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VeganForTheAnimals

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VeganForTheAnimals

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65 comments

  1. devin59320
    devin59320
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    is this available for cyberpunk 2077 2.21?
  2. dev614
    dev614
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    Would it be possible to remove the wanted level gained when doing things like "Floor it" on a vehicle and the vehicle ends up hitting a pedestrian? Always thought it was odd how they instantly know you hacked that vehicle.
    1. Henk90
      Henk90
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      +1
    2. ZenKittyCait
      ZenKittyCait
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      +1
  3. Henk90
    Henk90
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    Are there any known issues with the quickhack cost fix mod? Anyways the mod doesnt work 100% for me. Would be great if there were a „no witness mod“ for no wanted level if the player was not seen 
  4. Donasparagus
    Donasparagus
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    Hello unfortunately this mod does not work, that is in the redscript logs inside:

    [WARN - Tue, 26 Nov 2024 12:22:16 +0100] At J:\GAMES\Cyberpunk 2077\red4ext\plugins\Codeware\Scripts\Codeware.Global.reds:182:1:
    @addField(inkScrollArea)
    ^^^
    a field with this name is already defined in the class, this will have no effect

    [WARN - Tue, 26 Nov 2024 12:22:16 +0100] At J:\GAMES\Cyberpunk 2077\r6\scripts\StealthRC.zip\StealthRC.reds:23:28:
            controlledObject = vehicle as GameObject;
                               ^^^^^^^^^^^^^^^^^^^^^
    this cast is redundant, 'VehicleObject' is already a 'GameObject'

    [WARN - Tue, 26 Nov 2024 12:22:16 +0100] At J:\GAMES\Cyberpunk 2077\r6\scripts\Taxi Work in Night City\TaxiWorkUtils.reds:184:126:
        GameInstance.GetTeleportationFacility( GetGameInstance() ).Teleport( GetPlayer( GetGameInstance() ), transform.position, new EulerAngles(0,0,0) );
                                                                                                                                 ^^^^^^^^^^^^^^^^^^^^^^
    'EulerAngles' is a native struct which is not known to have a complete and valid script definition, passing arguments to its constructor might result in undefined behavior, it should be preferred to construct such types without arguments: 'new EulerAngles()'
    1. lorddarkflare
      lorddarkflare
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      These errors refer to other mods you have it seems like.
    2. Donasparagus
      Donasparagus
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       What does that refer to?

      [WARN - Tue, 26 Nov 2024 12:22:16 +0100] At J:\GAMES\Cyberpunk 2077\r6\scripts\StealthRC.zip\StealthRC.reds:23:28:
              controlledObject = vehicle as GameObject;
                                 ^^^^^^^^^^^^^^^^^^^^^
      this cast is redundant, 'VehicleObject' is already a 'GameObject'

    3. Tannin42
      Tannin42
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      I see this too but I'm almost certain this is harmless. It's just the compiler saying that casting a VehicleObject to GameObject is unnecessary (meaning "controlledObject = vehicle;" without the "as GameObject" part would have been fine) but it does no harm either.
  5. kikosawa
    kikosawa
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    This mod shouldn't work for turrets. It makes the enemies completely ignore the very thing that is shooting them in the kneecaps, that is located interely in their field of vision. Cars, sure.
    1. VeganForTheAnimals
      VeganForTheAnimals
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      They should still aggro on the turret, just not magically know where the player controlling the turret is and aggro on them. Did an update break that?
    2. phol13
      phol13
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      No, for me it's great, because what hits them is the turret, a netrunner is the only one who usually works in stealth
  6. Lavallet
    Lavallet
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    Just for everyone's information: this mod seems to conflict with both Stealthrunner - Stealth Gameplay Expansion and Silent Silencers and Throwing Knives. It replaces the TargetTrackingExtension.OnHit()/ReactionManagerComponent.ShouldStimBeProcessed() functions which these mods also modify via wrapping.
    1. behaigo
      behaigo
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      I don't suppose you happened to find a solution to this?
    2. Lavallet
      Lavallet
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      I had to rewrite the script a bit to use method wrapping instead of replacing, but here it is. Paste the content into the ...\r6\scripts\StealthRC.reds file and let me know how it works.
    3. behaigo
      behaigo
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      Thank you very much!  I'll let you know my findings once I progress to the point I can test.
    4. Shad0wAng3l09
      Shad0wAng3l09
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      Do I need to replace the existing text or add it to the end? New to modding Cyberpunk so sorry if it's a dumb question 
    5. Lavallet
      Lavallet
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      Replace the existing one.
    6. behaigo
      behaigo
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      So far, everything seems to be working.  Thank you very much for the fix!
    7. Phantisia
      Phantisia
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      TYSM!!
    8. SilvioM
      SilvioM
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      Thanks !!!!
    9. FartBuckets
      FartBuckets
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      Thank you Makoto Niijima from the hit games Persona 5, Persona 5 Royal, Persona 5: Dancing in Starlight, Persona 3: Dancing in Moonlight, Persona Q2: New Cinema Labyrinth, Persona 5 StrikersPersona 5 Tactica, and Persona 5: The Phantom X. Very cool
    10. VeganForTheAnimals
      VeganForTheAnimals
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      Is it okay with you if I push an update to the mod with your code?
    11. Di321gjr
      Di321gjr
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      Ждём обнову
    12. ibluecat00
      ibluecat00
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      Is there any chance the author can update his mod to implement your code fix? Given that he credits you for it of course.
    13. Lavallet
      Lavallet
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      Hi. Sorry for the late reply. Sure, feel free to use my code!
    14. ibluecat00
      ibluecat00
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      +1 Kudos to Lavallet for being such an awesome choom!
    15. moddel
      moddel
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      Looking forward to the update!
    16. Thekillergreece
      Thekillergreece
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      Update please.
    17. VeganForTheAnimals
      VeganForTheAnimals
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      Just pushed an update, thanks a lot.
  7. YourFatherBefore
    YourFatherBefore
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    another absolutechad
  8. iriemk
    iriemk
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    @VeganForTheAnimals: "You can manually merge mods by copying and pasting the relevant lines from one .reds file to another. Otherwise mods that also modify/replace the above functions/files will be incompatible with this mod."

    You should put this little tidbit of information in a sticky on top of this discussion. That is something everybody modding CP should know about. Not just useful for this mod, I imagine. Was gonna ask if I can use this mod in conjunction with Trace Position Overhaul but then I read that line and I guess now I'm gonna look for myself. Seems like a good opportunity to get started on learning how this game works behind the curtain^^.

    EDIT: And it pays to be able to read^^. TPO states in it's description it is indeed compatible with this mod. So no tweakering after all.
  9. yeimar
    yeimar
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    still  works on 2.12¿?
  10. andi0007
    andi0007
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    Does it work with 2.11?