Ai Netrunners Enhanced

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Christian Swindler

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Aug 5, 2024, 2:25:01 AM8/5/24
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Improvesenemy netrunners by adding a bunch of hacks (most are restored cut content) they can use on the player, and fixing some CDPR bugs that stop netrunners from hacking you some of the time.

NOT UPDATED FOR 2.0!!! May not be because of changes to the game.


Ever wonder why the enemy netrunners almost never hack you? And It's always Overheat? This mod fixes that by adding a bunch of hacks, some of them already in the game and unused, some of them I had to create. I also fixed some CDPR bugs that stop enemy netrunners from hacking you often.


Any enemy can use Reveal Position on you to find your location and enter the combat state. Triggered by doing stealth damage hacks against them (there may be a health trigger... I'm not sure of the exact conditions)


Your saved game can get bugged so that you are stuck with the "BeingHacked" status effect, so you can't be hacked! Some condition can eventually remove this, allowing you to be hacked, but it's a big reason you rarely get hacked. The next point is one way that this can happen.


Fixed in 1.0.1: If you save the game while someone is using Reveal Position on you you can get stuck with the stat that keeps track of the hack progress bar set to 100 (behind the scenes - not visible). Then the game thinks you're being hacked all the time and you can't be hacked (checked in a different place than the "BeingHacked" status effect). This can last forever, across saves, reloads, travel, etc.


The mod lives in "r6/scripts/AINetrunners/". Inside that folder is a "config.reds" file which has most of the things you might want to change. It would be pretty easy to change the frequency of different hacks being applied or their upload times. Other things could need a bit of general coding knowledge.


Just fixing the bugs that prevent you from being hacked most of the time is a nice increase in difficulty. Now it's harder to wipe out an entire base with contagion or whatever without having someone do Reveal Position on you.


I changed something else that makes it a bit harder, which is to disable the ability for netrunners to be "interrupted". The game applies this effect for all sorts of reasons that I can't control or see because some of it is in native code that we don't have access to. I find they get interrupted sometimes for no apparent reason, and sometimes when they're damaged and reasonable things like that. I think it's mostly when the AI system changes what action the NPC should do, but they don't actually do anything different most of the time.


Weapon Glitch, Cripple Movement, and Short Circuit were implemented as AI Hacks, but with non-functional status effects attached to them. Weapon Glitch and Cripple Movement had other status effects that were obviously meant for those effects which I used (and more non-functional versions). For Short Circuit I had to find something close enough so I used an Electrocute status effect that works.


Contagion, Reboot Optics, and Synapse Burnout are just hacked together by me. I'm replacing the text by using a localized text key from the associated player quickhacks (so it should display correctly in any language), and I'm using poison and the blind status effects for the first two. Blind is not really the ideal thing for reboot optics. If I find a better effect I'll update it.


The original code has a system where if a second netrunner tries to hack you while you're under the effects of a previous hack (which last like 5-7 seconds), it will upgrade the current hack to a higher tier status effect of the same kind instead of starting a new hack. Only Overheat actually has 3 working tiers, and Tier 2 does less damage than Tier 1. Yes, it's actually designed for up to 3 netrunners to hack you at once. When would that ever happen?? The other effects implemented are for Weapon Glitch and Cripple Movement, but all 3 tiers of those are broken. Anyway I disabled this feature entirely, so any netrunner can start hacking you again as soon as the previous hack finishes uploading. Overheat Tier 3, by the way, is identical to Burning in damage, though Burning has an extra visual/audio effect of being on fire.


Modder RMK1234 has fixed a bug in Cyberpunk 2077 that made enemy netrunners (hackers) unable to use their abilities on the player character in many situations. The bug caused that after loading a saved game state or using the fast travel system, the player character received the BeingHacked status, which prevented the use of similar abilities on them.


The effect was removed in some situations, so we could experience enemy hacks - but this happened much less often than it should. After installing the AI Netrunners Enhanced mod, hackers will be much more active. We can also expect a noticeable expansion of their arsenal of tricks. Each of these enemies will have three abilities, including one that deals damage and one that affects the player's character in some way (we're talking about Quick Hacks from the "Control" category). They will be selected from a catalog of ten items (including one Ultimate hack, which simply kills V).


The AI Netrunners Enhanced mod can be downloaded from Nexus Mods. Its installation is a bit complicated, though. First of all, we need to download the redscript compliler app and upload the scc.exe file in the Cyberpunk 2077/engine/tools directory. Next, we need to open the scripts.ini configuration file, which we can find in the Cyberpunk 2077/engine/config/base/ folder - or create one, if it doesn't exist. The contents of the following quote should be put into that file.


After that, all we have to do is drop the AI Netrunners Enhanced mod files into the Cyberpunk 2077/r6/scripts directory. It's worth noting that the modification overwrites some of the game's scripts and removing it will require a bit more effort. We'll need to delete the final.redscripts file from the Cyberpunk 2077/r6/cache/ directory, then locate the automatically created backup of final.redscripts.bk in the same folder and rename it to final.redscripts.


The PC modding community has been hard at work developing various mods to update Cyberpunk 2077 and improve the overall gameplay experience. Although Cyberpunk 2077 has received multiple official patches from CD Projekt Red, these mainly focused on improving stability and performance across all platforms. Solid progress has been made in terms of getting the RPG to a healthier place than it was at launch, but the player base has recognized that there's still work to be done.


According to CDPR, modding in Cyberpunk 2077 was not initially going to be a supported feature. However, this stance was reversed shortly after the game's December 2020 release and by January 2021 CDPR had released the official modding support tools for Cyberpunk 2077. The PC modding community was eager to start implementing quality of life changes and visual improvements as the initial patches began to slowly roll out.


It's now been over one full year since Cyberpunk 2077 launched, and some great mods have been created during that time. Most offer small tweaks to specific gameplay areas, but when combined, these mods can make the game feel overall much more complete and polished. PC modders have taken it upon themselves to improve Cyberpunk 2077 while also introducing some of the more highly requested features players have asked for.


The AI Netrunners Enhanced mod by RMK gives netrunners a much larger arsenal of quick hacks to use against V. The enemy netrunner class in Cyberpunk 2077 essentially has just two default cyberware related actions they can perform: use overheat or opt to reveal V's position. With AI Netrunners Enhanced installed, netrunners can now restrict V's ability to move, break cyberware temporarily taking it offline, and are even able to use the system failure hack. If the system failure hack is successfully uploaded, V will flatline instantly. This mod provides a welcome challenge in Cyberpunk 2077 as dealing with enemies often becomes a bit too easy by mid-game even on harder difficulty settings.


Another difficulty-related mod that improves the overall gameplay experience is the Enhanced Police mod. The police system has seen minimal official improvements since launch, the only notable one being that police no longer spawn out of thin air and teleport around the map. With the Enhanced Police mod, police in Cyberpunk 2077 will now spawn in vehicles and begin an active pursuit when V commits a crime. They may even call for backup depending on the severity of the infraction. Additionally, police will no longer stop spawning when actively engaged, and in certain areas of Night City, they won't be dispatched at all. Instead, gangs will take matters into their own hands and attempt to take down V.


The Street Style clothing mod by TilW overhauls the role that clothing plays in Cyberpunk 2077. With this mod installed, every piece of wearable equipment in the game now has five different attribute values associated with it: body, reflexes, technical ability, intelligence, and cool. The value assigned to each attribute will be applied to V's stats while the clothing is equipped, assisting in things like skill checks that may require high body or technical ability stats to proceed.


The Street Style clothing mod is also great for enhancing specialized character builds and playstyles in Cyberpunk 2077. It gives the game another much-needed role-playing aspect that probably should have been included in the base game. A similar feature may yet be added by CD Projekt, but this is a great substitute for now.


By default in Cyberpunk 2077, players are forced to choose between either running a Cyberdeck or an Operating System. The System-Ex mod by psiberx allows for both to be equipped and used simultaneously, giving the opportunity to explore more playstyles and even create unique ones along the way. Those using this mod will now have access to systems like Berserk and Sandevistan as well as quick hacks, allowing them to unleash mayhem on the streets of Night City. When combined with mods like AI Netrunners Enhanced, System-Ex doesn't feel too overpowered, making this a fun mod to experiment with.

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