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Clairvoyance

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Mod version:2.12.08
Game version:all
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About This Mod

If you're like me, you're like in the song Aerosmith from the movie "Armageddon": You don't want to miss anything. Well, now there's a solution.


With this fashion, everything you want to know about will be labeled around you, so you can use your extrasensory perception and be fully aware of everything that surrounds you. (Essentially, the game will mark objects of the type you want so you can see them through walls.)


I included all the things I wanted to tag myself, as well as a couple of additional categories in case you need them. I may be able to add more settings/categories on demand.


How to use:


This mod requires redscript. In addition, if you don't want to work with the default settings, you'll also need Mod Settings. The mod itself Customize requires ArchiveXL and RED4ext.


Once all of this is installed, log in to Mod Settings and configure your settings.


Performance:


First, this Enable Mod by Default setting is something that the mod will return to every time you download a save or set something up in Mod Settings. He... enabled by default. Go for it.


To gain additional control on the fly, you can switch mods by double-clicking on the scanner button (the default is the Tab key). If you don't want to switch the mode this way and want to prevent accidental double taps, you can disable the double tap option in the settings. This will "lock" the mod in the state you selected in the previous setting. By default, the double switch setting is enabled.


If you enable the "Manual Label" setting, any label or unlabel done by a non-Clervoyance will ignore this object (until you move away from it so much that the game will reload it). By default, this setting is disabled because it is usually not needed.


Dive:


I've added these options so you can get a little bit into the game if you want. They are off by default. You can request an Eye in the Sky perk or install a Quiroshi software (which takes place in one of the game's earliest quests). If you do this, the mod will do almost nothing until the requirement(s) that you include are met.


Someone asked me to enable "Mark only when scanning". If this feature is enabled, Clairvoyance will automatically mark objects when you scan and unmark them when you don't scan. By default, this feature is disabled because it is not the main mode of use.


Another request is to mark only what you see. This option has three possible settings: Very Psychic works by default, everything is marked, even through the walls, which was the original meaning of Clairvoyance. Not Psychic is just what you can see; if something is hiding behind a wall, it will be removed from the label after a short delay. A Little Psychic is a compromise between two options: it marks only what you can see... but they remain tagged and remembered.


There is also a Sense Passwords function. If a device with a password is found, it will be tagged and the password will be displayed on the screen until you enter it. (Note that computers with a password set must first go to the password screen before they are discovered and the password is communicated. In addition, to receive a password message, you must step away from the "enlarged" corner of the camera). There is a separate distance setting to detect and communicate the password.


Miscellaneous:


Vehicles: Notes cars that drive around as well as old broken cars that can be pinged. This setting was mainly used to test the mode when I was just creating it, but I saved it in case someone needed this setting. Default = 0m.


Enemies: Marks enemies. They remain tagged until they die. Default = 100 m.


Police (always): Notes cops constantly. Default = 0 m.


Police (when wanted): Takes note of the police if a warrant is issued for you, and otherwise takes note. Default = 1000 m.


Computers: I like reading emails and files, so I tag them to know where the computers are. Only those computers that have an unread email or file will be flagged. They will be automatically untagged when all emails or files are read. Default = 1000 m.


Cameras: Notes cameras except when they are off. (To get a double XP on your camera, use a quixack on it (which doesn't turn it off) for Netrunner XP, and then approach it closely to manually turn it off for Engineer XP. When the camera is turned off, you no longer get XP from it, so it becomes unmarked). Default = 250 m.


Turrels: Notes turrels. (To get triple XP on a ground turret, use the Netrunner XP quixhak on it, then approach it closely to manually make it Engineer XP friendly, then rip it out for Solo XP. Since the turret is removed when the trailer is pulled out, there is no logic for automatically untagging the trailer. Wall and ceiling turrets can only receive Netrunner XP and remain tagged even when they are off, except for non-hostile police turrets that cannot be tagged). Default = 500 m.


Explosives: Notes explosives. There's a lot of them lying around. The game conveniently marks them in red. Default = 50 m.


Ladders: I like to tag ladders because they can lead somewhere and remind me to look up/down to find maybe more secrets. Default = 100 m.


Windows: I put them on the list in case someone needs them to know where the entry/exit points are. There are many windows, so the default is 0 m.


Doors: The same as windows is in case you want to find out where the doors are. Doors are even larger than windows, so the default is 0 m.


Skills tests:


Enabled so you can highlight objects that require proficiency testing (and therefore probably give a little kp for interacting with them). By default, only objects for which you have a high enough skill (at a distance of 1000 m) will be selected. You can choose to have them selected all. (Once the proficiency check is completed, the object will be untagged.


If applicable, the cameras will be tagged even when they are turned off, if you have not already completed the Tech action to turn them off.


Access Points and Jack in Spots:


This was one of the original reasons I created this mod. Before version 2.0, there was a perk that illuminated these objects. It was invisible, but it was a great way to find all the objects that could be destroyed. Now he's back, and it's not subtle at all. If you can punch it, it's marked. During the break-in, the object must be removed (but it will be marked again if you fail the mini-game).


Quests and tips:


These items will be colored yellow to indicate that they contain a quest item or a clue. I tried to enter logic to unmark them after the inspection, but I don't think the game always correctly records whether you have examined them or not, so they can remain tagged.


Some APs and fuse blocks are marked when this setting is enabled and cannot be cleared. I don't know why. If you've wondered why they're tagged, it's because of this setting.


Lut:


The main thing to keep in mind is that to make sure the loot settings filter the loot correctly and do not mark things, disable (or reduce the distance) the All Items, All Containers, and/or Quality settings. (To adjust the quality, you can also increase the quality of the loot so that you don't mark items below the quality you choose.


If you disable these settings or reduce the distance (or improve quality), you can use other loot filters to mark items of interest at a greater distance, even if they are below the specified quality. This includes choosing the types of ammo you want to tag or not tag, or tag any item that contains money or a piece of history. You can also tag anything that is not in your wardrobe.


There are containers in the world that get labels even if they can't be opened. This is a game error. If you go to such objects and approach them, the marks will be removed (until you go far enough to reload the object and return back).


Broken loot sometimes marks the color quest (yellow). This is a game error, as such loot should not be marked at all. Therefore, they also lack a lute icon.


Default distance for loot:


All containers: 250 m.

Items outside of containers: 50m

Money: 250 m

Lore Shards: 1000m

Not in wardrobe: 1000m

Items exceeding quality filter: 250m

Icons: 1000m

Broken items: 50m

Ammunition: 50 m


Note that the All Items and All Containers filters do not work on corpses, but all other loot filters (such as Quality filter) work.


Detecting progress fragments:


Shards of progression enhance your skills and are a random loot. In particular, the shards of cyberspace are a loot that, if you miss it and don't plunder it, will never come out again and you won't be able to reach the maximum amount of cyberspace during the game. Therefore, in addition to marking objects that contain loot, Clairvoyance will also display a notification informing you of the distance and direction in which you can find loot when any object is found. A notification will appear every 5 seconds until the fragment no longer exists.


This detection function is new, please test it and let me know if you have any problems or wishes.


By default, Cyberware Capacity and Perk Shards fragments are detected at a distance of 1000 m, and normal Skill Shards fragments at a distance of 250 m.


Note to Distance Settings:


Clairvoyance does not force the game to draw an object at a greater distance than the game normally allows. So even if you set a very long distance, objects will not be flagged until you get close enough to them for the game to draw.


If you do not want any object type to be flagged at all, set the distance to 0 to disable this feature.


Important note about manual tagging:


The goal of this fashion is to make sure you never have to tag yourself again. So, if you manually tag something, and it's the type of object that tracks that mod, and you set the mod to not tag it, the mod will immediately untag it, blocking you from flagging it. Same with trying to untag an object that the mod wants to tag. And this applies to all objects that are tracked by the mod, regardless of whether the setting for that object is enabled or disabled.


Objects not being tracked by this mod can still be marked manually, or you can disable the mod to stop both marking and unmarking and restore the manual marking.


But the point is that you can untie your label button or tie it to something else. With this mod, you no longer need it; instead, adjust your settings to your liking.


If you don't want to do this, turn on Manual Tag Creation. When enabled, all automatic labels work as normal until the object is marked or canceled by something other than this mode. The mod will then ignore this object and no longer tag or untag it (until you move far enough for the game to reload the object). Thus, although you can manually mark and unmark again if the game itself also marks or unmarks (for example, when an enemy nontranner reboots your optics), these objects will also be ignored until they are rebooted. If you're concerned about this, turn off the "Manual overlay" setting to return to automatic overlay.


What to do with configuration conflicts?


Each setting overrides all other settings. For example, an object is both a computer and an access point to which you can connect. Even if you have computers offline, it will still be flagged if you have access points enabled.


If you have computers turned on, and you connect to them and hack into them, this usually removes the label. But if you haven't read the mail yet, it will remain marked. Or if you read the mail first, it will remain marked until you hack it.


In the Lut category, the primary setting is the quality filter. If you also have the All Items or All Containers options enabled (default), the quality filter (or any other Lute setting) will be canceled. The Quality Filter will also mark almost everything if you leave it at Level 1, so if you want some things to be unmarked, raise the Quality setting above Level 1. You can then use other filters, such as "Not in the wardrobe", to mark things even if it's level 1, but only those that match your filters, not all level 1 things, since you've raised the quality higher than level 1. That should be pretty intuitive.


Essentially, the logic is that he unmarks everything he has a reason to unmark, and then again marks everything he has a reason to mark. As a result, as long as there is at least one installation that wants the object to be tagged, it will/will remain tagged.


If you don't want one setting to override another, reduce the distance to the setting you don't need and increase the distance to the setting you want. Then only when it is within a smaller distance, the closer option will have a chance to undo the other one when applicable.


Recommended mods that are also available:


The Muted Markers mode allows you to adjust the quality of the visible loot, as well as other objects, to see through walls or not, to display on the map or not, and so on. This mod was created, designed, and tested while Muted Markers was installed. I don't even know how well this mod works without it, especially when it comes to lute. I also know that explosives tags clutter your card if you don't have Muted Markers to disable all explosives badges.


When it comes to lute, this mod helps Muted Markers by increasing visibility through the wall and keeping objects tagged, as well as highlighting the contours of objects, even before Muted Markers tagged them. I found that this mod greatly increases my awareness of the surrounding lute. For example, this mod now tags broken items, which Muted Markers cannot do because these items do not have an icon. In addition, this mod has a wider set of loot filters, so even if Muted Markers will sometimes put an icon, you will be able to determine if it matches your filters, because the loot will be marked with triangles on the sides of the icon. But ideally you should use both modes together.


There are other mods that change the appearance of lute icons that you can also use. I can't recommend any of them because I don't use them.


The Completely Non-Manual Looting mod can also be useful to clear your screen of all the tagged loot icons that it can now be cluttered with (depending on what you choose to tagged).


In conclusion:


I hope you like it. And again it's a mod that I've made mostly for myself, but sharing it in case others like it.


The idea is to be more aware of all the things that exist in Night City, and it's easier to find all the little secrets around you.


If you have any problems or would like to ask for additional features/settings for the types of objects to be tagged (or logic when untagged), let me know. It is likely that I will be able to grant your request.

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all (Clairvoyance-13112-2-12-08-1721589298.zip)