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Huge thanks to jac3km4 for their work on redscript.
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NEW DEPENDENCIES: Cyber Engine Tweaks and ArchiveXL
New network breaching system with separate programs to unlock each sub-system on the network (these are available only on specific types of access points, view description for details)
Breaching unconscious NPCs is now done through a button prompt instead of the quickhack menu
Fix "Unlock Networks With No Access Points" config option
Fix config options sometimes not saving their state
Fix door to scav haunt being unhackable
Improve message in quickhack menu when quickhacks are blocked
Change default config to disable all automatic quickhack unlocks
Add config options to allow automatic quickhack unlocks on cameras and turrets separately (previously, cameras and turrets were always controlled together)
Update cyberdeck quickhack unlock options to match the expanded tier system
Version 0.6
Updated to support Cyberpunk 2.12
Some features (namely breaching unconscious NPCs) are currently non-functional due to the removal of breach protocol in update 2.0. This will be addressed in the future.
Version 0.5.2
Another attempt at fixing upload icon stuck on unconscious enemies
Add option for disabling auto-unlocking of networks without access points (still enabled by default)
Fix surveillance camera in "The Gift" being unhackable
Version 0.5.1
Add customizable quickhack unlock conditions (cyberdeck quality, intelligence attribute, player/target level differential), with the ability to combine multiple conditions
Version 0.5
Fix locked networks with no access points (for real this time, I think)
Option to always allow the whistle quickhack
Make extra daemons on access points optional (disabled by default, too many issues)
Option to allow breach protocol on active NPCs if you are within a configurable distance
Fix screen in hacking tutorial being unhackable
Unlock hacks based on equipped cyberdeck (completely optional, more info on description page)
Fix quickhack uploading symbol stuck on unconscious NPCs
Version 0.4.1
Hotfix for Vehicle Combat mod (hopefully)
Version 0.4
Fix for patch 1.52
Add support for Native Settings UI
Add option to disable Datamine V1 and V2 daemons (to prevent access point menu from becoming too cluttered)
Add option to configure the distance from which you can hack unconscious NPCs
Improve blocked quickhack message (no more "Target Has No Cyberware Abilities")
Add patch for tutorial NPC breaching (courtesy of KiroKobra)
Version 0.3.3
Make unconscious NPCs hackable again (changes in patch 1.3 had broken this feature)
Changed file structure (now has a separate config file)
Version 0.3.2
Updated to support patch 1.3 (not tested extensively, may still have issues)
Version 0.3.1
Added configuration options for toggling availability of ping and distract enemies quickhacks
Version 0.3
Unconscious (not dead) NPCs can be breached via quickhack
Distract Enemies quickhack is always unlocked (makes stealth gameplay with this mod a bit less punishing)
Improved config section in script file
Version 0.2
Ping quickhack is always available, even when network is not breached
Devices and NPCs that are not connected to any access points have quickhacks enabled by default (fixes some game breaking issues)
Removed option to allow hacking officers (was not used in most situations)
Simplified configuration instructions to (hopefully) make them less confusing
Version 0.1
Initial release
Donations
No donations accepted
This is a mod I have wanted ever since the game was first released. The hacking system in the 2018 gameplay reveal looked incredibly deep, so I was disappointed when I realized that the hacking in the release version amounted to watchdogs-style quickhacks and hacking access points for money. This mod attempts to add a bit more depth and challenge to the netrunner playstyle (and it even works most of the time!).
Core Changes To use most quickhacks on a device or enemy (on a secure network), the network must first be breached. Most networks are made up of multiple systems that need to be breached separately. These systems include:
Root Network: This is the first layer of the network and is the easiest for a netrunner to gain access to. However, it only provides access to basic devices. Anything secure, such as cameras or turrets, are locked behind their own systems.
Personnel System: This network system connects enemy equipment and cyberware to the network.
Surveillance System: This network system connects security cameras to the network.
Defense System: This network system connects turrets to the network.
In order to unlock these network systems, you need to upload breaching programs. However, some of these programs can only be uploaded in certain places. There are several places where you can breach a network:
Access Points: These can be found as panels on a wall or as wireless antennas (typically found on rooftops). Access points are the central controllers of a network, and as such they are an ideal place to gain network access. Access points allow you to breach every type of network system.
Backdoors: Occasionally, a device that is not an access point will have a backdoor vulnerability that allows you to access the network through it. These devices may include vending machines, forklifts, computers, arcade cabinets, and potentially others. Backdoors only give limited access to a network, but they are generally easier to reach than access points, especially if you want to remain unnoticed. Backdoors allow you to breach the root network and surveillance system.
Unconscious Enemies: When enemies are connected to a network, you can knock them out and jack into their personal link slot to gain access to the network. This is the easiest way to gain access to the personnel system. Be careful not to kill them, as this will cause their cyberware to disconnect. Unconscious enemies allow you to breach the root network and personnel system.
Unconscious Netrunners: Netrunners have total access to the network, and if you can hack them, you can take this access for yourself. Unconscious netrunners allow you to breach every type of network system.
Your Ping,Distract Enemies, and Whistle quickhacks (optionally) do not require a breached network. These can be used to locate and reach access points or enemies while remaining undetected.
Some networks do not contain an access point, and as such are not secured. Devices and enemies on these networks are automatically vulnerable to all of your quickhacks. (This can be disabled in the config.)
Some enemies are not on a network at all. On these enemies, quickhacks are automatically unlocked.
Customizable Unlock Conditions There are now fully configurable options for when certain types of quickhacks will be available on an unbreached network.
Spoiler:
Show
The types of conditions are:
Minimum cyberdeck quality
Minimum intelligence attribute level
Minimum player/target level differential (player level minus target level, only applies to quickhacks on NPCs)
Always unlocked (overrides any other conditions)
These conditions can be individually configured for the following quickhack categories (I may end up adding more separate categories in the future):
Basic devices (i.e. no cameras/no turrets)
Cameras
Turrets
NPC covert quickhacks
NPC combat quickhacks
NPC control quickhacks
NPC ultimate quickhacks
If multiple conditions are enabled for the same quickhack category, there is a "require all" option that will determine whether all conditions must be satisfied (if disabled, the category will be unlocked if at least one of the conditions is satisfied). These options are disabled by default and can be configured to your liking.
Optional Changes This mod provides several additional features that can be individually configured:
Enable "classic mode" (reverts the mod to pre-0.7 behavior, new breaching programs are disabled and uploading any program on any type of access point will unlock the entire network)
Allowing breaching unconscious NPCs (enabled by default, can be disabled for a greater challenge)
Permanently remove "disable/enable" quickhacks on cameras and/or turrets, even on breached networks (gives more importance to Big Sleep and Turret Shutdown daemons)
Always unlock Ping/Distract Enemies/Whistle, even on unbreached networks (individually togglable)
Set networks with no access points as secured (i.e. prevent automatically unlocking quickhacks if there are no access points, just like this mod used to do before version 0.5)
Allow all daemons on access points (enables all breach protocol daemons when physically jacking into access points, very buggy)
Disable Datamine V1 and V2 daemons (mainly for people enabling the above option, to reduce clutter in the list of daemons)
Installation Extract the "archive", "bin", and "r6" directories into your Cyberpunk 2077 game installation folder. This mod requires redscript, Cyber Engine Tweaks, and ArchiveXL. Alternatively, install with Vortex (I haven't tried this myself but it should work just fine).
For easy configuration, install Native Settings UI (allows you to configure this mod through an in-game menu).
Uninstallation Delete the folder named "BetterNetrunning" under both "bin/x64/plugins/cyber_engine_tweaks/mods" and "r6/scripts". Then, delete the "modded" folder under "r6/cache" (this should clear any lingering code from redscript mods, which will be recompiled the next time you run the game).
Editing the Config File (not necessary if using Native Settings UI) Navigate to "r6/scripts/BetterNetrunning" and open "config.reds" with the text editor of your choice. This file contains a set of options that you can configure by changing the value after "return" for each option.