This is pretty awesome, but despite the fact this needs updating, right off the bat, all this stuff really should be gated behind an implant, just like in Cyberpunk; The implant being the framework for "ranged electronic manipulation" or whatever you want to call it.
Just tested this mod, used perk-less esp and tweaked hotkey in mcm, the mod did work and blew up some fiends' pockets with it, but it has a bug that most game objects are reticle marked as hackable, when hacking such object AP is consumed and nothing happens but a brief highlight of that object like the robot screenshot
Quickhacking doesn't work if you have SUP NVSE and/or Cyberware 2281 installed. I've tried both with Certified Tech and no perk esp, but aside from a "hacking" prompt appearing, the hacking doesn't even work. What a shame, could have been a nice integration like The Syndicate where hacking your enemies' mind to death was fun.
well...either the nexus version of SUP NVSE is fucked, im too stupid to properly download it, or something else isnt working, but this mod isnt working at all for me. The Mod Configuration Menu reads it, but hacking anything,with either .esp, doesnt work
Is there a way to change the description for certified tech? I'm using the old version. 1.2 I believe because I want all the perks into one trait I created. I don't like it, and want to give it more expression. Where do I edit it in Geck or FNV Edit? I thought I had gotten the right script down with the description, but it didn't seem to affect the details of the sentence at all. Still says "With this perk, you can also hack with AP blah blah blah".
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the mod did work and blew up some fiends' pockets with it,
but it has a bug that most game objects are reticle marked as hackable,
when hacking such object AP is consumed and nothing happens but a brief highlight of that object like the robot screenshot