A Cyberpunk 2077 modder has fixed the game’s biggest oversight for stealth players.

2023-10-02 04:57:14

Stabbing is good. Quiet stabbing is better.

I did awesome at the start of a Cyberpunk 2077 mission in the badlands last night, sneaking into a dilapidated fortress warehouse via a back staircase to kill the guard in the security room with a silent neck strike. Everything went to hell a few minutes later when I accidentally threw a grenade at a goon instead of targeting him with my Kiroshi optics, but, look, these things happen. I prefer to focus on the first few minutes of exciting tension as I sneak around, quietly taking out patrolling enemies following distracting them with spotlights and hacked vending machines. I’ve had fun every time I’ve taken the stealth approach in Cyberpunk, but the options for stealth kills are surprisingly limited. Why am I walking around with a wire, which is actually a high-tech tourniquet, if I can’t use it to choke someone?

Despite a number of dedicated stealth gameplay perks, the only way to perform a stealth takedown in Cyberpunk is to sneak up behind an enemy and grab them unarmed. You then have the option of breaking his neck or choking him until he loses consciousness… and nothing else. It’s always the same animation.

It seems we should be able to take advantage of our cyberware to punch our enemies with a gorilla fist, choke them with a wire, or stick a mantis blade in their brains. Or, you know, getting closer to the enemy with a knife or katana in hand without breaking stealth. But CD Projekt never got around to adding stealth melee finishers, whether cyberware or weapons.

The Stealth Finishers mod, which was just updated for Cyberpunk 2.0, fixes both of these limitations by adding stealth demolitions with melee weapons and cyberware. The mod allows you to stealth kill an enemy with a melee weapon as soon as you sneak up behind them, while still retaining the option to grab them if you prefer.

Modder Kvalyr notes some limitations in the current version of Stealth Finishers, although I don’t consider them to be prohibitive. One is that melee kills, even if you’re crouched, make more noise than choking an enemy, meaning they might alert other enemies. It’s possible that this will be changed in a future version of the mod, but it seems like a good compromise to me: you can see a cooler animation, but there is a bit of risk.

Even if you sneak up behind an enemy, you can see a front animation as soon as you trigger the kill, because the game doesn’t really have scripted animations for melee finishers from behind with all weapons. Finally, not all blunt/non-lethal weapons have been tested, but Kvalyr points out that if you’re going the non-lethal route, you might as well just use the default choke anyway.

The mod requires no configuration, but you will need to install Cyber ​​Engine Tweaks, RED4ext and redscript first. As we highlighted at the start of the week, the first two are essential modding tools on which a large number of Cyberpunk mods rely and which have only been compatible with version 2.0 for a few days. Expect many more mods to be updated to be compatible with the latest patch in the coming weeks.

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