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Seijax

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About this mod

No more glitchy teleports across the map when forward dashing in combat.

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No more glitchy teleports across the map when forward dashing in combat.

Dash control is now also completely manual, and Air Dash will no longer alt&land in front of faced enemies.

If you want to bullrush enemies just do it manually, dashing at appropriate heights, the new Mad Dash perk will make even ground ones worthwile.
Had to rework the Mad Dash perk because the code it relied on was part of the problem. Now it makes Dash cost no stamina when used to dash towards nearby aimed enemies.


The kind of "stuck against a surface" this gets rid of:



Why it happened
The game tried to halfass a mindreading autoaim system for all dashes. Apparently someone decided that players are too hamfisted to only rely on the collision system (ie. if you dash into someone, their body stops your movement), and code was implemented to purposefully deposit the players in front of the enemy if they tried a dash whose length would have gone beyond said enemy (except it wouldn't have happened anyway, because enemy presence on the path was already block enough).

  • Problem 1: this system doesn't account for obstructions between the player and the enemy in front of them. Covers that leave the enemy partially exposed, knee high objects, particularly high curbs,... all things this "manual depositing" of the player gets stuck against.
  • Problem 2: this applies to air dashes too. So:
    • if you tried to jump+dash above someone to get beyond them, there was a fair chance that the single jump wouldn't be enought to escape the algorithm and you'd instead be brought down and deposited in front of the enemy you wanted to skip.
    • if you tried to jump higher than a nearby low cover and airdash above it, to get past it and to the enemies beyond it, you'd be pulled down to ground and faceplanted against said cover at the speed of sound.
  • Problem 3: there's a perk that said "dashes have +100% range towards enemies" that doesn't actually do that, and instead doubled the range of this problematic autoaim, thus only serving the purpose of making the previous problems more frequent and manifesting the rare jarring 20m step (double distance / same time = double speed) in the unlikely event that nothing was between player and faraway target. Otherwise it's faceplant at double speed.
  • Problem 4: the related perk capstone (Tailwind) greatly incentivizes players to always jump before dashing, as it makes all airdashes regen stamina instead of using it, but jumping increases elevation and gives you line of sight over enemies crouching behind low covers... so said system tries to get you in front of these crouching enemies by way of bringing you down to earth and slamming you against their cover.

Solution
With this mod you can play your game without fear that the movement system will take away control and suddenly move you elsewhere of its own volition. If you want to bullrush someone with a dash just do that, their very body will stop you in front of them.
The Mad Dash perk had to be reworked, and it's now even better for close-range builds, as it allows the using of dash as a cost-free gap closer from when you get it at 9 Reflex (instead of having to get to 20 for the capstone plus always jump to airdash and thus end up manifesting the jarring "teleport unto object" even more often). The capstone still has premium value, if you reach it, as it's still the only way to make (air)dashes actually regen stamina.


Bonus Points (of the new implementation)
The Mad Dash perk is required to unlock the one that allows leap attacks (with increased damage) for blades, yet it had no synergy with it:
either you leaped and didn't use Mad Dash, or you tried to dash forward to get in leaping range and found yourself plastered against the farway target (or intervening geometry) without the stamina spent in the dash and without the charged heavy attack with bonus damage.
New version of Mad Dash can be used as an alternative to empowered leap attacks (in case you're low on stamina and would rather close the gap while letting it regen a bit further, instead of immediately spending more of it), or chained with them (dash forward for free to get into leaping range, results in empowered leap spending only the stamina for it).


Installation
  • Copy/extract the contents of the archive into the main "Cyberpunk 2077" folder

Uninstallation
  • Remove the "Cyberpunk 2077\r6\scripts\DashFix" folder and all its content
  • Remove "Cyberpunk 2077\archive\pc\mod\DashFix.archive"
  • Remove "Cyberpunk 2077\archive\pc\mod\DashFix.archive.xl"