Toxicity (Pre-2.0 only)
This mod idea comes from a request on the modding discord, so credit to Phantum Jak for the suggestion. I like the idea and it reminded me of the Witcher toxicity system, so I've named it after that.
This mod creates a status effect called Toxicity, which you can gain up to X times (configurable, 4 by default), whenever you use a Max Doc or Bounce Back. This works like the drunk effect - each time you use a healing item the stack count of Toxicity increases and the timer is reset to the full duration (30 seconds by default, also configurable). Once you've reached the maximum amount of Toxicity, you get the Overdose status effect and can no longer use Max Doc or Bounce Back items.
The Toxicity effect wears off one stack at a time. You can start using healing items again once Overdose wears off. By default Overdose has the duration of one instance of Toxicity, but there's an option for Hardcore Mode where you have to wait for all Toxicity to wear off.
I recommend installing my mod Status Bar Bug Fixes as well, which fixes a bunch of bugs related to the game systems this mod uses.
Overdose Debuff
There is also an optional debuff attached to having overdose, which gives -50% Max Stamina and +10% Reload Time.
Visual Effects
There is an optional vignette and color alteration for the Toxicity status effect you can turn on in the mod menu. This effect is in the game code for the "Drugged" status effect but I'm pretty sure it's unused since you can't get drugged in the game, except maybe from the single hit of Glitter or whatever Dum Dum has. It has 3 levels, and if you turn it on the 3rd level will apply at max number of Toxicity instances, 2nd level at one less than that, etc.
Configuration
The mod is configurable with Native Settings UI. Find the settings under the "RMK" or "RMK MODS" tab in the Mods menu:
Localization
The entire Mod menu and all status effect names and descriptions in-game are localized to all languages. Let me know if there are any particularly bad translations, especially in the in-game text.
Compatibility
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Probably not compatible with Full Gameplay Rebalance as it was implemented for patch 1.3, since it had its own solution for limiting healing item use. When that mod is updated for patch 1.5+ I expect that part would not be compatible.
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Not compatible with Healing System Rework.
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Any other mods (not sure I know of any others?) that modify the effects of the healing items or implement restrictions on them could have compatibility issues.
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Fully compatible with my Custom Quickslots mod.
Installation* IMPORTANT: This mod depends on redscript, ArchiveXL, RED4ext, Cyber Engine Tweaks, and Native Settings UI. Download and install them first!
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To install this mod, extract the zip file into the Cyberpunk 2077 installation folder.
Credits* jekky for redscript
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WopsS for RED4ext
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psiberx for ArchiveXL and CET utilities used in this mod
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keanuWheeze for Native Settings UI
Check out my other mods:
New Features/Systems
- Custom Quickslots for Consumables and Cyberware Abilities
- Weathermancer - Weather Select Menu
- Lifepath Bonuses and Gang/Corp Traits
- Stealthrunner - Stealth Gameplay Expansion (not updated for 2.0 yet - in progress!)
- AI Netrunners Enhanced (probably won't be updated for 2.0)
- Lynx Paws Reimagined (not sure yet if I will update for 2.0)
Difficulty and Balance Tuning+ Damage Scaling (Formerly Level Scaling and Balance)
- Simple XP Multiplier
- Silent Silencers and Throwing Knives
- Challenging Breach Minigame
- Convo Skill Check Scaling
Bug Fixes+ Status Bar Bug Fixes
- Perk Selling Extra Point Gain Bug Fix
- Don't Hide Stamina Bar on Holster
- Optical Camo Bug Fixes (not updated for 2.0, may not be needed anymore)
- Hacking Bug Fixes (not updated for 2.0 yet)
Quality of Life+ Weather Probability Rebalance