Cyberpunk 2077
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Kvalyr

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  1. Kvalyr
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    FAQ

    Q: Do I need to unlock finisher perks to use these takedown-finishers?
    A: No - This is a separate mechanic, using the game's existing takedown logic - It just uses the finisher animations.

    Q: Why are people being alerted by my melee takedowns?
    A: Fixed as of v2.0.4. The target is now affected by the 'blind', 'gag' and 'memory wipe' statuses during the takedown to completely prevent them from alerting others. If you find that it's still happening, then it's probably interference from another mod or a bug/quirk in CP2077's flaky stealth mechanics.

    Q: Non-lethal takedowns?
    A: Using non-lethal weapons should leave the target unconscious in most cases as far as I've seen in testing.

    Q: Gun takedowns?
    A: As far as I'm aware, there are no suitable animations for this in the game. Kitbashing animations together as I did in the older mod for 1.6x takes a lot of work and just produces janky results for all that effort.

    Q: Can you make the enemies turn around smoothly before the kill animation?
    Q: Can you make them not turn around?
    Q: Can you add custom-made from-behind takedown animations?

    A: Short answer: Probably not.
    A: Long answer:
    * The number of people outside of CDPR who can make custom animations for CP2077 is a low double-digit number.
    * The number of people who can make synchronized (multi-actor) animations for stuff like takedowns could be counted on the fingers of one hand.
    * I'm not one of them - I'm a programmer, not an animator.
    People asking for custom animations for this don't know just how much work they're asking for.

    If someone else wants to make high quality custom takedown animations, I'll very happily make this mod extensible and compatible with those, but until then this mod will remain relatively simple and continue to use CDPR's existing animations in the game.
  2. Kvalyr
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    Troubleshooting
    If it's not working for you, look here first:

    As of 2.1, the mod is working fine for the author and everyone else who has installed it and its requirements correctly.
    If it's not working for you, then other mods in your setup are probably broken too - Not just this one.
    Hard Requirements: 
    * CP2077 v2.0+ - Don't try to use this mod with older versions of the game - it won't work. [Here] is an older takedowns overhaul mod for 1.6x.
    * Cyber Engine Tweaks (latest version for v2.x of CP2077)
    * Redscript (latest version for v2.x of CP2077)
    * red4ext (latest version for v2.x of CP2077)

    Note: cybercmd and RED4Ext were previously incompatible with each other (and/or did the same thing) - You only need one or the other for this mod.


    Nobody can give you meaningful help if the only information you give is "it doesn't work".
    What have you tried? What makes you so sure it's not working? If it's working for everyone else, and not for you - It's probably not the mod at fault.

    Gameplay Notes: 
    * You have to have a melee weapon drawn when sneaking behind an enemy out of combat to get the "Stealth Kill" prompt.
    * Fists count as a melee weapon, but you have to have them 'readied'
    * Stealth Kills during combat are disabled by default. You can change this in the init.lua but probably shouldn't.
  3. Kvalyr
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    I've uploaded another mod that complements this one: [Enable Finisher Ragdolls]

    It's not at all required, but I recommend it to let the game 'ragdoll' enemies when killed by finishers. It both affects normal finishers and the stealth finishers from this mod.
  4. Kvalyr
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    Version Compatibility by Game Version:
    (Mod version: 2.04)

    2.11: Compatible - Update CET/RED4Ext/REDScript if you're having issues
    2.1 : Compatible
    2.02: Compatible
    2.01: Compatible
    2.00: Compatible

    1.6x: Unsupported - Use the outdated 1.6x mod instead


    In all green cases, using the correct version of CET/REDscript/RED4ext for your version of CP2077 will make the mod work.

    If this mod isn't working for you, it's more than likely your REDscript/RED4ext setup and not the mod.
    The mod itself is simple and just works™.

    If you're having general redscript/red4ext issues (and if this mod isn't working for you, you probably are):
    I'd recommend joining the [CP2077 Modding Discord] and asking for help in the appropriate channels there.

    This mod's comments aren't the appropriate place for troubleshooting of general redscript/red4ext issues, and you're more likely to get the help you need in the discord [-support] channels.
  5. nigcarnivore
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    This mod for some reason isn't working for me. I updated everything and I even checked the logs for all the required mods to check if its working and they are. But for some reason it still doesn't work. I did look into the redscript logs and I found this, I don't know if this maybe causing the issue, but I would appreciate the help:
    ZKVTakedowns2\ZKV_StealthFinishers.reds
    [WARN - Fri, 26 Apr 2024 12:52:35 -0500] At D:\SteamLibrary\steamapps\common\Cyberpunk 2077\r6\scripts\Codeware\Codeware.Global.reds:2007:1:
    @addField(inkScrollArea)
    ^^^
    a field with this name is already defined in the class, this will have no effect
    [INFO - Fri, 26 Apr 2024 12:52:35 -0500] Compilation complete
    [INFO - Fri, 26 Apr 2024 12:52:36 -0500] Output successfully saved to D:\SteamLibrary\steamapps\common\Cyberpunk 2077\r6\cache\final.redscripts.modded
  6. Autario
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    Thx for this mod works great!! :3
  7. Defyant
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    Something that might need fixing that I've noticed since playing with this mod, I'm not getting Shinobi experience for stealth killing with a bladed weapon. I don't think it is a bug with the mod, more so something that was overlooked in the base game. I'm currently doing a stealth blades playthrough and I'm getting almost no experience for Shinobi but I am getting plenty of experience for Headhunter. Normally this wouldn't be a massive issue, except I'm also playing with Skillful Attributes (https://www.nexusmods.com/cyberpunk2077/mods/9281). Any way this could be added to the mod? As technically you are killing enemies with a bladed wearpon.
  8. Ravivivi
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    Hello!
    Is this mod working with 2.12a?
    Thank you! <3
    1. JohnRo
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      I just installed this mod, doesn't seem to be working for me.

      redscript logs shown that it loaded just fine.

      EDIT: fixed it. CET just didn't seem to be working at first, but after I got that fixed the mod started working.

      Great mod!
    2. Ravivivi
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      Hello, can you explain how? I didn't understand ^^" sorry
    3. Stormie
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      Hello, can you explain how? I didn't understand ^^" sorry
      Meaning the requirements (and the game itself) all need to be up to date. Check the sticky posts above.
  9. lordmax2002
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    Doesn't seem to work for me, it just pushed the enemies kinda back and blinds them for a short time. Is this a problem with the mod or could it be because i installed it together with a collection?
  10. tlmesi
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    Any chance of allowing those with the blunt weapon finisher perk  that lets you pick up enemies (Savage Sling), to pick up and throw enemies from stealth ? The perk allows for the option to either finish or pick up and throw. I just wanna pick up and toss a dude to start combat.
    1. Kvalyr
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      This sounds like it'd be a good addition. I'll look into adding it sometime; but no promises.
    2. tlmesi
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      Rad! Throwing people has been the most fun I've had in a game for a long time. (https://files.catbox.moe/jmkxp2.mp4)
      Keep me posted if you do end up giving it a go!
  11. GorillaSam
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    I never get the impaling and lifting the enemy with Mantis blades, nor from stealth or from the front during combat, anyone has this issue?
    1. miknfuu1
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      I have the same issue, my only mantis blade finishers regardless of in combat or stealth are just the impale through stomach and many stabs to the head, the others just stopped showing
    2. Kvalyr
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      As far as I could tell the last time I looked into it, that finisher was effectively removed from the game by CDPR in 2.x. I assume that was done because it was always a janky, unfinished-looking animation and prone to problems.

      The animation is probably still somewhere in the game files, but the work involved in restoring it into the 'rotation' of finishers the game can choose from isn't something I want to do as part of this mod.

      A mod that restores it (if one were to be made) would, in theory, be compatible with this one.
    3. Borakdag
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      Do you plan to make a mod that restores the old mantis blade animation? It would be great.
    4. GorillaSam
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      They should have polished it, not removed it. And this is a great mod, but stealth finishers should be a core gameplay mechanic for all the different weapons. I don't understand so many of the choices made by these developers. 
  12. miknfuu1
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    why wasnt the aerial mantis blade takedown as a stealth from the older version added to the 2.0+ version
    1. Kvalyr
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      The 2.x version of the mod is deliberately simpler and doesn't modify game assets or animations so that it continues to Just Work™ when new game patches come out.

      The 1.6x version of the mod was more complex, much more prone to breakage whenever CDPR patched the game and more prone to incompatibility with other mods. The 2.x mod avoids these issues by making only code changes instead.
  13. rafa4898
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    the finisher works but when sandevistan is active its just weird the  enemies glitch out
  14. midoman
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    can i takedowns for all directions? How should I modify the file?