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Cyberpunk 2077 - Smarter Target Analysis v.1.3.0 - Game mod - Download

The file Smarter Target Analysis v.1.3.0 is a modification for Cyberpunk 2077, a(n) rpg game. Download for free.

file typeGame mod

file size8 KB

downloads466

(last 7 days)0

last updateTuesday, November 8, 2022

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Smarter Target Analysis is a mod for Cyberpunk 2077, created by RMK.

Description:

This mod makes the Target Analysis eye mod apply only to Smart weapons instead of to all weapons and quickhacks. I've wanted to do this for a while for a few reasons:

I always thought it was weird that Target Analysis applied to other weapons. It doesn't make a lot of sense. Maybe V is manually targeting based on the data from the eye mod, but it makes a lot more sense with the smart weapons which are targeting limbs while using the eye mod.

For gameplay, I don't like having to make all my weapons non-lethal at once. I'd rather be able to switch between lethal and non-lethal weapons easily.

I'm working on a future mod which will reward and recognize non-lethal gameplay...

What this mod does

If the player has Target Analysis equipped and makes an attack that has the non-lethal flag, this mod removes that flag unless:

It's a smart weapon,

The weapon has the PAX mod, or

It's a normally non-lethal weapon (one-handed clubs, fists, cyber-fists) or quickhack (everything except Synapse Burnout)

Notes:

Yes, two handed clubs and hammers are NOT non-lethal, even though their descriptions say they are. I made a separate mod to fix that which you can find right here: Non-lethal Blunt Weapons?. It's compatible with this one, meaning that if you are using both mods and have Target Analysis equipped then those blunt weapons will stay non-lethal.

Since Skippy is smart I don't do a special check for it. Let me know if there's another special non-lethal weapon I haven't accounted for.

The no-headshot effect of Target Analysis is actually only applied to smart weapons, I discovered, so no need to change that. Makes you think that maybe CDPR just made a last-minute change to make this apply to all weapons...

You might notice that lethal weapons often render enemies unconscious instead of dead. This happens because, as far as I can tell, all status effects are non-lethal. So if the damage that puts someone over the edge is from a status effect, or from the Short Circuit legendary passive, they won't be killed.

Check out my other mods:

Level Scaling and Balance

Lifepath Bonuses and Gang/Corp Traits

AI Netrunners Enhanced

Clear Skill Checks?

Armor Fix for All Weapons

Sensible Stamina & Athletics

Convo Skill Check Scaling

Cool Vs Don't Die From Explosions (AKA Explosion Nerf)

Custom Quickslots to Eat, Drink, and Boost

Simple XP Multiplier

Non-lethal Blunt Weapons

Weather Probability Rebalance??????

?

Installation:

This mod requires Cyber Engine Tweaks? & Redscript.

To install this mod, extract the zip file into the Cyberpunk 2077 installation folder (the mod files go to "Cyberpunk 2077/r6/scripts").

Credits

redscript by jekky is essential for this mod.

Cyber Engine Tweaks? for debugging redscript-based mods.

  • Last update: Tuesday, November 8, 2022
  • Genre: RPG
  • File size: 8 KB
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