Note. The mod supporting and development have been paused since I finished playing Cyberpunk 2077. It will be resumed when I'll play the game next time.
Before I got this mod, Pax only worked between T1 and T5. As soon as you upgraded a weapon to T5+ it stopped working properly (~2 unconscious to ~8 dead ratio) - which is probably because only X-Mod-2 series has mod slots after T5 so CDPR probably didn't catch it not performing well). With this mod, my iconic modded revolver so far maintains 100% non-lethality, even though I play stealth so crit headshots ALL the time. Thanks.
Tho, I mean, if you're not playing with Stealthrunner mod, you don't really need to be non-lethal in 99% content. Unless you RP as a valentino street kid and don't want to shoot your former chooms dead.
All the changes you can see in TruePaxMod.reds file. The mod intercepts a function determines can the NPC die from a shot. If the player shoots, the mod tries to find - is the Pax mod installed on his weapon. If installed, then mod returns a function result that "forbids" NPCs to die. In addition the mod sets a special "nonlethal flag" which uses in other game code.
If you shoot an unconscious NPC with PAX it kills it, and on some occasions critical headshots cause it to explode so the NPC dies. (those are the vanilla cases that I know of)
From what I've seen in game on current patch, vanilla Pax disables dismemberment so even your crit headshots won't dismember/kill (heads don't go POP! with Pax slotted in).... at least that was my experience while leveling. My T5 crafted Grad with pax still maintains 100% non-lethality record, even with Preem Weaponsmith making it shoot 2 bullets at once (so there must be a grace period there by the game where hitting an unconscious body again doesn't immediately kill it). But it seems that Pax stops working above T5 - as soon as I upgraded my iconic revolver to T5+ (since I don't have crafting specs it only shoots 1 bullet at a time even), even through I have Pax on it, it doesn't disable kills shots nor dismemberment. Half the time their heads explode, and even if it doesn't, and even on goddamn body shots, it still has a large chance to kill. Only about 15-20% enemies are not "dead". While it was T2 to T5, Pax was working perfectly for it too. Once I upgraded to T5+... CARNAGE
Thank you! At first I thought there was a mistake in some of the balance mods, but after searching for information, I found that this non-lethal mod sometimes kills in any game. I think this is a bug, based on how it worked before and what description the mod has, so a fix is required. It's especially frustrating when these random kills spoil the stats of the Stealthrunner mod. Thanks again.
19 comments
Thanks! :)
Before I got this mod, Pax only worked between T1 and T5. As soon as you upgraded a weapon to T5+ it stopped working properly (~2 unconscious to ~8 dead ratio) - which is probably because only X-Mod-2 series has mod slots after T5 so CDPR probably didn't catch it not performing well). With this mod, my iconic modded revolver so far maintains 100% non-lethality, even though I play stealth so crit headshots ALL the time. Thanks.
Tho, I mean, if you're not playing with Stealthrunner mod, you don't really need to be non-lethal in 99% content. Unless you RP as a valentino street kid and don't want to shoot your former chooms dead.
What I described above does not apply to the cases indicated by you.
But it seems that Pax stops working above T5 - as soon as I upgraded my iconic revolver to T5+ (since I don't have crafting specs it only shoots 1 bullet at a time even), even through I have Pax on it, it doesn't disable kills shots nor dismemberment. Half the time their heads explode, and even if it doesn't, and even on goddamn body shots, it still has a large chance to kill. Only about 15-20% enemies are not "dead". While it was T2 to T5, Pax was working perfectly for it too. Once I upgraded to T5+... CARNAGE
Thank you.