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.
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
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()'
[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'
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.
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.
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.
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 Strikers, Persona 5 Tactica, and Persona 5: The Phantom X. Very cool
@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.
65 comments
[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()'
[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'
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.