Stylishpunk - Rhythm Combat mod (Very Alpha)

Stylishpunk - Rhythm Combat mod (Very Alpha)

Stylishpunk turns Cyberpunk 2077's combat into a rhythm game crossed with a style-ranking system. Inspired by Bullets Per Minute and Devil May Cry.

[size=4][b]Description[/b][/size]
⚠️[b] WORK IN PROGRESS / ALPHA RELEASE[/b]. This is an early, actively-developed build tested only by the author so far. Bugs are expected. Please report them with your scripting.log / red4ext logs attached. See "Known Issues" below before posting a bug that might already be a known limitation.

[size=4][b]Installation instructions[/b][/size]
Drag and drop both archive files to your game

[size=4][b]Main features[/b][/size]
[color=#D4D4D8]Stylishpunk turns Cyberpunk 2077's combat into a rhythm game.

[b]Time your attacks to the beat[/b]. Every attack melee or ranged, any weapon is checked against the music's rhythm the moment you commit to it. Hit the beat for a crit-chance bonus, miss it for a small penalty.

[b]Build your Stylish grade[/b]. Fight aggressively and rack up points from kills, hits, headshots, and crits to climb from F all the way up to SSS. Higher grades mean more damage reduction, more outgoing damage, better crit chance, and more movement speed but your points constantly decay, faster the higher you climb, so you have to keep earning it. Leave combat and it all resets, with the music fading out gracefully instead of cutting dead.

[b]The music reacts to how well you're doing[/b]. Tracks are split into layers that fade in and out with your Stylish grade silence at F, building up to the full mix at S/SS/SSS and each layer's volume per grade is independently tunable.

This mod Comes with five SAMURAI tracks to start, each with its own registered BPM, selectable from an in-game track menu (default hotkey F8, fully rebindable) along with Next/Loop/End playback behavior for when a track finishes. 

[b]Everything is tunable[/b]. A dedicated Mod Settings menu lets you adjust the rhythm timing window, every combat effect per grade tier, music volume per grade, what happens when a track ends, and the on-screen indicator's position and scale.

[b]Custom HUD[/b]. A central rhythm indicator styled after BPM: Bullets Per Minute, plus a Stylish grade readout and layer/phase indicators.[/color]

[size=4][b]Requirements[/b][/size]
[color=#D4D4D8]You need [b][u]ALL[/u][/b] of the following:

- RED4ext
- redscript
- Cyber Engine Tweaks
- ArchiveXL
- Codeware
- TweakXL
- Audioware
- Mod Settings
- Input Loader 
[/color]
⚠️ Warning ⚠️ [b]Music layer separation artifacts[/b].
Individual instrument layers are produced with an AI audio source-separation model. Cleanly splitting a dense, distorted punk-rock mix into isolated stems is a genuinely hard problem for current source-separation technology when you hear a layer in isolation (e.g. only the guitar layer, before the vocals or rhythm layer fade in), you may notice watery/metallic artifacts or bleed from other instruments. This is a known, current limitation of the separation technology itself, not a bug in the mod's audio pipeline, and it's most noticeable at low Stylish grades when few layers are playing together (the artifacts mask each other once more layers stack up).

Feedback, bug reports, and suggestions are welcome. This is an early alpha. [s]Made this sloppy mod just for fun.[/s]