Cyberpunk 2077
0 of 0

File information

Last updated

Original upload

Created by

Atticus

Uploaded by

Atticus32

Virus scan

Safe to use

Tags for this mod

98 comments

  1. Atticus32
    Atticus32
    • member
    • 5 kudos
    Locked
    Sticky
    Patch 2.12 status:

    This mod is UPDATED and working as expected with 2.12.

    Always update the mods listed under Requirements to their latest version before trying to use Ultimate Kill Counter.
  2. Atticus32
    Atticus32
    • member
    • 5 kudos
    Locked
    Sticky
    I've finally gotten around to write up this 'more info' post about kill counters in Cyberpunk 2077. I'll continue to edit and finetune it for some time after this.

    First Group of Stats (Killed, Finished, Defeated, Incapacitated Enemies)

    The first and second group of stats are controlled via an internal data tracking system that is mostly hidden without this mod, because in its original form it primarily serves as a progress tracker in the background for certain achievements  (e.g. to kill or incapacitate 300 enemies with ranged weapons, 100 enemies with melee weapons etc.). Each damage-dealing hit sends out so called data tracking events with a new NPC kill data tracking request created every time an NPC is killed, finished, defeated, or incapacitated, in summary, "downed." The four categories can be described as below. This is where the mod fixes the companion and robot kills and where body disposals were switched to non-lethal by ensuring they don't damage the NPC.

    Incapacitated
    Basically knocked out - the NPC loses consciousness, but is otherwise unharmed and breathing, their floored bodies even visibly moving slighly. Roleplay-wise it can be assumed they'd wake up in an hour and go about their business. (But code-wise, they DON'T, the bodies just despawn after you leave the area.) Ways to incapacitate an NPC:
     - Melee: Blunt weapons, Gorilla Arms, Fists
     - Ranged: - (unless you use a Pax mod)
     - Quickhacks: Short Circuit, Contagion, late-game Cyberware Malfunction (if queued three times on the same enemy), System Collapse*, Memory Wipe + Reboot Optics + Sonic Shock combo*
     - Other: Incendiary grenades, Biohaz grenades

    Defeated
    These NPCs suffer serious bodily harm as a result of your attacks, e.g. they get burnt from Overheat or bleeding profusely from bullet wounds. They are not dead yet, they would probably die very soon, but there's a chance they'll get help. The game's internal 'defeat mechanism' decreases their health to 0.1. Ways to defeat an NPC:
     - Melee: Any blade/thrown weapon hitting them on their limbs. Try to aim at their arms and legs!
     - Ranged: Any ranged weapon hitting them on their limbs. Try to aim at their arms and legs!
     - Quickhacks: Overheat
     - Other: EMP grenades

    Finished
    If you defeat or incapacitate an enemy, and you decide to hit them at least once again for whatever reason, they are marked as finished. These are the equivalent of cold-blooded murders. WARNING! You can finish them accidentally as well, if your weapon deals area-of-effect damage, damage-over-time (with a % chance to deal electrical etc. damage with each hit), or you blow up explosives near them. Ways to finish off an NPC:
     - Anything, if you hit them again at least one more time (anywhere on their body)

    Killed
    There's no two ways about it, if an NPC is marked as killed, they are well and truly dead! Your attacks leading to this can vary from pre-planned single sniper headshots or dismembering shots, but most often are just hits in the heat of the battle. WARNING! If an otherwise non-lethal weapon deals area-of-effect damage or damage-over-time (with a % chance to deal electrical etc. damage with each hit), you can kill them accidentally as well. Ways to kill an NPC:
     - Melee: Head hits, hits to the torso with any blade/thrown weapon, Mantis Blades, Monowire, Projectile Launch Systems
     - Ranged: Headshots, shots to the torso with any ranged weapon
     - Quickhacks: Synapse Burnout, Suicide, Cyberpsychosis (only self, their other kills are not recorded due to bug), Detonate Grenade*, Blackwall Gateway*
     - Other: Explosions, Frag grenades, Antipersonnel grenades

    *Not recorded in stats due to a bug

    Whenever a downed event is recorded, it is classified in one of the below event types:

     - If a hit is flagged as non-lethal AND the enemy would, at most, be marked as defeated otherwise --> Incapacitated
     - If a hit is flagged as defeating an enemy (health down to 0.1) --> Defeated
     - If neither of the above, but the body was marked as defeated/incapacitated before this hit event --> Finished
     - If none of the above --> Killed

    Second Group of Stats (Downed Enemies, Downed With Melee/Ranged, Downed With Quickhacks/Other)

    These are also controlled via the NPC kill data tracking requests and are evaluated at the same stage as the event types of the first group. The game requests if a downed event was sent and a down was recorded, and evaluates these based on a series of simple IF conditions. These are also much more straightforward to understand than the first group. A lot of bugs around which IF case a hit falls under was fixed here.

    Downed Enemies
    This is logged every time a downed event is sent through, for any of the event types of the first category - except for finished enemies, because any Finished enemy was, by definition, already included in either the Defeated or the Incapacitated column before. These were double-counted without this mod. (I.e. if one just queries the vanilla behaviour with e.g. the original Kill Counter mod.)

    Downed With Melee/Ranged
    Any last hit with any of the Melee/Ranged weapons listed under the event types of the first group results in these stats increased by one. (Respectively, of course) Melee includes attacks from normal, quick and strong melee, thrown knives as well as normal and charged Monowire whips. Ranged includes direct and ricochet (reflect) hits.

    Downed With Quickhacks/Other
    The only difference to the vanilla game is that these two stats were added by this mod - otherwise they ostensibly behave the same way as the Downed With Melee/Ranged categories. I've also changed the vanilla code's IF statements to so-called 'nestled IF' statements, which avoids a hit falling into two categories at once by mistake. (E.g. a hit from a 'core' quickhack damage will count as Downed With Quickhacks, even if the quickhack has an area-of-effect damage that finishes an enemy after he was defeated or incapacitated.) The Quickhacks stat is increased if the last hit was from a quickhack or directly a damage-over-time effect. The Other stats is increased if the last hit was directly from area-of-effect damage (explosions or pressure waves).

    Third Group of Stats (Downed With Takedowns, Downed With Non-Lethal Takedowns)

    These stats are grouped separately, mainly because they are governed by a separate function in the vanilla game - via takedown action data tracking requests, which, unlike the aboves, are called when there is a black-and-white case of a takedown in one of the below categories. (This separation is the cause of the only big outstanding bug that this mod couldn't address so far, the double-count of downs if you hit an NPC that was downed with a Non-Lethal Takedown.) Both of these increase the total Downed Enemies stat and one of the first group stats as well, depending on which event type they are classified into. (This is another fix from this mod.)

    Downed With Takedown
    This is very specific to increasing in one of the following two cases: 1) When you can sneak up behind an enemy, Grab him or her and then select Kill (instead of Non-Lethal Takedown). 2) When you sneak up behind an enemy that is either standing next to a disposal device or you drag them there while grappled, and select Kill and Dump Body. Both of these increase the Killed counter as well.

    Downed With Non-Lethal Takedowns
    Similar to the previous, but instead sneak up to an enemy, Grab him or her and then select Non-Lethal Takedown (instead of Kill). Note that when next to a disposal device, there is no option to 'Non-Lethal Takedown and Dump Body', so that case is not possible for this stat. (In other words, every neutralisation next to a disposal device is a kill-and-dump, with the accompanying animation and the increase is the Killed count column.)

    Most of the vanilla code for these descriptions can be found in the three methods of the game code below - they are an interesting read, with the many cases and categories the developers described e.g. for takedowns and attack types. Comparing them with the code for my mod is basically what I've tried to summarise in this stickied post!

    https://codeberg.org/adamsmasher/cyberpunk/src/branch/master/cyberpunk/NPC/NPCPuppet.swift
    https://codeberg.org/adamsmasher/cyberpunk/src/branch/master/cyberpunk/systems/dataTrackingSystem.swift
    https://codeberg.org/adamsmasher/cyberpunk/src/branch/master/cyberpunk/damage/attackData.swift
  3. Johnmafia
    Johnmafia
    • member
    • 0 kudos
    I'd love a way to track these stats by Affiliation to see how many of each gang member I am killing and how many regular people(hopefully none) I'm killing. Whether its possible or not, I very much appreciate the work that has been put into this mod and love using it. 
    1. thousandtroops
      thousandtroops
      • premium
      • 0 kudos
      +1 ;)
  4. RhanTegoth654
    RhanTegoth654
    • member
    • 26 kudos
    Hey there ! I love it, very cool concept, thank you ! does it works to count civilians you kill aswell ? ^^ hehe
    1. Atticus32
      Atticus32
      • member
      • 5 kudos
      Hey man - Thank you! :) Yes, it counts civilian kills as well - so careful on those roads. ;)
    2. RhanTegoth654
      RhanTegoth654
      • member
      • 26 kudos
      you are very welcome ! You know, on the contrary , it will motivates me even more hahaha
  5. aeoluszephyr
    aeoluszephyr
    • member
    • 1 kudos
    Thanks for the mod. Still works in 2.12.
  6. Jasmine119
    Jasmine119
    • member
    • 13 kudos
    Good mod, and ive found that defeat the PL BOSS Chimera will count it as killed enemy, but itz a robot i think. So how cud i fix it? im trying to clear the game without killing.
    1. Jasmine119
      Jasmine119
      • member
      • 13 kudos
      Furthermore, if the downed enemies killed by Chimera, they will also counted as killed enemies.
    2. Atticus32
      Atticus32
      • member
      • 5 kudos
      I'll look into this when I can test. (The other issue, the Chimera killing already incapacitated enemies, is a known bug, a couple of players reported it as well a few days ago.)
    3. Jasmine119
      Jasmine119
      • member
      • 13 kudos
      owww thx👍
    4. Atticus32
      Atticus32
      • member
      • 5 kudos
      Hello!

      " Good mod, and ive found that defeat the PL BOSS Chimera will count it as killed enemy, but itz a robot i think. So how cud i fix it? im trying to clear the game without killing. "

      This is now fixed, I'll upload the new version soon.

      Cheers,
      Atticus
    5. Atticus32
      Atticus32
      • member
      • 5 kudos
      " Furthermore, if the downed enemies killed by Chimera, they will also counted as killed enemies. "

      This one, I couldn't reproduce, however - it may have been fixed by CDPR (for achievements reasons) in 2.02 or 2.1.
    6. Jasmine119
      Jasmine119
      • member
      • 13 kudos
      i won't easily say that i could help you to verify the Chimera bug is fixed by CDPR or not cuz i have left the game till my download mods are all up to date. But thx for replying and fixing tho.
    7. CaptainFlapcats
      CaptainFlapcats
      • member
      • 0 kudos
      Found this out today, but I also found out if you let a turret (or Myers maybe) last hit the chimera it wont count as a kill
    8. industryzero
      industryzero
      • member
      • 0 kudos
      I just had the same problem with the Chimera killing all the enemies I downed, or even attacked, during the fight and counting as if I killed them. My solution was to not participate in the fight whatsoever and merely try to survive until the Chimera awakens.

      Afterwards, during the Chimera fight, I got counted with a "Finished Enemies" kill. Second try, I stopped attacking it just before it reached 2% health, then performed the cutscene finisher which didn't count as a kill.

      Hope this helps!
  7. Atticus32
    Atticus32
    • member
    • 5 kudos
    Guys, for the reset kill counter option, I'd be happy to help, but I'm not a programmer by trade and it seems quite a complicated thing to add for me. I've looked up how the infinite reset attribute mods work, but those have all the background functionalities built in for the option already and just change a few tiny things, whereas this would be something entirely new - perhaps bigger than the entire mod is already, for the sake of just a single button and feature. (That would be a user request only as well, I wouldn't use it; I think it's fair that Stats can't be reset, none of them on the other four tabs can.)

    The values must be saved within each sav.dat, otherwise it'd be hard for each reload to pull them, so a possible option is to make them visible in a save editor. I can check with the author of that mod, but that's no guarantee either. For now, I've checked the save files in the save editor and unfortunately these values are not yet mapped in the GUI.

    Same goes for the Johnny dialogue check: I'd check if the referenced flag is in the flag list visible in the save editor (CyberCAT or CPSE), and change it there, if possible.
    1. Asterra
      Asterra
      • member
      • 360 kudos
      Until CET gets back in a state where one can tweak the m_ variables appropriately, since this mod is fundamentally unlinked with anything substantial in the actual game (seeing as how the game completely lacks any consequences for one's playstyle), a simple solution that would involve little effort might be to offer a separate version of the mod which, rather than establishing a starting kill count from the m_ variables, ignores the variables and assumes the count is zero.  This would also be useful for folks who run afoul of the inaccuracy of those variables and discover that their pacifist playstyle was somehow a bit murderous.
  8. ItsTyro
    ItsTyro
    • member
    • 1 kudos
    not sure if the "non-lethal takedowns" is tracking correctly for me. I've done well over 100 and it says I've done 6. 🤷‍♂️
  9. Skrillion
    Skrillion
    • member
    • 0 kudos
    Can I put up a bounty for a tiny mod that will reset the player's kills and finishes to 0 for the sake of this mod? It can't be done with the console and I can't make head or tails of this mod's actions. All I gleaned is that I need to find a way to set kills and finishes to 0 and then set the player_killed_npc variable to 0 as well.
  10. Asterra
    Asterra
    • member
    • 360 kudos
    Had a suggestion for a new feature.

    There's a certain moment in dialogue with Johnny where the game references the flag dictating whether the player has killed anyone.  (I can give details if needed.)  Due to a fundamental oversight on how said flag works, Johnny will only ever treat the player as though they're a killer.  Therefore, almost nobody has heard his alternative dialogue in this moment.

    Seems to me it would be trivial to tweak that particular check so it references the same value this mod maintains for its statistic, enabling pacifist players to hear dialogue that's gone essentially unheard since the game's release.  A nice little reward for their playstyle.

    Meanwhile, I agree with the other guy: It would be nice to have a separate mod that resets the player's kill count to zero, so those of us who have treated kills casually up till now can wipe the slate clean instead of needing to start a completely new game.
  11. Skrillion
    Skrillion
    • member
    • 0 kudos
    Not strictly related to this mod, but is there a way of tweaking the kill count in the save file?

    Reason I ask is because I was originally going to do my playthrough guns-a-blazing since CDPR famously gave zero purpose (not even a counter) in shooting for a pacifist run. But then I found this mod, and suddenly there actually is purpose. Except I have some kills already tallied.
  12. federer120043
    federer120043
    • member
    • 1 kudos
    Hi. For me a kills via blackwall quickhack doesn` t counts as kill. Can someone investigate this?