take away the annoying req overlay in inventory
Quality Upgrades to make sense for upgrading my stuff (I've set UpgradesPerQualityLevel to 1)
Immersive State-based Attributes to level attribute with skill level automatically
Sensible Stamina and Athletics to allow athletics skill goes up (to stop the notification, read the description)

PS I don't know the rules and all when one upload a fix for another mod, so I'm hoping this won't get me into trouble :p