Challenging Enemy Netrunners

Challenging Enemy Netrunners

A taste of your own daemon. Enemy netrunners stop standing still, hack more often, and have to actually be hunted down.

[center][color=#D4D4D8][b][color=#00ffff][font=Times New Roman][size=6]Challenging Enemy Netrunners[/size][/font][/color][/b][/color][/center]

[color=#ffffff][size=2][font=Verdana]An enemy netrunner starts an upload and the game immediately tells on them. A glowing wire from their skull to yours, and a glitching dot on your minimap. Then it lets you cancel the whole thing by jogging within five metres of them. If that somehow fails, they go on a forty second cooldown and mostly forget you exist. And shooting one? Does nothing at all, unless it happens to be a boss.

This makes them worth the name.[/font][/size][/color]

[center][color=#ffffff][size=2][font=Verdana][i]Short combat, flatlined with no clue where that netrunner is[/i]
[youtube]xzqQDpf3STM[/youtube][/font][/size][/color][/center]
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[][color=#ffffff][size=2][font=Verdana][b]Hide the hacking link.[/b] Vanilla runs a glowing wire from the netrunner to you, sometimes relayed through a camera or another enemy, and it's the clearest tracer in the game. Shown, hidden, or only while they're rooted — visible while they're pinned, gone the second they're free.[/font][/size][/color][/]
[][color=#ffffff][size=2][font=Verdana][b]Keep them off your minimap.[/b] Same three options. Off your map entirely until they commit to a hack, gone again the moment they break loose. Finding the netrunner becomes a thing you do, not a thing you're told.[/font][/size][/color][/]
[][color=#ffffff][size=2][font=Verdana][b]Make the five metre cancel optional.[/b] Vanilla drops any hack the instant you get within five metres. No shot fired, no cost. Turn it off and deal with them properly.[/font][/size][/color][/]
[][color=#ffffff][size=2][font=Verdana][b]Netrunners hack twice as often.[/b] They sit on a 12s lockout after any hack lands, plus 40s on that specific hack. Both are percentage sliders now, at half by default. Push them past 100% if you'd rather they stayed polite.[/font][/size][/color][/]
[][color=#ffffff][size=2][font=Verdana][b]Shooting a netrunner stops the hack.[/b] Vanilla's shot interrupt — 15 hits, 12 with a shotgun, 6 with melee — only exists for Boss and MaxTac rarities. Against an ordinary netrunner the only thing that cancels a hack is a stagger landed on their relay camera, and if they're hacking you directly there is no relay, so nothing you do to them matters at all. Now hits land, with separate limits for bosses and everyone else.[/font][/size][/color][/]
[][color=#ffffff][size=2][font=Verdana][b]Melee and thrown blades count triple.[/b] Three hits each for melee, monowire and thrown knives or axes. Two swings ends a normal netrunner's upload.[/font][/size][/color][/]
[][color=#ffffff][size=2][font=Verdana][b]They keep moving while the upload runs.[/b] Vanilla roots a netrunner until the hack lands — up to twenty seconds crouched in the open during a firefight. Now they get a short root and then they're loose: moving, taking cover, still shooting at you while the upload runs on. The hack lands on schedule either way.[/font][/size][/color][/]
[/list][center][color=#ffffff][size=2][font=Verdana][img width=1038]https://staticdelivery.nexusmods.com/mods/3333/images/33479/33479-1788511028-869133758.jpg[/img][/font][/size][/color][/center]
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[][color=#ffffff][size=2][font=Verdana]Download and install all required mods.[/font][/size][/color][/]
[][color=#ffffff][size=2][font=Verdana]Install with your preferred mod manager, or manually extract the mod into your Cyberpunk 2077 root directory:[/font][/size][/color][/]
[/list][code]...\Cyberpunk 2077\[/code][left][line]
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[left][color=#ffffff][size=2][font=Verdana][b]Replaced methods[/b] — hard conflict, only one mod can replace each:
[/font][/size][/color]
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[][code]ScriptedPuppet.OnNetworkLinkQuickhackEvent[/code][/]
[][code]SensorDevice.OnNetworkLinkQuickhackEvent[/code][/]
[/list][color=#ffffff][size=2][font=Verdana][b]Wrapped methods[/b] — these stack with other mods, but order matters:
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[][code]AISubActionQuickHack_Record_Implementation.Update[/code][/]
[][code]AISubActionQuickHack_Record_Implementation.CancelConnection[/code][/]
[][code]UploadFromNPCToPlayerListener.OnStatPoolValueChanged[/code][/]
[][code]UploadFromNPCToPlayerListener.OnStatPoolMaxValueReached[/code][/]
[][code]ScriptedPuppet.OnHit[/code][/]
[][code]MinimapStealthMappinController.Update[/code][/]
[][code]StatusEffectHelper.ApplyStatusEffect(target, statusEffectID, instigatorEntityID)[/code][/]
[][code]AISubActionStatusEffect_Record_Implementation.ApplyStatusEffect[/code][/]
[/list][color=#ffffff][size=2][font=Verdana][b]TweakDB written at runtime[/b] (via TweakXL):

[/font][/size][/color]
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[][color=#ffffff][size=2][font=Verdana][b]duration[/b] on the cooldown records of all 64 NetrunnerActions.Hack / CoverHack* actions[/font][/size][/color][/]
[
][color=#ffffff][size=2][font=Verdana]NetrunnerActions.HackAppliedCooldown.duration, NetrunnerActions.HackAppliedT3Cooldown.duration[/font][/size][/color][/]
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[
][color=#ffffff][size=2][font=Verdana]redscript[/font][/size][/color][/]
[
][color=#ffffff][size=2][font=Verdana]TweakXL[/font][/size][/color][/]
[
][color=#ffffff][size=2][font=Verdana]Mod Settings. [/font][/size][/color][/]
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[
][color=#ffffff][size=2][font=Verdana]Thank you to everyone who provided suggestions and feedback.[/font][/size][/color][/]
[
][color=#ffffff][size=2][font=Verdana]Special thanks to all the talented modders who keep the Cyberpunk 2077 modding community alive. Your creativity, knowledge, and willingness to share make projects like this possible.[/font][/size][/color][/*]
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