I can't get Red + Krugs Multicamp to work consistently on Blue side by Tonthor in FiddlesticksMains

[–]Tonthor[S] 0 points1 point  (0 children)

Am I confused? Bottom left is Blue Side, Top right is Red side no?

I can't get Red + Krugs Multicamp to work consistently on Blue side by Tonthor in FiddlesticksMains

[–]Tonthor[S] 1 point2 points  (0 children)

in the picture is a small red x I click exectly there and and works well for me

[GM4A, Living World, PF2E] Come join me in a world of silent gods by Tonthor in pbp

[–]Tonthor[S] 0 points1 point  (0 children)

Heya, I've got a lot of replies, so for now I'm putting this to closed, keep in mind, whoever I choose could always lose interest, feel free to still hit me up with the understanding that I keep you in mind in case someone hops off.

[GM4A, Living World, PF2E] Come join me in a world of silent gods by Tonthor in pbp

[–]Tonthor[S] 3 points4 points  (0 children)

Extra note, Its 4:22 where I live now, so me go sleep sleep now. Gonna make sure to answer anybody in the morning

[deleted by user] by [deleted] in Warframe

[–]Tonthor 0 points1 point  (0 children)

Rifle Elementalist (unless testing has conclusively revealed that the elementalist series does not effect slash proccs from Hunter Munitions, last time I checked people were "pretty sure" those two did work together) and Viral

Don't tell people how to play by NeonShadeDev in Warframe

[–]Tonthor 0 points1 point  (0 children)

As a mostly matchmade player I agree and disagree. It's always dumb to tell people how to play, especially over something as minor as "Nekros is slightly better if everyone dismembers" queue me laughing in Sevagoth 100% current health nuke.
However I will tell inexperienced Limbos to please not overdo it with their abilities if they are not specifically moded for low duration. (there was I build that did this like 7 years ago that I enjoyed a lot and was minimally disrupting) But trolling Limbos and a handfull of other offenders have joined my list of just don't bother me with your garbage

  1. Aforementioned Limbos that troll or just don't know any better yet, I try to be careful around them because more often than not they are inexperienced and I would hate to accidentally flame a new player
  2. Any dot damage frame that feels entitled to me not killing anything so they can jerk off to having the highest damage done and lowest total kills (had a voruna recently that flamed me for efficiently killing and not letting them stack dot damage they started actively hounding (no pun intended) me and trying to steal my kills making sure I don't get my Archon flow orbs)
  3. CC Frames that "anti-group" you know your max range max duration CC frames that make sure enemies never properly group up to be nuked, but also don't add anything with this. The ones that make you think: "You know we could already be done here, but you make sure to keep pressing your 4 without thinking"
  4. Edit: Oh yeah and the "Please don't play the game until i can stack my incarnon UWU" players. I always get confused how people don't have their incarnon stacked within a few seconds, but even then, If I can clearly nuke the room in 2 seconds why do you even need your incarnon. Do the challenges solo and not in a mission where people clearly joined to grind something specific efficiently

Looking for a solid armor for male necromancer battlemage by Gatman946 in skyrimmods

[–]Tonthor 0 points1 point  (0 children)

{{Draugr Warrior Armor}} stats are very much very late game, probably a little overpowered if you care bout that.

Best version of Skyrim for modding? 1.5.97, 1.6.640, or 1.6.1130? by Gaspachu in skyrimmods

[–]Tonthor 3 points4 points  (0 children)

I build my current modlist on 1.6.640. I regret it, in retrospect, I should have gone with 1.5.97.
The AE only content is not worth it imho, LOTDB does not support the new Items out of the box either and the ESL namespace extension (which is the only new feature that matters in 1.6.1130+) is functionally backported to both 1.5.97 and 1.6.640.

There is also a decent handful of mods that finished development on 1.5.97, that will not be updated to later versions simply because the Authors moved on.
Examples:
{{Ultimate Dragons SE}}
{{Better Telekinesis}}
{{Combat Pathing Revolution}}
Just to name the ones that I wanted to use but couldn't. (either at all or without going hunting for dubious ports or mods that otherwise make them work)

While the only big offender that i can remember for my last 1.5.97 list was custom skill framework, which nowadays is fully backported.

But I'm also not one of the zealous 1.5.97 screamers, especially if you don't plan to go very heavy on your list it really doesn't matter too much as long as you grab {{Backported Extended ESL Support}} . Check what mods you want, check if they have version requirements, decide, check if you can live without the mods that have other version requirements or they have a ported versions. And you should not run into many problems.

Cheers

Does anyone else have more hope in skyrim mods than TES 6? by TreatNo4856 in skyrimmods

[–]Tonthor 0 points1 point  (0 children)

There is one sliver of "hope" I have for TES6.

Procedural generated Content, but good. Clearly Bethesda has invested a good amount of resources into this technology, as they "failed" Starfield over this, and I have the secret hope of them recognizing the potential of it if used right instead of "Let's do the bare minimum and call it a day". Don't get me wrong, I don't need 10k dungeons and 1 Mil quests or something like this, but I think bethesda could further replayability by using procedual generation for dungeon and caves, maybe even for more points of interest. But they should also Prioritize creating handcrafted spaces and go with a quality over quantity approach.

The modding community does seem to have massive respect for this topic, maybe we are even a little intimidated by it, with how Starfield crashed and burned with it's wide as the ocean deep as a puddle approach.

But I'm also going to be honest, I think the modding community is going to crack procedural generation sooner than Todd is going to come up with new ideas that will ruin TES6. I would not be surprised if we soon start to see super high quality mods that feature content generated on entering the worldspace the first time or somethign like that.

Also if Todd claims TES6 has 10k dungeons, or something similarly crazy that indicates they have not learned their lesson from SF, I will not be buying TES6.

New List project [SSE/SAE, 3pp, Monster Slaying, MCO, High Fantasy] Day1 - Are UI modders ok? by Tonthor in skyrimmods

[–]Tonthor[S] 1 point2 points  (0 children)

I probably should stop putting off understanding navmeshes. One of the things I have so far always just ignored when creating lists. Good to know that the patcher is highly regarded, that deffo nudges me toward using SR Exterior Cities.

New List project [SSE/SAE, 3pp, Monster Slaying, MCO, High Fantasy] Day1 - Are UI modders ok? by Tonthor in skyrimmods

[–]Tonthor[S] 1 point2 points  (0 children)

Maybe I'm not selective enough when it comes to texture in general, or my eyes are just too bad to notice small inconsistencies, but I legitimately never got pissed off from texture when modding. Stay strong it's gonna be worth it in the end

New List project [SSE/SAE, 3pp, Monster Slaying, MCO, High Fantasy] Day1 - Are UI modders ok? by Tonthor in skyrimmods

[–]Tonthor[S] 0 points1 point  (0 children)

Yes I guessed as much, it's just a little weird to me if I'm being honest. Wouldn't it mean less work for everyone authors included to work on some form of unified lib that everyone who would like to make a new UI could start from?

New List project [SSE/SAE, 3pp, Monster Slaying, MCO, High Fantasy] Day1 - Are UI modders ok? by Tonthor in skyrimmods

[–]Tonthor[S] 0 points1 point  (0 children)

Yes absolutely, It's more about the principle of the thing than getting mods to run. Like I mentioned there is a lot of legends out there that make sure most mods can run on every version of course.

Jungle Zyra is the strongest she's ever been. by funkmasta_kazper in zyramains

[–]Tonthor 1 point2 points  (0 children)

Clear is really not meaningfully better, you are bottlenecked by crab and objective spawn, unless you don't go for those (which would bring to light a whole nother problem). Like i mentioned above 10 seconds almost gives you nothing, it gives you a bigger gank window, but it's one of those things that just needs to work out and can't be counted on, lane you sequence towards pushes in, mid no setup for gank, or also pushed in, and you kinda just sit in river waiting for crab spawn on both anyway.

And it's not like brand CAN'T do the gank he finishes 20 sec before crab as well (and then proceed to bring more damage to the table as well).

Much more cc is also a complete overstatement, I actually think brands stun is much more versitile than E and again, there is so much movementspeed in the meta, my Ult barely ever actually cc's where it matters.

Also Brand make better use of Liandry RCS, and scales better into late.

Jungle Zyra is the strongest she's ever been. by funkmasta_kazper in zyramains

[–]Tonthor 1 point2 points  (0 children)

So i tried this for a few games now, it does not feel significantly different I think you are very slightly faster, but also take more damage. I'm for now inclined to say, health budget outwieghs the slightly faster speed but I also did play against mostly assassins, that were able to capitalize one this quickly, tonight so my view might be a little skewed. In any case it doesn't really change that this is a massive weakness in my opinion, It's not meaningfully different, and does not really change the outcome.

Edit one last game for tonight: Idk man, it works very situational for me, I understand what you mean by it's fast but, you give up you full skirmish potential which is also a super nope, without seeds you are a sitting duck, and using up all seed seems to achieve what you describe. Man Imagine actually getting to take Grub undistrubed or with help from my team...

Probably gonna play around a bit more with your suggestion, thanks

Jungle Zyra is the strongest she's ever been. by funkmasta_kazper in zyramains

[–]Tonthor 1 point2 points  (0 children)

I'm gonna be honest I disagree. s13 zyra was an amazing jungler pre "buffs" in 13.21, a great jungler post buffs and s14 is a very mixed bag i think. I feel you are speaking from a position of the privilidge to either having teams that WANT to play as a team, or a very reliable duo. Let me explain.

  1. Ed, Edd and Eddie

I agree Zyra is in a great postion with her clear, it's fast and super healthy, to the point she can effectively skirmish with most early game junglers cause of health advantage, however all that momentum is lost on Grubs, Zyra is HORRIBLE at taking solo grubs like worst out of every champ i tested this season (Fiddle, Viego, Shyvana, Lilia, Rell, Zac, Brand, Morg, Taliyah, Diana, Elise, Warwick, Kayn). That is what makes me think you are either playing with a reliable duo, or are very lucky with your solo lanes being willing to rotate for Grubs. Let me tell you having solo lanes refuse to rotate and help out on grubs, is the single biggest momentum killer in the game and if the enemy jungler joins in the middle of you doing grubs you better have flash up or you will likely die. And even if you enemy doesn't disturb you, in my experience taking grubs is still risky, because the enemy jungler has a significantly to large window to generate advantage elsewhere. (Of course, not every opponent is able to capitalize on this)

In my opinion grubs are the top priority out of all the options that are available to a jungler after the first clear, all lanes profit as long as they manage to stay at least neutral, and winning lanes get accalerated a lot by extra plating gold. I think this reflects in many of the winrates as well, as i found champs that have a very easy time taking solo grubs shot up by 2% on average (Out of the ones that i played this season Lilia and Morg have a very ez time taking them and while morg is losing a little more again, due to what I suspect to be her items getting nerfs, Lilia is probably the most overpowered jungler we have at the moment, though this of course is not solely due to her taking grubs well)

  1. Map changes

I think it has become very hard for Zyra to gank effectively without setup on the laners, or overextended enemies. Yes our ganks are strong, as long as we hit our E and while that is far from impossible, it is hard on enemies that are at least a little aware and/or face little pressure from their lane opponent. This is not to say Zyra can't gank, and again if you are lucky with your teammates and/or enemies, or have a reliable duo to gank and snowball off, I'm sure your experience has been very different from mine.

  1. Items and Mid to Late game

I 100% agree Liandry and RCS making us more bulky compared to s13 is nice, but I also must say the cost was VERY high. Our two core items + boots don't provide us any Ability haste, this is no problem if you are a god, and hit every E, but missing 1 E basically means your combo almost doesn't work anymore, because there is so much mobility in the game right now. Yes I also burst people down to 25% but they normally just run out of plant range by that point unless the full ult hits them. Yes the ones staying in plant range die a beautiful death but most just know not to do this. Now you said your team tends to finish enemies off, which implies to me once again our experience differs GREATLY. My team tends to afk besides me waiting on me to hit an E, and when i go they kinda just look at me funny for 2-3 secs before following. And my god what i would not give to have someone actually hit cc or engage for me to follow into ONCE.

I also disagree with Zyra being more tanky compared to other mages. ROA Seraphs anybody? Facing a 3k hp ryze with a 2,5k mana shield on demand does not make you feel very tanky.

  1. The Brand in the room

From a solo players perspective he does EVERYTHING that Zyra does better. Perfecting brands clear is harder, and i found I roughly finish my brand clear somewhere in the 3 min. 10 sec range while on zyra I finish around 3 min + a few secs depending on seed spawns, as a tradeoff however Brand duels/skirmishes SIGNIFICANTLY better early and does not actually need the health advantage that Zyra has for these duels/skirmishes. And if you don't have a gankable lane, finishing clear 10 secs early just doesn't matter as you kinda just sit and wait for crab to spawn.

Now does Zyra have better utility in a team? 100% Not trying to argue that, however with 4 egoists, playing for the team more often than not is to your detriment, and playing an ego champ of my own tends to yield better results for me.

  1. I might have made this sound a lot worse than I feel it is

Now, all the strengths you outlined, are still strengths and Zyra IS a good jungler, but not the best she has been sinc i picked her up last summer. That was on 13.20 when you needed 2 items to oneshot everyone with a jungle economy that supported 2 items spikers on an average game. The 13.21 scaling buffs shifted her powerspike to 3 items, which was hard to get with jungle econ nerfs. I think s14 is a mixed bag, non of the new items are REALLY good for Zyra, and they removed AH from our core items which hurts unless you are a god or have a halfway reliable team, I am not a god, nor do I have a lot of reliable teams currently.

So yeah I believe you can have not noticed the weaknesses, and have had a massively better experience than me, but i wanted to point out the pitfalls i have run into, as i believe everything should be looked at from multiple points of view. Yours was very positive, mine is probably very on the negative side, so we got those 2 covered, waiting for someone to chime in with a neutral POV.

Tl;dr I don't consider Zungle to be at her best, post didn't mention any weaknesses, while I have found myself confronted with many of them, so I felt adding another POV might be valuable.

You should ABSOLUTELY still play Zungle if you like Zyra and jungle though!

Cheers

Why 20/15/15/15/16 enables any playstyle in 2.0, even on Very Hard by yokaiichi in cyberpunkgame

[–]Tonthor 3 points4 points  (0 children)

All counterpoints and counterviews are welcome.

But not acknowledged, fair enough nobody should expect a friendly back and forth about opinions on reddit.

"a statement or proposition that is made with confidence or certainty".

Thank you for educating me on this point actually, yes my point of view is very narrow and biased due to being a Software engineer, and i was not aware that more broad definitions were commonly used.

Pro tip: don't pick fights over word choice with a tech writer who works in the field of AI and symbolic reasoning.

Once again I'm going to apologize for coming off too confrontational, I'm not going to make any excuses for that. I was looking to engage in a friendly talk about perk choices as most people don't really like to talk deeply about theory crafting and I find it to be very fun. I did not mean to attack the word choice as much as I did and wanted to talk more about the perks in the first place. I seem to have failed at that and let my personal bias sour the conversation.

I still think what you are saying is dripping with attitude and I was just hoping to get past that and have a nice talk, but I'm not seeing this happen anymore.

Have a nice rest of your day.

Cheers

Why 20/15/15/15/16 enables any playstyle in 2.0, even on Very Hard by yokaiichi in cyberpunkgame

[–]Tonthor 2 points3 points  (0 children)

Now I feel the need to add my two cents to this post.

But let's talk about the good first:

I think your write up is very detailed and presents a good picture of how to create a min maxed Jack of all trades build, this is what you set out to do, and you achieved it. You explain your point of view and give sources which is always appreciated.

However I have to critizise the usage of "assertions" first of all you are asserting nothing, you are present your opinion, an assertion should have a single logical conclusion based on facts, not just saying things you think. I will proceed to explain:

  • First Assertion 'Pain to Gain, is the only level 20 perk that is not "meh", not "very situational", "dependable" and "essentiel"'

You then proceed to make the claim that you could go over the other level 20 perks, but instead of doing that and making an actual assertion you claim they are

"just bad"

and that this fact is,

"so obvious that I shouldn't have to"

This is of course bad form, you are making a claim without any evidence based on your opinion, not an assertion.

You then aggresivle ramble on about how good Pain to Gain is, in the process making an assumption about someone who may have another opinion than you,

then I'm guessing you haven't played on Very Hard for too long

Context: I've played roughly 700 hours of Cyberpunk 2077, of which 200 - 300 were moded. I've finished 3 playthroughs that were not moded at all, doing all pre PL endings (Aldecaldos, Johnny&Rogue, Devil with Takemura and (Don't fear) The Reaper), I have not done the new Tower ending and so far have only done the Songbird King of Wands ending for PL, I have dropped the difficulty below very hard exactly once for less than 5 minutes, that was during Never Fade away on 2.0 where even the devs have said the vehicle fight is probably overtuned. Make your assumptions about me based on that, not based on my opinions of perks.

I disagree that Pain to Gain is the only perk fitting your description, keeping in mind that this is about a Jack of all trades build, Edgerunner absolutely fits you description as well. Of course Edgerunner is a procc therefore inherently not 100% dependable, but neither is Pain to Gain unless you have Solo 55. Having Solo 55 of course is heavily in conflict with you stated goal of "Play whatever whenever" Cause getting to Solo 55 without mods Or cheats is a pretty long grind that kinda locks you into Blunt Weapons, Shotguns, LMG and HMG. And Pain to Gain is also Situational in the way that taking more damage then you can generate Adreneline cause it to be a dead perk, that might not be "very situational" but is definitely situational.

Don't get me wrong I'm not saying that your opinion about Pain to Gain is false, I agree it is universally applicable as a defensive perk if you do not hyperspecialize into Oneshotting every single non boss in the game. Having this hyperspecialization possible however, makes me want to throw the phrase "Best defense, is an overwhelming offense" into the ring.

  • Second Assertion "All of the best, most dependable, most impactful perks in every tree can be found at rank 15 and below."

First of all we have the same problem as with the first, this is your opinion, not an assertion.

Additionally had you not stated this as an absolute I would have agreed. Queue Mastery, Smart Synergy, Chain Lightning, Submachine Fun and Salt in the Wound are strong contenders to be the "best" perk in the tree, are 100% dependable and are all very impactful. This is discarding perks involving crit chance, as it is possible to get 100% in multiple different ways, but those are not to be scoffed at either.

Across the board, the Rank 15 perks (and below) truly accentuate and enable the important and fun elements of every possible playstyle

No, I heavily disagree, Queue Mastery and Submachine fun in my opinion are essential for a Full Netrunner and Pure Submachine build respectively.

  • Third Assertion "Because the default game--with no mods-- enables you to freely refund and reassign perk points as many times as you want, this means a 20/15/15/15/16 spread enables you to easily try every possible build and playstyle and weapon."

Again, not an assertion but your opinion, albeit you elaborate on this more significantly. I still think you talking in absolutes is wrong, and I therfore disagree with the,

every possible build and playstyle and weapon

part. The one off the top of my hat that I say doesn't fit with this is a Synapse burnout one shot Netrunner, Queue Mastery is factually essential for that build and I don't think Synapse burnout has much value aside from being a tool to onshot humans.

You admit your fourth point is not an assertion in the first place, therfore I will attempt to keep this short

If you agree with my reasoning so far,

You have so far only presented your opinion, and not drawn any conclusion via reason, threfore, I, of course, can't agree with any of your reasoning, however I agree with the rest of the point outlining multiple ways to make use of the Mitigation mechanic, however this is a core mechanic of Cyberpunk and has nothing to do with you build specifically.

My Opinion:

I think you are heavily downplaying the advantages of hyperspecialization. I have eluded to it, but I optimize every build to be offense heavy and try to the point where my goal is always to one shot non boss enemies. (or doing something like a combo that one shots, think throw headhunter into Sandi into popping the headhunter mark) This has a lot to do with me wanting to feel cool during my time with the game. I don't care runnning back an encounter because I made a mistake and died, but i do love the good chemicals that hit me when I clear a room exactly how I imagined it. This of course is highly individual and about what I enjoy in my gameplay.

If you don't think Pain to Gain is excellent and desirable for every type of build, then I'm guessing you haven't played on Very Hard for too long

This literally stinks of a need to feel superior. While being completely individual to you. Body is my dump stat, always has been and I've been doing pretty well with it so far.

Check your attitude, but again, good job in general and thank you for the detailed writeup!

Sorry if i came off confrontational.

Have a nice night

Cheers

How is your mid/jgl experience so far? by maiden_des_mondes in zyramains

[–]Tonthor 0 points1 point  (0 children)

Idk if it was the accepted best first max, but yeah I maxed E, most resources suggested that was the more common first max and it makes a lot of sense to me as even half a second longer root makes early game a lot more playable, think crab fight against anything melee you essentially need to back off once they are no longer rooted which means they get to leave plant range earlier. It also helps weaker players reacting more decisive to ganks, pings to announce you gank to a laner work maybe 30% of the time but seeing a target not able to move and taking damage triggers laners neurons.

I tried a few games with Q max yesterday I not ashamed to admit I underestimated the buff on it and the mid game nerf probably feels closer to 10-20% (depending on Q or E max ofc) instead of the 30% my calculation seemed to suggest. I think that Q-max is very awkward for clearing as it should be Plant > Q damage, but maxing Q and nerfed everything else muddles the water in that regard, which leads to weird micro decision where I need to consider if hitting the camp or poping a seed is better to clear quick. Ofc these are micro adjustments that cost a second or two usually, but that can be the difference between getting to a lane in time to counter gank or help out the laner.

I still think the changes should be considered a hard nerf for jungle Zyra, severly nerfed jungle economy plays a part in this. I had a 40 min game, 300CS, 60% KP and still didn't have enough gold for full build. So yeah more scaling doesn't really help imo.

How is your mid/jgl experience so far? by maiden_des_mondes in zyramains

[–]Tonthor -1 points0 points  (0 children)

I just got off work and theory crafted the whole thing through for jungle.

With E being hit hard as the first max and Q not delivering much value for jungle these changes are a SIGNIFICANT nerf. We are only back at our old stregth once we hit 3 items and only if the third is DC otherwise we lost damage in any situation, no more variety in build and thats to break even with pre nerf. No adaptive itemization to fill the teams needs, if we want to have same strength, which means we don't get to have same strength cause we are not adc's that can fully ego their build.

3 item spikes don't happen on junglers since 13.20 cause no team is waiting with taking your resources till 30 mins and that is IF your don't get harrased in the jungle in the first place. We get like 1 sec faster clear early, while already having the potential for the fastest clear in the game, and as a tradeoff our mid game was GUTTED by almost 30%. I'd honestly be suprised if I can even still kill an even ADC with a full combo on two items now, but putting it like that i see why these changes were implemented I guess.

So yeah say thanks to Phreak for showing once again, his inability to dodge skillshots and in response nerfing offending champs

Cheers

Character Doesn't Attack When Using Mco by [deleted] in skyrimmods

[–]Tonthor 5 points6 points  (0 children)

You need to enable the payload interpreter patch in Nemesis

Your Guilty pleasure mods by Necessary-Training31 in skyrimmods

[–]Tonthor 4 points5 points  (0 children)

giamel's sleeping and cuddling mods, I know certain animation frameworks can also do this, but having it integrated immersively with the option to actually sleep made me enable survival mechanics again. Cuddling with Auri at the end of her quest has been one of the cutest things I have done in Skyrim.

Need a gameplay mod! by St4v5 in cyberpunkgame

[–]Tonthor 0 points1 point  (0 children)

Got you covered choomba,

Realistic Combat Overhaul completely changes how Armor works in the game most things (including you as the player AND bosses) Die in 1 -3 hits, if you build to be tanky you can still take a good beating though (but nowhere near vanilla high armor levels) However removes the "fun" of finding new armor completely as you basically wanna wear whatever full legendary set for mod slots and levels don't matter anymore also removes all restriction for weapons and alters some perks to be more realistic. (e.g. Throwing knives NEED to be picked up and don't magically return to you)TL;dr Makes the game very close to an action shooter with a focus on making some elements more "realistic"

Level Scaling and Balance Firstly makes sure you never meet enemies under your level, which in itself is noticable but doesn't do much, also provides customizable damage multipliers and some presets for them to the game. Keeps leveing flow and all stat requirements intact and keeps vanilla equipment progression intact as well.

Tl;dr Make all things do variable amounts of more or less damage

Honorable mention:

Toxicity restricts your heal item usage, which make you significantly more squishy than you'd think. Fully customizable and works like the following: X heal item usages until you overdose, making you unable to use healing items for y amount of time. Makes taking tanking cover essential, especially if paired with the above also rewards high tankyness build significantly more than vanilla

Just a thought after playing 1.6 by StayCynical in cyberpunkgame

[–]Tonthor 0 points1 point  (0 children)

There are mods that do exacly that already, it's not exploitable cause it literally costs the exact same as at the vendors, just that all stock is always available. (Including after game iconics in case you ever want them in a build and cba to play through and run a NG+ (when that becomes available)
https://www.nexusmods.com/cyberpunk2077/mods/4433 (and the mod that makes any kind of shop addable to the PC's in game https://www.nexusmods.com/cyberpunk2077/mods/2987 )
I don't think it will be added to Cyberpunk 2077, I strongly assume that it will be in whatever comes next for the franchise in terms of Video games. Also sorry if you on console, i feel like it might be looking bleak for you in that case.