The file Lifepath Bonuses and Gang-Corp Traits v.3.5.1 is a modification for Cyberpunk 2077, a(n) rpg game. Download for free.
File Type: Game Mod
File Size: 22.4 KB
Last Update: September 21, 2022
Downloads: 603
Last 7 days: 3
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Lifepath Bonuses and Gang-Corp Traits is a mod for Cyberpunk 2077, created by RMK.
Description (in author’s own words):
Modifies every part of the damage system and some other elements to give gangs and corps more flavour and uniqueness. Also get benefits and penalties against gangs/corps based on your lifepath. Highly
I got the idea for this mod when I saw another mod that removes the Tyger Claws' smart gun jammer... I thought: "that's the opposite of what I want!" I wanted more uniqueness to the gangs, and reasons to change up your playstyle. So I found every aspect of the combat system that I could figure out how to tweak, and then made it easily configurable for each gang/corp. I tried to make the changes thematic with the lore of each group. The idea is to make you change your playstyle occasionally. So the Animals are immune to grapple (no choking), and also resistant to non-melee weapons. That means you have to get up close and fight with melee, which should be fun!
This mod makes the game harder, but you probably won't even notice the extra difficulty if playing otherwise unmodded. I recommend to use at least the level scaling part from my other mod (linked at top) to make the game basically challenging, and then adding this mod to make it more interesting. There are a lot of changes in this mod... please read the complete description!
Here is the list of changes for each gang/corp, followed by lifepath bonuses:
Gangs
Animals
Maelstrom
Scavengers
Sixth Street
Tyger Claws
Valentinos
Voodoo Boys
Wraiths
Corps
Arasaka
Biotechnica
Kang Tao
Militech
NOTES
Status Effects / Elemental Damage: There is a difference between a status effect (e.g. Poison) and a damage type (e.g. Chemical). Poison causes chemical damage, so if an enemy is resistant to that they take less damage from poison. In this mod enemies can be immune to acquiring status effects, but I haven't altered resistances at all. Chemical damage from weapons is not affected by Poison immunity.
Smart Gun Jammers: Tyger Claws have a natural Smartgun jammer, which jams 80% of bullets (though if you're really close they don't get jammed). In the unmodded game only like 2/3 of the Tyger Claws have this property. The game has rarities of enemies, including "Normal", "Weak", "Rare", "Boss" etc. in each encounter, with most being normal. It modifies health, DPS, etc. I didn't want to give different properties based on rarity because it's too many options. So, in this mod all Tyger Claws have the smartgun jammer, rather than just most of them.
Quick Hack Immunities:: These hacks will show up in the hack list if you have them equipped but will be unavailable, with the message "Target not hackable".
One Shot Protection:: This is something the player always has, and now the enemies can have it too! It should make those people unable to be killed with a single attack.
Multipliers on bonus damage:: For things like critical hits, ricochet, stealth bonus, etc. the multiplier is on the EXTRA damage, not the base damage.
Detection Multiplier:: This affects the speed of the detection icon filling up, i.e. how fast the enemy spots you. I haven't timed it to determine if the speed is linearly related to this multiplier, I don't know what the formula is.
Lifepath Bonuses
The idea here is to have a list of gangs/corps that are "familiar" to you depending on your lifepath, with the others considered "opposed" to you. Then you get bonuses and penalties to those groups. The changes are symmetrical. I didn't want to give Corp lifepath bonuses to Netrunning or something like that just because I think that's a corp-like playstyle. Generally the idea is that fighting people you know is easier for you and them, and you get very little Street Cred for killing them because it hurts your reputation with your people (Even a Nomad killing Wraiths... that guy might be your fellow friendly Nomad's brother!). Also, you get more money from familiar groups because you know what's valuable when searching them.
Note: most enemies don't give you money for killing them in the base game. With the new vendor stock in patch 1.2 I thought having some more money would be nice. You can easily turn it off in the config file.
Corp familiar: Arasaka, Biotechnica, KangTao, Militech
Nomad familiar: Aldecaldos, Sixth Street, South California, Wraiths (I know you can fight Aldecaldos in Pacifica... South California I'm not sure :) )
Street Kid familiar: The Mox, Tyger Claws, Valentinos, Scavengers (I know you can't fight the Mox :) )
Effects when fighting Familiar groups:
Damage to NPC: 1.2x
Damage to Player: 1.2x
Detection Multiplier: 1.2x
Upload Time: -0.5
Ram Cost: -1.0
Money Reward per level: 5
Street Cred Multiplier: 0.25x
Effects when fighting Opposed groups:
Damage to NPC: 0.8x
Damage to Player: 1.0x
Detection Multiplier: 0.8x
Upload Time: +1.0
Ram Cost: +1.0
Money Reward per level: 2
Street Cred Multiplier: 1.5x
Bonus Effects!
All can be configured in r6/scripts/lifepath_bonuses_and_gang_corp_traits/config_extra_features.reds
1. Armor Fix: This makes armor work against melee weapons, and fixes armor's effect for some other weapons (shotguns and turrets are effected too much by armor in the unmodded game)
2. Scale Quick Hack upload time by distance: Enemy netrunners have their hack upload time scaled by an exponential amount based on distance. Players can have this feature too! It encourages you to get closer. Can be disabled, and the base of the exponent can be changed (default 1.02).
Installation
This mod requires Cyber Engine Tweaks? & Redscript.
To install this mod, extract the zip file into the Cyberpunk 2077 installation folder (the mod files go to "Cyberpunk 2077/r6/scripts").
Compatibility
1. Armor/Melee Attacks: This mod will override my other Armor Fix for All Weapons mod if you don't change any file names (redscript processes the files alphabetically, and the last one counts), so if you're using both there will be no problem (but you should just remove the other one anyway). THis mod contains the same functionality.
2. XP Multiplier: I had to override one of the same functions that XP Multiplier does. This function only controls Street Cred from defeating enemies, and I included a multiplier for that in "config_extra_features.reds", so you can just set that to the multiplier you normally use in XP Multiplier. The other thing you have to do to make all the parts of my mod work is rename "xp_multiplier_UserConfigurable.reds" to "a_xp_multiplier_UserConfigurable.reds" (or something similar) so that is comes alphabetically before this mod. That way, my version of the function we both modify is loaded last. If you don't do this step nothing will break, there just won't be any changes to money and street cred rewards.
3. Kiroshi Opticals - Crowd Scanner: This mod modifies some of the same functions as that mod. There is a special version of this mod in the optional files which will work ONLY when the crowd scanner is also installed.
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