Cyberpunk 2077
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Kvalyr

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Kvalyr

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About this mod

Melee Weapon finishers as stealth takedowns -
Takedowns without grappling first (Initiate grapple OR takedown from stealth)

Requirements
Permissions and credits
Changelogs
Stealth Finishers (ZKV_Takedowns)
by Kvalyr
For CP2077 v2.0



Adds the following features
♦ Melee Weapon finishers as stealth takedowns
♦ Takedowns without grappling first - Initiate grapple OR takedown from stealth (See videos)

Configuration
♦ None :)

Known Issues
♦ 'Frontal' finisher animations often playing when killing from behind
    • This is a limitation of the animations available in the game. I probably won't be fixing this; sorry.
♦ Blunt/Non-Lethal weapons have NOT been tested yet
    • As far as I've seen, non-lethal finishers work as intended but I haven't tested extensively. (Why not just use the choke in that case anyway?..)

Requirements
♦ Cyberpunk 2077 v2.0+ to v2.1
♦ Cyber Engine Tweaks (latest version) ( https://www.nexusmods.com/cyberpunk2077/mods/107 )
♦ redscript (latest version) ( https://www.nexusmods.com/cyberpunk2077/mods/1511 )
♦ red4ext (latest version) ( https://www.nexusmods.com/cyberpunk2077/mods/2380 )

Use the [old version of the mod instead] if you're playing an older (pre-2.0) version of CP2077

Installation
♦ Install manually by extracting the bin and r6 folders to your CP2077 main folder. (Drag and drop from the .zip)
♦ Vortex installation is not supported. It might work, it might not. I don't use Vortex myself and can't help you with it.

Compatibility & Technical details
The following redscript methods are replaced:
♦ ScriptedPuppetPS.DetermineInteractionState()
♦ LocomotionTakedownEvents.SelectSyncedAnimationAndExecuteAction()
♦ TakedownUtils.TakedownActionNameToEnum()
♦ TakedownExecuteTakedownEvents.OnEnter()

Mods that also modify/replace the above functions/files will likely be incompatible with this mod.

Credits
♦ The developers behind Cyber Engine Tweaks & redscript, without which this mod wouldn't be possible whatsoever