1.3.1 enhances code visibility. Before I finish NativeUI, if you want to customize the mod, you can open the file directly and modify it. AI and character abilities are strongly linked. If you remove the enemy skills, the AI modifications will crash. Therefore, I'm sorry, it cannot be removed.
1.3.0 added an overhaul to the Sandevistan Reduced the number of enemies with hacking abilities to better fit the world view. Further reduced camera shake. Characters in bleeding state no longer lose movement ability. At the same time, enemy stats have been further reduced to increase the combat fault tolerance rate.
I'm playing at level 60, and I don't know if it's just me but I am getting absolutely wrecked by even basic enemies. If I get hit by a single volley of gunfire I go down. It's 'high stakes' for sure, but not so fun at times. Strangely though this does not seem to happen on my other character, who is in theory much weaker, with less armor, but is far less exposed to direct combat as a netrunner type. But still, I mix it up in close quarters with that character and don't seem to get killed nearly as frequently. Sorry if this is a ramble but I can't figure out which mod is doing this to my game...
This is a fantastic mod, and I was enjoying it a lot until I decided to try it in combination with Hardcorev22. After that, the AI broke—enemies would either just stand still or shoot randomly, never aiming at me.
Does anyone feel that the Sandevistan dodging is a bit excessive? It shouldn’t be endless…just like we have limited runtime with a cooldown period, so should they. Doubly so because V’s capacity to abuse cyberware is unusual lore-wise.
love that enemys rush me with this mod, but its about as easy as the vanilla game, its better when mixed with other mods like hardcore and harder gunfigths
I think this mod is fantastic but there are some things that could be tweaked a bit. I find that enemies waste no time using their available cyberware and they all seem to be packed to the gills with it, even early game. For instance, the Arasaka assassins that chase Takemura and V on motorcycles after you're "recovered" from the landfill used their Optical Camo throughout the entire cutscene and action sequence, which was a little jarring (you're basically forced to shoot at invisible motorcycle riders, haha). The last one was finally visible when he was pinned between the car and the post at the very end of the scene. It makes sense they might have that sort of gear, but I'm noticing similar situations with low-level gangoons even pre-heist.
Also, it could be the combination of mods (I am using the 4 mods you recommended in tandem with yours), but some enemies are near impossible to take down. Maybe I'm far too early in the game for him (I've about level 10 on a new playthrough), but the cyberpsycho behind Totentanz takes me out in about 5 seconds no matter how I approach the fight. Another thing that was weird was that the twins in the first Beat On The Brat mission fight you simultaneously instead of one at a time, and it was much more challenging than I expected (I eventually prevailed, so I wouldn't say it's broken, but I'm not sure that was expected behavior either).
Overall, I am loving the extra challenge and I'd say this mod is an essential part of load order now. I can't wait to see how it matures.
I uploaded an unstable version 1.3.1 yesterday that introduced a new dynamic accuracy mechanism, but it sometimes had bugs. So I re-uploaded a version 1.3.1 with only code optimization.
I 100% agree with MediocreRedgaurd. There's work to be done for sure but even as is I'm having a blast playing this one. Thank you for your hard work. Don’t burn yourself out :)
I had to remove this mod from my collection due to it making the camera flip out every time you get hit. Couldn't even see what was happening nor could I react. Maybe that has been fixed or removed, but it definitely was NOT FUN.
i love the mod but i can stand still and enemies just wont hit me, but at the same time an enemy with melee will combo me and kill me in 4 hits, and the stun effect Aswell as the flinch is too much otherwise the mod is great
461 comments
AI and character abilities are strongly linked. If you remove the enemy skills, the AI modifications will crash. Therefore, I'm sorry, it cannot be removed.
1.3.0 added an overhaul to the Sandevistan
Reduced the number of enemies with hacking abilities to better fit the world view.
Further reduced camera shake. Characters in bleeding state no longer lose movement ability.
At the same time, enemy stats have been further reduced to increase the combat fault tolerance rate.
Also, it could be the combination of mods (I am using the 4 mods you recommended in tandem with yours), but some enemies are near impossible to take down. Maybe I'm far too early in the game for him (I've about level 10 on a new playthrough), but the cyberpsycho behind Totentanz takes me out in about 5 seconds no matter how I approach the fight. Another thing that was weird was that the twins in the first Beat On The Brat mission fight you simultaneously instead of one at a time, and it was much more challenging than I expected (I eventually prevailed, so I wouldn't say it's broken, but I'm not sure that was expected behavior either).
Overall, I am loving the extra challenge and I'd say this mod is an essential part of load order now. I can't wait to see how it matures.
I have noticed at least a coupleof things:
The enemy hacking can be turned down a little bit tho. feels like I am getting hacked literally every 3 secs lol
for some reason, it seems like enemy bullets go right through me sometimes?