About this mod
Hacking any access point will now enforce a breach of devices and npcs around the location. Workaround for unlinked access points and buggy/incomplete squad networks.
- Requirements
- Permissions and credits
- Changelogs
Workaround for unlinked access points and buggy/incomplete squad networks.
The previous behavior is still present (and may end up reaching further in the case of wide strongholds with a functioning enemy network), but all devices and npcs around the access point are now also sure to be breached and unlocked; regardless of if the entities are properly linked or not.
Compatibility
- Better Netrunning: also applies to the breach of unconscious npcs. The new breach daemons will apply accordingly even radially, if used, but need to always be available (so if you breach turret security when turrets aren't present, it's on you now).
- Net Hound: due to technical constraints, objects search must always originate from the player. The enforced-breach area, while sniper-breaching, will be a cone in front of the player instead of radial.
Notes:
- Better Netrunning's unconscious-npc breach will always unlock the Personnel network so long as you complete any daemon, so i've taken the liberty of hiding that pointless option from that list (as well as a bugged other one that wasn't working).
- This mod also passively fixes vehicle quickhacks disappearing when they're blocked, so you can safely unflag that "unlock networks with no access points" option.
Installation
- Copy/extract the contents of the archive into the main "Cyberpunk 2077" folder
Uninstallation
- Remove the "Cyberpunk 2077\r6\scripts\RadialBreach" folder and all its content