Combat Failures by DonkeySharp
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Customizable via Mod Settings
Features
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Cyberware has a risk of failing
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Active Sandevistan, Berserk & Camo can fail. 10% chance for failure, 5% for critical failure that applies blinding
(Fixed so EMP blocks active camo, seems to be a game bug that it doesn't) -
Double jump and Charged jump can fail, will result in electrocution
(Critical will result in being downed)
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**Every weapon fire has a risk of jamming your weapon**
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All guns
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All rifles
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All full auto machineguns
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**Grenades can fail in multiple ways**
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Delayed explosion
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No explosion at all (can still shoot it)
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Short fuse
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Blow up in your face
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See v1.0.1 in action here:
https://www.youtube.com/@donkeysharp
Subscribe to my YouTube for how to mod Cyberpunk 2077 tutorials.