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218 comments

  1. ApoKrytia
    ApoKrytia
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     I found out the sorting mod is not full working because system collapse sorted before other damage quickhacks, still same results after reinstalled sorting mod. Since this mod is more complicated, i think i ask here first. Does anyone works with Quickhack sort by slots?
    1. Emil8000
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      I see a "sorting mod" mentioned, I have to assume you mean "Quickhacks sort by slot" since it's the only named mod in your post. This mod has no direct impact on sorting order, be it in the scanner or in the inventory. I'm actually running Quickhacks sort by slot myself and am having no issue.

      If you mean some other mod's sorting, sorting by damage will obviously put system collapse on top, since it now does as much damage as suicide.

      It's also highly likely I'm misunderstanding something, please try to use coherent sentences next time.
  2. TauzentBlitz
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    Came across something odd - Overheat is considered lethal by quests. Used it to take out the target in 'On A Tight Leash' and while he's clearly alive and rolling around on the floor, the quest is treating him as if he's dead.

    Think making it more clearly lethal or non-lethal would save a lot of headaches.
    1. Emil8000
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      All DoT effects are in theory non-lethal by default. This is likely an issue with whatever check is going on specifically in that gig, since I've tried this on a few other gun-for-hire gigs (I don't have a save handy with that one specifically) and I'm getting the "carry them to the car" objective just fine. Needless to say I'm not gonna sift through every gig for this, quest modding is a pain in general and something on this scale just isn't worth it anyway.
  3. knightwyatt
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    I need to use Memory Wipe Tier 4 and Tier 5 at the same time. Is this mod can help me? If no, do you know a mod about this?
    1. Emil8000
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      That isn't in this mod unfortunately, nor am I aware of any mod that does this. Sorry I couldn't be of more help.

      Edit: I've looked into it a little, getting both of them equipped is easy enough, but since they grant the same ability only the T5 one is visible and working around that would be an immense pain, assuming it's even possible.
  4. Areze093
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    Another System Collapse Bug: neutralizing a cyberpsycho (or presumably other boss enemy) with System Collapse crashes the game. I'm not sure what causes it.

    Edit: sorry for the dupe comments; nexus bugged out on me. :(
    1. Emil8000
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      This seems unlikely as while troubleshooting your previous issue, I neutralized cyberpsychos nearly 100 times with system collapse. Still, if you could point out which cyberpsycho is causing it I'll look into it when I have time.
    2. Areze093
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      It was Norio Akuhara, the one in the City Center. The first one worked well, because it didn't kill him but triggered the phase 2 where he teleports away. The second phase with the tyger claws, if i neutralize him with System collapse, it freezes the game. It didn't seem to do it if the blow was not lethal.

      Weirdly, it didn't crash with the netrunner psycho in Santo Domingo either.
    3. Emil8000
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      I've just tried this a few times, hitting him with it once before the second phase and then again to finish. Then I also tried hitting him with it twice in rapid (well, as rapid as you can with the cooldown) succession, with the second blow finishing him. In both cases he ended up KO-ed and the quest updated fine. There was something odd about the animation in the second test, likely because quickhack stuns have diminishing returns and they could actually recover and get a few shots (well, swings in his case) off before passing out. In either case no crash happened.

      Make sure your dependencies are all present and up to date, that's all I can really suggest. That or another mod may be interfering.
  5. hotwater
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    Could anyone with longer experience of running this mod with Hardcore Netrunning please share your experience? Any conflicts and oddities later in the game? I just started new playthrough and can't really tell. Will appreciate any feedback. 
    1. 1992toyotaCamry
      1992toyotaCamry
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      I can't see any conflicts looking at the files, should work fine together.
  6. PlayaCharacter
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    MRW I notice that there is now an optional file to queue quickhacks on devices

  7. Areze093
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    Does anyone else have a bug with System Collapse reducing the health of certain enemies (like cyberpsychos) to 1% but otherwise still alive and invincible? I don't know if it's a vanilla bug, and I'm pretty sure it's related to animations. I had it happen on a cyberpsycho by locking them into an animation, then neutralizing them before the animation completes (example, a queue of cripple movement, cyberware malfunction x2, then System Collapse).
    1. Emil8000
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      Good catch, all it takes is the final blow to be system collapse. It also isn't vanilla because system collapse does no damage in vanilla (so it would be useless here anyway). At any rate when system collapse expires it will now make sure the target isn't still conscious if its healthbar is depleted.

      They will still be invulnerable during the death animation (so you don't accidentally kill them), I may do away with the animation in future and just put them on the ground instantly.
  8. kekifaato
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    Any chance of getting Speculation to work with DOT quickhacks like overheat and contagion? I mean they should according to the phrasing of the perk! They're affecting the target when they die, and they're combat quickhacks that neutralise them, so you should get 25% back right? 
    1. Emil8000
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      But, it already does? Killing a target with overheat refunds everything before it, if the target is killed by a quickhack that isn't overheat while having overheat on it overheat is refunded. Technically, killing a target with a new overheat uploaded after the first one will refund overheat (once). Contagion is more prone to this since it spreads multiple times and you're likely to refund one of the spread versions on death (but not the one dealing the killing blow).

      The hack that activates the perk will never be refunded, if we're really gonna be ultra pedantic even stuff like short circuit technically has a status effect that does the damage portion, meaning it too is active on the target when they die. I could specifically make exceptions for DoT quickhacks, but then I'd have to justify not applying the same thing to all combat quickhacks.
  9. Mevedar
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    Thanks for bringing the old Shadowrunner back !

    The Memory Wipe fix however does not work for me. It is still reduced by Encryption.

    The new Feedback Loop is fun, but does feel a bit overpowered.
    Mainly because it is so easy to keep it up indefinitly.
    1. Emil8000
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      The only thing I changed on Shadowrunner is the text, so I didn't bring anything "back" technically.

      Show me evidence of the memory wipe fix not working, it works completely fine on my end. If you're running a perk overhaul of some kind there will be conflicts. (edit: you may also be missing codeware, it would affect specifically that fix)

      The reason reason feedback look has such leeway is that you gotta consider when you can get it. It's at 9 INT and only 1 queue size, which could be achieved before any green rarity items even show up, so 15 max ram is still a pipe dream. Tell me how many stacks you can get then. Yeah I could reduce the amount of stacks, sure, but I'd rather have a perk that's always worth taking than one that you never take (i.e. the old feedback loop, since it could kill you).
    2. Mevedar
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      That is odd. Since the Patch in December I did not get a stack from using Shadowrunner with no Trace active, since I installed your mod, I do. Kinda thought you changed it back to the old version because of that.

      With Encryption:



      Without Encryption:



      I do not use another perk overhaul mod.

      And sorry, did not mean to offend your design choice, just wanted to give my personal opinion on it.
    3. Emil8000
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      That is very odd, if you're sure all your dependencies are installed (with an emphasis on Codeware), then all I can really suggest is to check if another mod is replacing ScriptableDeviceAction.GetAwarenessCost instead of wrapping it (any number of mods relating to tracing may be doing this).
    4. Mevedar
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      Another mod interfering seemed more likely.
      If one of the dependencies was not working, then the entire mod would not be operational.
      But it is really only that one thing, the rest of the fixes is working just fine.

      Removed other mods one by one to find the culprit, but with no success.
      But none of them overhaul perks or change trace values anyway.

      But it is no big deal either, since the encryption perk has never worked in first place, I am already used to not using it anyway.
      Just wanted Shadowrunner to to give me a stack of System Reset RAM reduction even with no trace process active,
      like it was before the patch in December.

      And that part is working fine :D
    5. Emil8000
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      In this case I suspect Codeware missing / not installed properly because it extends a vanilla function. The code still compiles fine without it, and the game launches seemingly fine, but with the missing extension of functionality GetPlayer(GetGameInstance()) may return NULL and cause what you're seeing here. Obviously you won't crash, but it's expecting a value in the if statement, without it it's always false.

      Edit: I also think you might just not have had System Collapse slotted, it has to be equipped for stacks to appear, Shadowrunner on its own is not enough. I've caught myself doing that on accident back when I was testing the interaction. (Relating to the December patch and Shadowrunner)
  10. CalebMenge
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    Nothing to report or complain about, just loving the fixes, so thanks for the updates