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It allows you to retain the ability to customize your hacking loadout to a reasonable extent, without overly bloating the game and adding an obscenely large amount of items, along with being much simpler and more manageable for me to code in, avoiding the hassle of having to create custom C# assemblies.
Even so, Cyberdecks and their associated quickhacks were still by far the most complicated and time-consuming to create out of all the content included in this mod.
I would then have to add items for each of those individual quickhacks, which will bloat whatever production table is used to make them, which reduces quality of life.
Theoretically, there may be a way to produce a quickhack item that, when installed, behaves slightly differently depending on which cyberdeck is implanted. However, this will require a level of assembly coding that is definitely beyond my skills.
The diskette system with individual hacks is cool, no doubt. Being able to install individual quickhacks on a cyberdeck was something I had mulled over before, but decided against it for many reasons.
#1 being: it complicates things. A lot. As it stands, each quickhack already has ~4 or so different variants, depending on how many different cyberdecks it's installed on. This is because each cyberdeck's version of a quickhack has different stats, based on that individual cyberdeck's modifiers in Cyberpunk. I would have to also make individual implantable shards for each quickhack. Then I would have to add a way to check which cyberdeck is installed on the pawn, and make sure that you can't install e.g. Blackwall Gateway or the Arasaka Shadow version of Memory Wipe onto a Biotech Sigma, or several Detonate Grenades on a Militech Paraline.
It might not look the way you'd expect (no whip animation) but rather send a rapid short-ranged "air slash" looking attack, along with a slicing melee attack.
The monowire itself would be invisible, and the slash would be its "tip" traveling towards the target.
Limitations:
I don't know how to make a projectile penetrate multiple enemies like in Cyberpunk. I could increase attack speed and lower damage to compensate, but that's not a perfect solution.
I also don't know whether I can make a "ranged" slash use melee offensive stats.
I'm going to have to look into how to make it act as a "sidearm" without preventing the pawn from using an actual gun, or having to make it a special activated ability like the PLS, which is too micromanage-y for a fast weapon like this.
I would need a custom projectile, with a custom sprite and sounds.
I just don't have to time to research and put this all into action right now.
Canto cyberdeck - yes, it's a hyper-offensive cyberdeck at the cost of general utility. That is by design as that's also how it is in 2077, it has very few quickhack slots, with its saving grace and main draw being the Blackwall Gateway. If you can only have one Cyberdeck user, it's probably better to go with the Netdriver or Sigma instead of the Canto.
But back to building hacking - you're probably wondering about more advanced control like flipping turrets to your side or even just simply turning them off. This is something that may be beyond my ability.
@VelTex it's a very cool mod! I am not sure what to do with it though, I think their Cyberdecks might not be quite the same as Cyberpunk's.
The reason it is installed in myltiple parts, is because the HP bonus (requires Elite Bionics Framework) only applies to the body part it is installed on.
https://steamcommunity.com/sharedfiles/filedetails/?id=3573344880
@ <blank name> I unfortunately don't have the energy to update every item's description with extra detail. Just consult the in-game links in each item's description - they should tell you everything you need to know.
Is there any plan of making a CE patch?
Also im loving this mod
https://steamcommunity.com/sharedfiles/filedetails/?id=3556420528
If you look in the surgery bills menu, you might see two different options to remove the OS.
The first one has no Medical skill requirement nor any hyperlinks under its description. This one is bugged.
The second one should have a Medical requirement of 5 and hyperlinks to the implant hediff and item.
Use the second option.
I don't know what is adding the extra removal option, it appears without EPOE as well.
@Psychronic Modlist, please. I get really tired of asking this. I'm not Rache Bartmoss. I cannot see your modlist unless you send it to me.
But while I was there, I noticed a few of the corpses had bionics in them. A bionic heart... And a pain editor, as well as some subdermal armor.
So yes, it seems that high value enemy pawns can spawn with some of these items too. Hope you have a way to scav it off their corpses! (And pray that they dont know how to use a cyberdeck...)
I did. That was the bug I got when I loaded Harmony, 2077, and absolutely nothing else.
Dialog_InfoCard is a UI element. My mod doesn't touch these at all.
I'm guessing you have a UI mod installed that sets some arbitrary UI element index size somewhere that may be too small to fit the description or number of effects that the Kerenzikov/other implant hediffs give.
Send me your modlist, then try running Rimworld without the UI mod and let me know if it still happens.
Memory Boost
Kerenzikov
Kerenzikov Boost System
And none of the others. I haven't really tried out a Keren, so I don't know what it does in game, with the info screen bugged over.
Exception filling window for Verse.Dialog_InfoCard: System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing.
-Repeated indefinitely for hundreds and hundreds of entries every few ticks. I can't attach the added fluff beyond that because steam comments are limited to 1000 characters.
https://cdn.discordapp.com/attachments/1067511126457340107/1408753908586647644/image.png?ex=68aae3d1&is=68a99251&hm=a12a0180c25cdc147cd31c5e144f449f83a1a832dc7bb61c9b8408908a63de61&
https://cdn.discordapp.com/attachments/1067511126457340107/1408754015025758310/image.png?ex=68aae3ea&is=68a9926a&hm=cd472649c53c19e20d24d7955303b5e92d5346f3e0104cdf318e2243bbb261d8&
Ignore the other console errors noted; this is the only mod loaded in that dev-quicktest save.