Lifepath Bonuses and Gang-Corp Traits
Modifies every part of the damage system and some other elements to give gangs and corps more flavour and uniqueness. Also get benefits and penalties against gangs/corps based on your lifepath. Highly configurable!
NOTE: Requires version v0.1.11 of redscript.
I got the idea for this mod when I saw another mod that removes the Tyger Claws’ smart gun jammer… I thought: “that’s the opposite of what I want!” I wanted more uniqueness to the gangs, and reasons to change up your playstyle. So I found every aspect of the combat system that I could figure out how to tweak, and then made it easily configurable for each gang/corp. I tried to make the changes thematic with the lore of each group. The idea is to make you change your playstyle occasionally. So the Animals are immune to grapple (no choking), and also resistant to non-melee weapons. That means you have to get up close and fight with melee, which should be fun!
This mod makes the game harder, but you probably won’t even notice the extra difficulty if playing otherwise unmodded. I recommend to use at least the level scaling part from my other mod (linked at top) to make the game basically challenging, and then adding this mod to make it more interesting. There are a lot of changes in this mod… please read the complete description!
Here is the list of changes for each gang/corp, followed by lifepath bonuses:
Animals
Firewall: Immune to control hacks
Massive: Cannot be grappled
Pain Editors: Immune to Electrocution
Ultratestosterone: Immune to Poison
Combat Drug Injectors: Resistant to non-melee damage (0.5x)
Implanted Muscles: Ignore 25% of player armor
Maelstrom
Firewall: Immune to covert hacks
ICE: +1 upload time, +1 RAM cost
Cyberoptics: enhanced detection (1.5x)
Pain Editors: Immune to Burning
Mostly Chrome: Immune to Bleeding
Chrome Dome: Resistant to Headshots (0.5x)
Subdermal Body Plating: Resistant to Assault weapons (0.5x)
Scavengers
ICE: +1 upload time
Pain Editors: Immune to Electrocution
Health Monitors: One shot protection (max 80% of full health in one shot)
Kerenzikov: Smartbullet Evasion (50% miss prob)
Spare Parts: Resistant to Hack damage (0.5x)
Sixth Street
Firewall: Immune to damage hacks
ICE: +2 upload time, +1 RAM cost
Pain Editors: Resistant to Blunt and Annihilation damage (0.5x)
Health Monitors: One shot protection (max 80% of full health in one shot)
Ballistic Counter Measures: Resistant to Power weapons (0.5x), vulnerable to Ricochet (2x)
Tyger Claws
Firewall: Immune to ultimate hacks
ICE: +1 upload time, +2 RAM cost
ECM: Smartgun jammer (80% miss prob)
Pain Editors: Immune to Burning, resistant to Grenade damage (0.5x)
Valentinos
Reflex Boosters: Resistant to Critical Hits (0.25x)
Armor Piercing Rounds: Ignore 50% of player armor
Projected Simulacrum: Immune to Homing Grenades
Synth-adrenaline: Immune to Bleeding
Polarized skin plating: Resistant to Tech damage (0.5x)
Voodoo Boys
Firewall: Immune to ultimate hacks
ICE: +2 upload time, +4 RAM cost
Bullet Hacking: Resistant to Smart weapon damage (0.5x)
Backup Processor: Resistant to Hack damage (0.5x)
Wraiths
Firewall: Immune to covert hacks
ICE: +1 RAM cost
Pain Editors: Resistant to Melee Attacks (0.5x)
Military-grade Cochlear Implants: Resistant to Stealth damage (0.25x)
Kiroshi Mk 2: enhanced detection (1.2x)
Corp-poisoned Water: Immune to Poison
Arasaka
Firewall: Immune to ultimate hacks
ICE: +1 upload time, +2 RAM cost
Life Extending Circuits: Resistant to Critical Hits (0.5x)
Neuro Backup: One shot protection (max 80% of full health in one shot)
Cochlear Implants: Resistant to Stealth damage (0.25x)
Biotechnica
Firewall: Immune to control hacks
ICE: +1 upload time
Nano Med Bots: Immune to Bleeding and Poison
Bullet-ejecting Armor Plating: Resistant to Power weapons (0.5x)
Kang Tao
Firewall: Immune to covert hacks
ICE: +1 RAM cost
ECM: Smartgun jammer (80% miss prob)
Automated Internal Fire Suppression: Immune to Burning
Projected Simulacrum: Immune to Homing Grenades
Militech
Firewall: Immune to damage hacks
ICE: +2 upload time, +1 RAM cost
Advanced Armor: Immune to Electrocution
Reinforced Helmets: Resistant to Headshots (0.25x)
Tech Nullifying Weave: Resistant to Tech damage (0.5x)
NOTES
Status Effects / Elemental Damage: There is a difference between a status effect (e.g. Poison) and a damage type (e.g. Chemical). Poison causes chemical damage, so if an enemy is resistant to that they take less damage from poison. In this mod enemies can be immune to acquiring status effects, but I haven’t altered resistances at all. Chemical damage from weapons is not affected by Poison immunity.
Smart Gun Jammers: Tyger Claws have a natural Smartgun jammer, which jams 80% of bullets (though if you’re really close they don’t get jammed). In the unmodded game only like 2/3 of the Tyger Claws have this property. The game has rarities of enemies, including “Normal”, “Weak”, “Rare”, “Boss” etc. in each encounter, with most being normal. It modifies health, DPS, etc. I didn’t want to give different properties based on rarity because it’s too many options. So, in this mod all Tyger Claws have the smartgun jammer, rather than just most of them.
Quick Hack Immunities:: These hacks will show up in the hack list if you have them equipped but will be unavailable, with the message “Target not hackable”.
One Shot Protection:: This is something the player always has, and now the enemies can have it too! It should make those people unable to be killed with a single attack.
Multipliers on bonus damage:: For things like critical hits, ricochet, stealth bonus, etc. the multiplier is on the EXTRA damage, not the base damage.
Detection Multiplier:: This affects the speed of the detection icon filling up, i.e. how fast the enemy spots you. I haven’t timed it to determine if the speed is linearly related to this multiplier, I don’t know what the formula is.
Lifepath Bonuses
The idea here is to have a list of gangs/corps that are “familiar” to you depending on your lifepath, with the others considered “opposed” to you. Then you get bonuses and penalties to those groups. The changes are symmetrical. I didn’t want to give Corp lifepath bonuses to Netrunning or something like that just because I think that’s a corp-like playstyle. Generally the idea is that fighting people you know is easier for you and them, and you get very little Street Cred for killing them because it hurts your reputation with your people (Even a Nomad killing Wraiths… that guy might be your fellow friendly Nomad’s brother!). Also, you get more money from familiar groups because you know what’s valuable when searching them.
Note: most enemies don’t give you money for killing them in the base game. With the new vendor stock in patch 1.2 I thought having some more money would be nice. You can easily turn it off in the config file.
Corp familiar: Arasaka, Biotechnica, KangTao, Militech
Nomad familiar: Aldecaldos, Sixth Street, South California, Wraiths (I know you can fight Aldecaldos in Pacifica… South California I’m not sure 🙂 )
Street Kid familiar: The Mox, Tyger Claws, Valentinos, Scavengers (I know you can’t fight the Mox 🙂 )
Effects when fighting Familiar groups:
Damage to NPC: 1.2x
Damage to Player: 1.2x
Detection Multiplier: 1.2x
Upload Time: -0.5
Ram Cost: -1.0
Money Reward per level: 5
Street Cred Multiplier: 0.25x
Effects when fighting Opposed groups:
Damage to NPC: 0.8x
Damage to Player: 1.0x
Detection Multiplier: 0.8x
Upload Time: +1.0
Ram Cost: +1.0
Money Reward per level: 2
Street Cred Multiplier: 1.5x
Bonus Effects!
All can be configured in r6/scripts/lifepath_bonuses_and_gang_corp_traits/config_extra_features.reds
1. Armor works against Meleee: This is already in my other mod, but it’s here too. You can turn it off in the config file.
2. Scale Quick Hack upload time by distance: Enemy netrunners have their hack upload time scaled by an exponential amount based on distance. Players can have this feature too! It encourages you to get closer. Can be diabled, and the base of the exponent can be changed (defualt 1.02). I have disabled this by default in the newest version, because it can cause a crash without a specific version of redscript. Will turn it back on later.
Installation
IMPORTANT: These mods depend on the redscript compiler. Download that first and put scc.exe in “Cyberpunk 2077/engine/tools/”. Then open “Cyberpunk 2077/engine/config/base/scripts.ini” in a text editor (create it if it doesn’t exist) and edit it to look like this:
[Scripts]
EnableCompilation = “true”
To install this mod, extract the zip file into the Cyberpunk 2077 installation folder (the mod files go to “Cyberpunk 2077/r6/scripts”).
Compiling any scripts overwrites the file “Cyberpunk 2077/r6/cache/final.redscripts”. This means that simply removing the mod files won’t revert the game back to an unmodded state. If the compiler detects that it’s modifying a file it didn’t create itself, it creates a backup in the same folder called final.redscripts.bk. To uninstall a redscript based mod you can just delete the modified final.redscripts file, rename the backup to the correct name, and then either delete/move the mod files from the scripts/ folder (say you’re using multiple script-based mods and don’t want to remove all of them), or else turn off compilation in the scripts.ini file (set to “false”) if you want to turn off all redscript based mods. If you ever end up without your backup file, you can just delete the final.redscripts file and then do a verify install in GOG or Steam (it only replaces the file if it can’t find it).
Compatibility
1. Armor/Melee Attacks: This mod will override my other armor works against melee mod if you don’t change any file names (redscript processes the files alphabetically, and the last one counts), so if you’re using both there will be no problem (but you should just remove the other one anyway).
2. XP Multiplier: I had to override one of the same functions that XP Multiplier does. This function only controls Street Cred from defeating enemies, and I included a multiplier for that in “config_extra_features.reds”, so you can just set that to the multiplier you normally use in XP Multiplier. The other thing you have to do to make all the parts of my mod work is rename “xp_multiplier_UserConfigurable.reds” to “a_xp_multiplier_UserConfigurable.reds” (or something similar) so that is comes alphabetically before this mod. That way, my version of the function we both modify is loaded last. If you don’t do this step nothing will break, there just won’t be any changes to money and street cred rewards.
Configuration
Everything can easily be configured in the three config files provided. It’s code, but it should be very straightforward. If a property isn’t set, then the listed default is used. The mod consist of multiple files in a folder at “r6/scripts/lifepath_bonuses_and_gang_corp_traits”. The three files that start with “config_” are the ones to modify.
Feedback and Future Changes
Please let me know in the comments if you have any ideas for other things we could be modifying. Maybe I tried and found it was impossible to change (still haven’t found where to do hack duration and cooldown, for instance), or maybe it’s something I haven’t thought of.
I would really like to put the changes for each gang in the scanner details, similar to the Kiroshi Opticals Crowd Scanner mod, but I found there is a game-crashing bug with that and I don’t want to use it unless I can fix it.
Enemy AI is an obvious place to do more work here, but it’s very complicated and I haven’t looked into it very much, so that will be a while. It’s probably possible to change the frequency of certain behaviours to make certain gangs more aggressive/defensive, rushing at you / taking cover, etc. It would not be easy at all to rewrite the AI.
Enemy Netrunners is going to be my next mod. They can do more than just overheat. But they appear so infrequently that I don’t think I would do gang-specific changes for them.
If you find anything that isn’t working right, or a crash(!), please make a bug report and include a link to a save file where the issue can be easily tested if you can.