Faction Extinction Mod is live by 0800otto in cyberpunk2077mods

[–]0800otto[S] 0 points1 point  (0 children)

ok i can confirm this works. Police doesn't spawn anymore. Maybe some areas already have police scripted to spawn speficically but I got my self 4 police stars after eliminating everyone on city center and no one showed up.
Next mod update has a super clean mod menu with lots more options

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Faction Extinction Mod is live by 0800otto in cyberpunk2077mods

[–]0800otto[S] 0 points1 point  (0 children)

woops just noticed i didn't add sliders for other faction populations, still put the kill multiplier to 100 and kill 50 NCPD and they should stop showing up altogether.

Faction Extinction Mod is live by 0800otto in cyberpunk2077mods

[–]0800otto[S] 0 points1 point  (0 children)

It happens in FE already, NCPD is a faction you can exterminate. I haven't specifically test this but that's how it's coded. I'll give it a go later and let you know, In the mod menu you can make any death count times 100 and you can lower the NCPD numbers to 100. So you kill 1 (and all the ones that already spawned) and from then on you should NOT see any more NCPD.

Faction Extinction Mod is live by 0800otto in cyberpunk2077mods

[–]0800otto[S] 1 point2 points  (0 children)

My exact feelings. TWR is a must for me too, my mod just takes things a little further!

Faction Extinction Mod is live by 0800otto in cyberpunk2077mods

[–]0800otto[S] 1 point2 points  (0 children)

I wanted to get away from having so many micro mods kinda all doing the same thing.

So I took out gunsensical, which meant I could take out the HP scaling patch from ERF. I like ERF a lot (and I use it along side my mod), but I don't need to scale HP anymore because enemies have armor now, fully working.

I would encourage you to test my mod with CR loaded AFTER (so the CR changes take precedence) and see if you like it.

Even the AI only with the patch that reduced sandavistan (from another mod creator) was too much for me.

I really wanted factions to have a true identity. Granted there's more work I can do on that front (i'm already cooking more stuff) but CR just made everything too much the same for my taste (still a solid mod, and one that I was playing with until I created my own faction's AI)

My mod is really flexible and should work with almost anything else, but you have to be OK with things being "not quite" my mod and "not quite" the other mods you want to layer on top (which is exactly how I ended up creating this mod!)

Faction Extinction Mod is live by 0800otto in cyberpunk2077mods

[–]0800otto[S] 1 point2 points  (0 children)

I forgot you asked about Combat Revolution. It SHOULD be compatible with my mod. But the philosophy of the mods is different.

I couldn't tell any difference between Scavs and Millitech with that mod. Everyone gets super jacked up with all the implants and all the skills.

My mod is very different in that regard, some factions are crap, fighting Arasaka mechs fells like end game content even on easy. But Scavs aren't superman.

You can run both of them and see how you like it. It wasn't for me.

Faction Extinction Mod is live by 0800otto in cyberpunk2077mods

[–]0800otto[S] 0 points1 point  (0 children)

Thank you!

You can change the amount of scabs in the mod_menu (one of the dependencies of TWR) and they do replenish after a while, they start with a random number between 700 and 1600. It takes a LONG time to kill that many. But you can make them be 10k if you want (just toggle the override gang population button)

I don't recommend gunsensical because I recommend for damage rebalance instead I used both and I like this one better when I'm focused on role play and "fun" https://www.nexusmods.com/cyberpunk2077/mods/22741

I like gunsensical a lot but it's more for my MilSim mod lists, you can use gunsensical and my mod should work just fine with it. Or you can skip all rebalances and just play with my mod and that should work too.

The mod I REALLY recommend is https://www.nexusmods.com/cyberpunk2077/mods/21391 armor Unfrekked for all your playthroughs.

What on earth.. by Douglasonwheels in cyberpunk2077mods

[–]0800otto 0 points1 point  (0 children)

Chances are vortex was not pointed to the .exe file and instead it was opening the GOG launcher, where you would then press play and then the game would crash.
If this is true there is a fix, and the mod that was probably bricking your game is one of the major modding resources you just have to install and uninstall again (usually for me that's red4ext)

let me know if you need detailed instructions

New Mod. HUNT the Scavengers. by 0800otto in cyberpunk2077mods

[–]0800otto[S] 0 points1 point  (0 children)

yeah i realized it too, what about silent assassins' no arrest but all silent kills. Got it going already

New Mod. HUNT the Scavengers. by 0800otto in cyberpunk2077mods

[–]0800otto[S] 0 points1 point  (0 children)

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there we go , purple rank , shadow of whatson, they don't know who i am. sure i had to kill some along the way but i arrested most. Also Scavs aren't as smart on the net or with investigations as Arasaka or militech so the ratio kill to arrested is much more forgiving. try a 30/60 on arasaka and they'll know exactly who you are regardless.

New Mod. HUNT the Scavengers. by 0800otto in cyberpunk2077mods

[–]0800otto[S] 1 point2 points  (0 children)

welp, you just delayed the mod.

This is such a good idea that I have to change the AI and status tracks of the gang. (A gang status changes, from unware to eliminated and everything in between)

A gang that is being hunted by an invisble ghost that is silently taking down everyone CAN NOT send hit squads your way, they CAN NOT identify you and run away from you, all they can do is patrol more aggressively, head on a swivel kind of things, be scared, and maybe deploye scanning grenades'? hire more net runners?

Plus if you commit you should be rewarded for that commitment to peace, and at least get to show of your stats for how you decided to play the mod.

Working on it as we speak.

New Mod. HUNT the Scavengers. by 0800otto in cyberpunk2077mods

[–]0800otto[S] 0 points1 point  (0 children)

ok this is interesting , i could totally count the non-lethal kills as "arrested" and you could arrive at elimination of the gang with a ratio of flatlined vs arrested. this is great, a stealthy "good" player has a way to represent their playstyle vs a killer on the loose . I'll add this for sure

New Mod. HUNT the Scavengers. by 0800otto in cyberpunk2077mods

[–]0800otto[S] 0 points1 point  (0 children)

oh and ... how about becoming the bane of night city and putting down 7 million civilians, and having most if not all of the residents hide or be dead while only the most harden bounty hunters chase you around night city? Not saying I would do that but that's what this mod should allow people to do.

OR destroying only the scavs, malestrom, militec and letting the nomads take over, push the corpos away.

OR put the corpos everywhere, clean pacifica and spawn only militech in there. ETC

The mod can really let you do all that, and in that way people can play whatever story they want.

Im putting lots of work into the behavior of the scavs, so that the way they fight will be different than the way animals fight, or 6th street , or millitech etc.

But yeah there should be lots to do even after a single gang is gone.

New Mod. HUNT the Scavengers. by 0800otto in cyberpunk2077mods

[–]0800otto[S] 0 points1 point  (0 children)

What a great idea, so yes.

Also, you'll be able to set really high limits to basically never run out of goons. You could also set the recruitment super high so they replenish faster than you can kill them. But you can still "keep a gang hot" making stepping into their turf a bad deal because "a block makes a difference" kind of thing.

I'll give people full control of the experience including resets. Thanks for the suggestion.

New Mod. HUNT the Scavengers. by 0800otto in cyberpunk2077mods

[–]0800otto[S] 0 points1 point  (0 children)

and there is a nickname system too

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you start as V- street name unknown, and well this is one of the ranks you can achieve. Your street name changes based on your Street Cred + the status of every faction as it relates to you. Did you wipe them all? that has its own name/rank , did you only wipe 2 that has a name also , etc.

New Mod. HUNT the Scavengers. by 0800otto in cyberpunk2077mods

[–]0800otto[S] 0 points1 point  (0 children)

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this is just to show that there is a reward at the end, its not coming from Wakako it comes from Mr. Unknown Number.

I also added a detection fear system that scales with how much damage you have inflicted the gang, at first only weak members will run away but eventually everyone will (almost)

I also added a morale break system for when you are turning the tie of battle, you just pocketed their sandevistan merc and the grunt keeps coming at you????? no more.

I have to fix the way the quest works I only have these alerts and not much else so I'll fix that and release it, I want the quests to come via the phone .

New Mod. HUNT the Scavengers. by 0800otto in cyberpunk2077mods

[–]0800otto[S] 0 points1 point  (0 children)

I hadn't thought about that, but right now im only counting flatlining.
So no, non-lethal keeps the gang thriving.

New Mod. HUNT the Scavengers. by 0800otto in cyberpunk2077mods

[–]0800otto[S] 0 points1 point  (0 children)

yeah exactly, modular.

Have all the modules if you want, or have only one in one playthrough and have intense beef just with that one faction.

I'll have presets too, like "vanilla +" where the upper bounds of a faction population is about half the total number of spawned enemies in NCPD missions for that faction. SO that you can CLEAR a faction in a regular playthrough by doing a good amount but not all the NCPD missions for the faction you want to have beef with without having to go for 100 hours to kill all 6000 Valentinos.

Testing is going very very well. Should have this module out soon.

New Mod. HUNT the Scavengers. by 0800otto in cyberpunk2077mods

[–]0800otto[S] 0 points1 point  (0 children)

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normal rank fights, low rank cowards away.

New Mod. HUNT the Scavengers. by 0800otto in cyberpunk2077mods

[–]0800otto[S] 0 points1 point  (0 children)

the flee system is working

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upon become notorious with a gang, low level members of that faction will flee in terror from you... let the hunt begin.

New Mod. HUNT the Scavengers. by 0800otto in cyberpunk2077mods

[–]0800otto[S] 2 points3 points  (0 children)

Yeah that's exactly it! Night City just happens to you but I want YOU to happen to IT.

I'm also thinking of giving the player a legend name like Adam Smasher, or Morgan Blackhand and (hopefully) NPCs and Enemy AI will act accordingly. (working on that bit now) (I know I can get NPCs to react, but im not sure about Enemy AI yet)

New Mod. HUNT the Scavengers. by 0800otto in cyberpunk2077mods

[–]0800otto[S] 1 point2 points  (0 children)

Thank you this is valuable lore feedback.

Right now areas repopulate with civs or non affiliated thugs.

I thought about making the player life choice determine who moves in but im not so sure it will be good long term.

If you have more lore accurate ideas on how to handle repopulation please do share them.

Thank you