
NIGHT CITY SKIES SKYWATCH
Adds faction-controlled restricted airspace to Night City. Enter hostile zones and get warned then engaged by real ground AA batteries firing missiles. Works standalone; pairs with Night City Skies for faction-vs-faction AA. Fully configurable in-game.
查看大图[center][size=6]Night City Skies: Skywatch[/size]
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[size=5]Skywatch adds faction-controlled restricted airspace to Night City. Every district belongs to somebody — Arasaka, Militech, Barghest, Kang Tao, 6th Street, or the NCPD — and each of them polices their own patch of sky with real, spawned-in air defenses. [/size]
[size=5]Fly into a hostile zone and you'll get a warning, then a final warning, and if you don't clear out, a missile strike. It runs entirely standalone against the player's own AV and any vehicle in the world; installing Night City Skies alongside it additionally lets rival factions engage each other's ambient air traffic.[/size]
[list]
[][size=5][b]Faction-controlled airspace[/b] — six factions (Arasaka, Militech, Barghest, Kang Tao, 6th Street, NCPD) each control their own zones, detected by district with a coordinate fallback for open sky and the Badlands.[/size][/]
[][size=5][b]Escalating warnings[/b] — faction-specific HUD warnings and audio cues (first warning → final warning → engagement) before anyone opens fire. Flying under 40m breaks radar lock.[/size][/]
[][size=5][b]Real ground AA batteries[/b] — an armed vehicle with driver and gunner (plus optional ground guards) spawns near you when you enter a zone, tracks its target, and despawns cleanly on exit or out of range. Up to two batteries active per zone.[/size][/]
[][size=5][b]AI vs. AI engagement[/b] — batteries track any AV in the world, not just the player, and rival factions will shoot down each other's traffic using a faction enemy/ally matrix.[/size][/]
[][size=5][b]High-altitude failsafe[/b] — out of range of any ground battery, a satellite-style "global grid" strike still warns, locks, and fires, so there's no safe altitude.[/size][/]
[][size=5][b]Fully configurable[/b] — enable/disable the system, toggle player and/or AI targeting independently, and tune cooldown, firing range, spawn distance, and despawn distance from the in-game F8 menu, live.[/size][/]
[/list][heading][size=5]Requirements[/size][/heading]
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[][size=5]redscript[/size][/]
[][size=5]RED4ext[/size][/]
[][size=5][url=https://www.nexusmods.com/cyberpunk2077/mods/30726]Redscript Configuration Framework [/url]/ a mod settings framework F8 menu (for the in-game configuration panel)[/size][/]
[][size=5][i]Optional:[/i] [url=https://www.nexusmods.com/cyberpunk2077/mods/30029]Night City Skies [/url]— not required to run Skywatch, but installing it lets Skywatch recognize its ambient AV traffic and enables faction-vs-faction AA engagements[/size][/]
[/list][heading][size=5]Thanks[/size][/heading]
[list]
[][size=5]CD Projekt Red for the base game [/size][/]
[][size=5]The redscript and RED4ext teams, for the modding tools that make this possible[/size][/]
[][size=5]DIGITAL VIXEN for building and maintaining the Redscript Configuration Framework / F8 settings ecosystem[/size][/]
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