Q: Do I need to unlock finisher perks to use these takedown-finishers? A: No - This is a separate mechanic, using the game's existing takedown logic - It just uses the finisher animations.
Q: Why are people being alerted by my melee takedowns? A:Fixed as of v2.0.4. The target is now affected by the 'blind', 'gag' and 'memory wipe' statuses during the takedown to completely prevent them from alerting others. If you find that it's still happening, then it's probably interference from another mod or a bug/quirk in CP2077's flaky stealth mechanics.
Q: Non-lethal takedowns? A: Using non-lethal weapons should leave the target unconscious in most cases as far as I've seen in testing.
Q: Gun takedowns? A: As far as I'm aware, there are no suitable animations for this in the game. Kitbashing animations together as I did in the older mod for 1.6x takes a lot of work and just produces janky results for all that effort.
Q: Can you make the enemies turn around smoothly before the kill animation? Q: Can you make them not turn around? Q: Can you add custom-made from-behind takedown animations? A:Short answer: Probably not. A: Long answer: * The number of people outside of CDPR who can make custom animations for CP2077 is a low double-digit number. * The number of people who can make synchronized (multi-actor) animations for stuff like takedowns could be counted on the fingers of one hand. * I'm not one of them - I'm a programmer, not an animator. People asking for custom animations for this don't know just how much work they're asking for.
If someone else wants to make high quality custom takedown animations, I'll very happily make this mod extensible and compatible with those, but until then this mod will remain relatively simple and continue to use CDPR's existing animations in the game.
Troubleshooting If it's not working for you, look here first:
As of 2.1, the mod is working fine for the author and everyone else who has installed it and its requirements correctly. If it's not working for you, then other mods in your setup are probably broken too - Not just this one.
Hard Requirements: * CP2077 v2.0+ - Don't try to use this mod with older versions of the game - it won't work. [Here] is an older takedowns overhaul mod for 1.6x. * Cyber Engine Tweaks (latest version for v2.x of CP2077) * Redscript (latest version for v2.x of CP2077) * red4ext (latest version for v2.x of CP2077)
Note:cybercmd and RED4Ext were previously incompatible with each other (and/or did the same thing) - You only need one or the other for this mod.
Nobody can give you meaningful help if the only information you give is "it doesn't work". What have you tried? What makes you so sure it's not working? If it's working for everyone else, and not for you - It's probably not the mod at fault.
Gameplay Notes: * You have to have a melee weapon drawn when sneaking behind an enemy out of combat to get the "Stealth Kill" prompt. * Fists count as a melee weapon, but you have to have them 'readied' * Stealth Kills during combat are disabled by default. You can change this in the init.lua but probably shouldn't.
It's not at all required, but I recommend it to let the game 'ragdoll' enemies when killed by finishers. It both affects normal finishers and the stealth finishers from this mod.
Version Compatibility by Game Version: (Mod version: 2.04)
2.2: Compatible - Update CET/RED4Ext/REDScript if you're having issues
2.12: Compatible 2.11: Compatible 2.10: Compatible 2.02: Compatible 2.01: Compatible 2.00: Compatible 1.6x: Unsupported - Use the outdated 1.6x mod instead
In all green cases, using the correct version of CET/REDscript/RED4ext for your version of CP2077 will make the mod work.
If this mod isn't working for you, it's more than likely your REDscript/RED4ext setup and not the mod. The mod itself is simple and just works™.
If you're having general redscript/red4ext issues (and if this mod isn't working for you, you probably are): I'd recommend joining the [CP2077 Modding Discord] and asking for help in the appropriate channels there.
This mod's comments aren't the appropriate place for troubleshooting of general redscript/red4ext issues, and you're more likely to get the help you need in the discord [-support] channels.
The unarmed finisher is brutal. It's basically if Charlie Booker made a Black Mirror episode that answered the question, "Wot if yer cybernetic geriller arms had the engram of Gregor Clegane."
Weird request, but an optional file to make it available after a later perk would actually be preferable for some people. Me included. It interacts in a very powerful way with certain stealth changes, like scissors reimplementation of "Break Hold". Which is designed to present a stealth hazard that can't be dealt with easily. Having the stealth finisher be a reward for 15 investment in "Cool" for example, would be lovely. Still a wonderful mod, but unfortunately not seeing its place in my load order unless an optional file such as this were made available.
Bruh if they don't add this with Orion, for shame. I've wanted to be able to stealthily stab someone in the throat since I picked this game up. Now I can, and that animation was grotesque as hell. It's perfect!
Hell I see you even, well "Apply 'Gag' and 'Blind' effect on target during takedown to prevent them 'seeing' V or calling reinforcements while dying." See, you actually fixed an issue that CDPR otherwise just doesn't seem to acknowledge. You have no idea how many times I use system collapse on someone and they detected me while unconscious because their "dying animation" hadn't finished yet. I had to start stacking short circuit behind it to make them go down instantly.
Would it be possible to make this mod take into account Enemies of Night City mod? And only allow stealth kills if you meet the required Grapple check?
Edit: Workaround: You can change the hardcoded keybind for "Choice2" in your "<Cyberpunk Game Directory>/r6/config": In my config its in Line 1176 and called "IK_R" I changed mine to "IK_MiddleMouse" and it works perfectly.
459 comments
Q: Do I need to unlock finisher perks to use these takedown-finishers?
A: No - This is a separate mechanic, using the game's existing takedown logic - It just uses the finisher animations.
Q: Why are people being alerted by my melee takedowns?
A: Fixed as of v2.0.4. The target is now affected by the 'blind', 'gag' and 'memory wipe' statuses during the takedown to completely prevent them from alerting others. If you find that it's still happening, then it's probably interference from another mod or a bug/quirk in CP2077's flaky stealth mechanics.
Q: Non-lethal takedowns?
A: Using non-lethal weapons should leave the target unconscious in most cases as far as I've seen in testing.
Q: Gun takedowns?
A: As far as I'm aware, there are no suitable animations for this in the game. Kitbashing animations together as I did in the older mod for 1.6x takes a lot of work and just produces janky results for all that effort.
Q: Can you make the enemies turn around smoothly before the kill animation?
Q: Can you make them not turn around?
Q: Can you add custom-made from-behind takedown animations?
A: Short answer: Probably not.
A: Long answer:
* The number of people outside of CDPR who can make custom animations for CP2077 is a low double-digit number.
* The number of people who can make synchronized (multi-actor) animations for stuff like takedowns could be counted on the fingers of one hand.
* I'm not one of them - I'm a programmer, not an animator.
People asking for custom animations for this don't know just how much work they're asking for.
If it's not working for you, look here first:
If it's not working for you, then other mods in your setup are probably broken too - Not just this one.
* CP2077 v2.0+ - Don't try to use this mod with older versions of the game - it won't work. [Here] is an older takedowns overhaul mod for 1.6x.
* Cyber Engine Tweaks (latest version for v2.x of CP2077)
* Redscript (latest version for v2.x of CP2077)
* red4ext (latest version for v2.x of CP2077)
Note: cybercmd and RED4Ext were previously incompatible with each other (and/or did the same thing) - You only need one or the other for this mod.
What have you tried? What makes you so sure it's not working? If it's working for everyone else, and not for you - It's probably not the mod at fault.
Gameplay Notes:
* You have to have a melee weapon drawn when sneaking behind an enemy out of combat to get the "Stealth Kill" prompt.
* Fists count as a melee weapon, but you have to have them 'readied'
* Stealth Kills during combat are disabled by default. You can change this in the init.lua but probably shouldn't.
It's not at all required, but I recommend it to let the game 'ragdoll' enemies when killed by finishers. It both affects normal finishers and the stealth finishers from this mod.
(Mod version: 2.04)
2.2: Compatible - Update CET/RED4Ext/REDScript if you're having issues
2.12: Compatible
2.11: Compatible
2.10: Compatible
2.02: Compatible
2.01: Compatible
2.00: Compatible
1.6x: Unsupported - Use the outdated 1.6x mod instead
In all green cases, using the correct version of CET/REDscript/RED4ext for your version of CP2077 will make the mod work.
The mod itself is simple and just works™.
I'd recommend joining the [CP2077 Modding Discord] and asking for help in the appropriate channels there.
This mod's comments aren't the appropriate place for troubleshooting of general redscript/red4ext issues, and you're more likely to get the help you need in the discord [-support] channels.
Thanx for the dope mod!!! Made a video with your mod finisher at the end.
It interacts in a very powerful way with certain stealth changes, like scissors reimplementation of "Break Hold". Which is designed to
present a stealth hazard that can't be dealt with easily. Having the stealth finisher be a reward for 15 investment in "Cool" for example,
would be lovely. Still a wonderful mod, but unfortunately not seeing its place in my load order unless an optional file such as this were made available.
Hell I see you even, well "Apply 'Gag' and 'Blind' effect on target during takedown to prevent them 'seeing' V or calling reinforcements while dying."
See, you actually fixed an issue that CDPR otherwise just doesn't seem to acknowledge. You have no idea how many times I use system collapse on someone and they detected me while unconscious because their "dying animation" hadn't finished yet. I had to start stacking short circuit behind it to make them go down instantly.
Edit:
Workaround:
You can change the hardcoded keybind for "Choice2" in your "<Cyberpunk Game Directory>/r6/config":
In my config its in Line 1176 and called "IK_R"
I changed mine to "IK_MiddleMouse" and it works perfectly.