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This page was last updated on 21 May 2024, 7:36AM
- Changelogs
-
-
Version 4.0.1
- - Fix bug that put Photomode at 1 FPS
-
Version 4.0.0
- - Code cleaning and remove unused reference
- - Cheat like double jump, disable fall damage, UltraSpeedDodge, InfiniteAmmo, InfiniteWeight are now removed. Use nexus mods for get them, it do it better and I don't have to care about compatibility for a niche feature
- - Fixed Phone crash or freeze
- - Fixed Phone conversation system
- - Fixed quickhack crash
- - Fixed car list
- - 200+ Bugfix
- - lightweight and core optimization
- - new actions and triggers
-
Version 3.4.0
- play_game_sound_test
- stop_game_sound_test
- slot_position
- Bugfix
- Controller compatibility, enable it in mods setting then touch DPAD down for open the interacts
-
Version 3.3.0
- - Added Phantom Liberty Effects
- - Added Phantom Liberty Characters
- - Added Phantom Liberty FX
- Actions :
- -pause_entity_anim
- -resume_entity_anim
- -start_effect_test
- -enter_in_workspot
- -play_in_workspot
- -stop_in_workspot
- Trigger :
- -player_is_in_av
- -os_date
- Bugs :
- Fixed custom quickhack selection
- Fixed Phone message
- Fixed setting
-
Version 3.2.1
- add delete_position action
- add manager position for mappin in editor
-
Version 3.2.0
- New action :
- change_entity_tag
- vehicle_force_brake_until_stop
- replace_entity
- register_garage_spawn_position
- register_position
- New trigger
- tracked_game_quest
- tracked_game_objective
- tracked_game_phase
- entity_is_a
- scanned_entity
- Common position field now can take position from Position Manager (use register_garage_spawn_position or register_position to make one)
- Bugfix :
- - fixed Cyberscript quest got two entries in journal
- - fixed custom scanner
- - fixed custom message conversation doesn't open on phone notification
- - sound can be played from entity
- - updated faction json
-
Version 3.1.9
- Removed CET binding
- new way to open cycle interact, check wiki ^^
- fix phone contacts doesn't show
- fix mappin description doesn't show on map
- fix shard cache
-
Version 3.1.8
- Bugfix
-
Version 3.1.7
- bugfix
- bugfix
-
Version 3.1.5
- new action clean_dialog
- bugfix for webrowser
- New action :
- set_component_hidden
- New trigger :
- have_shard
- mappin_exist
- Feature :
- - Setting now support Keybind Input type from native setting
- - Fix phone double entries
- - Fix missing GameController
- - Fix actions with custom_mappin
-
Version 3.1.4
- new trigger if_entity_contains_value
-
Version 3.1.3
- new action vehicle_go_to_position
- fix bugs
-
Version 3.1.2
- New Interact UI, can be toggled to get old one in setting
-
Version 3.1.1
- fixed issue with register_entities_around_you
- cyberscript fixer mappin are now toggle in setting
-
Version 3.1.0
- Cyberscript Core 3.1.0
- Improvement
- - Code cleaning and remove unused reference
- - each entity that spawn get his spawn location saved in the manager
- - library Interaction UI can be now hot reload (moved from external to module)
- - improved poi detection
- - compatibility with Browser extension mod
- - better mappin selection
- - only non native existing fixer will spawn
- - removed unused assets
- Action
- - all actions that use position get a field position_spawnlocation (true/false) that will use for "relative_to_entity" case, the spawn location if it exist
- * clear_entity_from_group_and_manager
- * register_enemy_around_you
- * apply_effect_to_group
- * remove_effect_to_group
- * show_call_avatar
- * open_door
- * fake_lips_sync
- play_custom_sound_with_subtitle now have a tag field that will taregt a entity and make a fake_lips_sync on it with same duration than the action
- all position actions and trigger have now a position_way : forward_relative if you select at_relative_entity. X is left/right and Y is forward/backward from the point of view of the target entity
- Trigger :
- - entity_at_position now can use the global postion parameter
- - all triggers that use position get a field position_spawnlocation (true/false) that will use for "relative_to_entity" case, the spawn location if it exist
- * native_choice_is_opened
- * inject_dialog_pending
- - is_in_custom_place => "current" will check if you are in any custom place
- - is_in_custom_room => "current" will check if you are in any custom room
- DELETED TRIGGER :
- entity_at_relative_player_position => use entity_at_position (removed totally)
- entity_at_relative_position => use entity_at_position (removed totally)
- entity_at_relative_player_position => use entity_at_position (removed totally)
- entity_to_relative_entity_position => use entity_at_position (removed totally)
- entity_is_at_mappin_position => use entity_at_position (removed totally)
- position => use entity_at_position (removed partially, stay in code for compatibility)
- 3Dposition => use entity_at_position (removed partially, stay in code for compatibility)
- player_in_poi => use entity_at_position (removed partially, stay in code for compatibility)
- player_reputation => removed totally
- player_inbuilding => removed totally, use entity_inbuilding with tag player
- player_in_metro => removed totally
- custom_condition => removed totally
- custom_condition_higher_or_equals => removed totally
- custom_condition_is_between => removed totally
- custom_variable/check_score => check_variable
- is_in_custom_place => removed totally
- is_in_custom_place_entry => removed totally
- is_in_custom_place_exit => removed totally
- custom_place => removed totally
- item_looked_is_registered_in_current_house => removed totally
- entity_is_in_node => removed totally
- entity_is_in_specific_node => removed totally
- dialog_windows_isopen => removed totally
- housing_edit_enable => removed totally
- crew_menu_enable => removed totally
- entity_looked_is_registered_as_player => removed totally
- player_corpo_faction => removed totally
- player_corpo_faction_rank => removed totally
- player_is_online => removed totally
- player_is_connected => removed totally
- player_multi_canbuild => removed totally
- player_multi_isowner => removed totally
- player_multi_guild_isowner => removed totally
- player_multi_in_buildable_place => removed totally
- have_selected_item_multi => removed totally
- have_selected_item_can_be_grabbed_multi => removed totally
- player_server_score => removed totally
- looked_player_score => removed totally
- server_score => removed totally
- server_score_to_player_score => removed totally
- server_score_to_looked_player_score => removed totally
- server_score_to_server_score => removed totally
- server_score_to_game_score => removed totally
- guild_score => removed totally
- guid_score_to_server_score => removed totally
- guild_score_to_player_score => removed totally
- guild_score_to_looked_player_score => removed totally
- guild_score_to_game_score => removed totally
- DELETED ACTION :
- move_group_at_position => use move
- move_group_at_relative_position => use move
- move_group_at_entity_relative_position => use move
- move_group_at_position => use move
- move_group_at_position => use move
- teleport_group_at_relative_position => use teleport
- teleport_group_at_entity_relative_position => use teleport
- look_at_player_group => look_at_entity_group
- old_spawn_vehicule => use spawn_vehicule
- spawn_vehicule_v2 => spawn_vehicule (added compatibility)
- summon_vehicule_from_faction => use spawn_vehicule
- summon_vehicule_from_faction_rival => use spawn_vehicule
- summon_vehicule_from_leader_faction_district => use spawn_vehicule
- summon_vehicule_from_leader_faction_subdistrict => use spawn_vehicule
- summon_vehicule_from_leader_faction_district_rival => use spawn_vehicule
- summon_vehicule_from_leader_faction_subdistrict_rival => use spawn_vehicule
- summon_vehicule_at_entity_relative_from_faction => use spawn_vehicule
- summon_vehicule_at_entity_relative_from_faction_rival => use spawn_vehicule
- summon_vehicule_at_entity_relative_from_faction_leader_district => use spawn_vehicule
- summon_vehicule_at_entity_relative_from_faction_leader_subdistrict => use spawn_vehicule
- summon_vehicule_at_entity_relative_from_faction_leader_district_rival => use spawn_vehicule
- summon_vehicule_at_entity_relative_from_faction_leader_subdistrict_rival => use spawn_vehicule
- change_custom_condition => set_variable
- change_custom_variable=> set_variable
- change_custom_score=> set_variable
- change_custom_score_key=> set_variable
- concate_custom_variable=> set_variable
- concate_custom_variable_with_variable=> set_variable
- concate_custom_variable_with_score=> set_variable
- add_to_custom_score=> set_variable
- random_custom_score=> set_variable
- operate_custom_score_to_another_one=> set_variable
- set_score=> set_variable
- operate_score=> set_variable
- operate_score_from_another_score=> set_variable
- concate_variable_with_variable=> set_variable
- concate_variable_with_score=> set_variable
- getSalaryFromCurrentRent=> set_variable
- buyCurrentHouse=> set_variable
- buyHouse=> set_variable
- sellHouse=> set_variable
- sellCurrentHouse=> set_variable
- rentCurrentHouse=> set_variable
- trigger_edit_housing_mode
- tp_to_currenthouse_enter => teleport
- tp_to_currenthouse_exit => teleport
- give_money_current_stock
- remove_money_current_stock
- draw_3Dmappin => set_mappin
- draw_3Dmappin_node => set_mappin
- give_money_score
- remove_money_score
- give_random_money
- draw_mappin => set_mappin
- draw_custom_mappin => set_mappin
- draw_custom_3Dmappin => set_mappin
- clean_custommappin => delete_mappin
- simple_message_metro
- register_entity_you_look_at_as_companion
- reset_spawncount
- move_entity_at_position => move
- move_entity_at_relative_position => move
- move_entity_at_entity_relative => move
- move_entity_at_player_lookat => move
- teleport_entity_to_entity_relative => teleport
- teleport_entity_at_position => teleport
- teleport_entity_at_relative_position => teleport
- teleport_player_at_relative_position => teleport
- open_keystone_datapack_XXX
- summon_current_star => spawn_npc
- npc_custom_summon_custom_npc_at_entity_relative => spawn_npc
- npc_custom_summon_custom_npc => spawn_npc
-
Version 3.0.7
- - added new action
- "clone_entity" -> This action will clone an entity
- "inject_dialog"-> inject a dialog to the next called native dialog
- fix some bug about hudmanager missing
-
Version 3.0.6
- fix some bug while check vehicle
-
Version 3.0.5
- Cyberscript Core 3.0.5 is out !
- Cyberscript Core 3.0.5
- control weather action:
- change_weather
- reset_weather
- improve performance and reduce drastically fps loss
- new cheat : unlimited carry
- cyberscript default HUD are bounded to minimap, so it will disappear when minimap is hidden
- fixed a case when mods using cyberscript doesn't load
- fixed Double_Jump_Height and UltraSpeedDodge cheat doesn't save
- now every trigger, context or action can have a fail_action list iun case of that element don't execute properly
-
Version 3.0.4
- Fix cyberware-ex double jump + other ware compatibility
-
Version 3.0.3
- Fix quest tracker issue
-
Version 3.0.2
- Fix massive stutter
-
Version 3.0.1
- - No need to refresh cache anymore after enable or disable datapack, it's automatic
- - Fixed Phone conversation
- - Renamed Setting Menu
- New action : vehicle_force_brake
-
Version 3.0.0
- Cyberscript Core 3.0.0
- Improvement
- - Support of 2.0.1
- - bugfixing
- - call new event from new UI
- - better quest management
- Action
- -ADD :
- play_custom_sound_with_subtitle_as_chat
- vehicle_go_to_current_mappin_point
- outcoming_call
- take_call
- refuse_call
- custom_notification
- authorization_notification
- Trigger :
- entity_is_vehicle
-
Version 2.9.0
- Cyberscript Core 2.9.0
- Improvement
- - Support of CyberAI
- - bugfixing
- Action
- -ADD :
- play_custom_sound_with_subtitle
- play_random_custom_sound_with_subtitle
- play_custom_sound_at_entity
- register_entity_by_filter
- wait_for_ai_answer
- (lot of WIP AI action)
-
Version 2.6.0
- API :
- setVariable and getVariableKey
- Fix :
- - Tpose when using anims on npc
- -Phone message compatibility with other mods
- - Place now now doens't show mappin in world by default
- New :
- THE MOD NEED CODEWARE 1.1.1+ AS REQUIREMENT
- - fixer are now persistant
- - Padre fixer is now game native Padre
- - Spawn npc can be persitsant
- Trigger :
- - look_at_hash
- - choice_is_opened
- - specific_choice_is_opened
- - device_active_radio_channel_id
- - device_active_tv_channel_id
- Action :
- - register_entity_by_hash
- - unequip_item_on_slot
- Animation Core
- - Fixed lot of anims + 1600 news
-
Version 2.5.1
- Improvement
- - Some small fix and qol
- - Added slider for define Infinite Jump Limit , 100 = infinte
- - Cyberscript Web is now a shortcut in Net tabs in PC
- Action
- -ADD : equip_item_on_slot=>This action will equip item on slot for entity
-
Version 2.5
- core 2.5.0
- Improvement
- - Reworked Quest module, smoother and exactly like native game.
- - added failure trigger and requirment for mission
- - mission support extra entry for journal (like objectives)
- - av autodrive now will drive directly to the position (faster and clean) (thanks @keanuWheeze)
- - Merged External QuestJournal and questTracker libs into cyberscript module
- - Fixer_mappin and custom amppin are loaded at save boot. Available directly.
- - Action can have optionnal trigger and requirement, so the action will perform only if the requirements are fullfilled
- - trigger can optionnal 'expected' field (boolean) that valid the trigger if the result is same than expected
- Bugfix
- - fixed killed_group trigger
- - fixed split text feature label widget
- - Several fix in script engine
- - fixed in_car_specific trigger
- Other
- - added codex_raw lib reference in data
- Trigger
- - entity_to_relative_entity_position => This trigger will be triggered when a custom entity is at another entity's relative position
- Action
- -CHANGES : change_hack_animation_percent => Optionnal Text field, leave blank if not use
- -CHANGES : subscribe_function_to_direct_execution => Optionnal after field that will execute it after SEE
- -CHANGES : subscribe_event_to_direct_execution => Optionnal after field that will execute it after SEE
- -CHANGES : subscribe_actionlist_to_direct_execution => Optionnal after field that will execute it after SEE
- -CHANGES : subscribe_actionlist_to_direct_action => Optionnal after field that will execute it after SEE
- -CHANGES : quest_notification => Optionnal field quest is for track a quest by tag. Optionnal field objective is for track an objective by his tag of the quest that you filled in 'quest'
- -CHANGES : subscribe_event_to_direct_action => Optionnal after field that will execute it after SEE
- -ADD : rotate_entity_to_position =>This action will rotate a custom entity to xyz position
- -ADD : device_start_using =>"This action will start using compatible device
- -ADD : device_stop_using =>This action will stop using compatible device
- -ADD : track_mappin =This action will track mappin
- -ADD : untrack_mappin =>This action will stop tracking any mappin
- -ADD : toggle_infinite_stamina =>This action will toggle Infinite Stamina
- -ADD : toggle_infinite_ammo =>This action will toggle Infinte Ammo
- -ADD : set_objective_state =>This action will set state to objective. It will not play the associated action. -- Undefined = 0 -- Inactive = 1 -- Active = 2 -- Succeeded = 3 -- Failed = 4
- -ADD : entity_stop_movement =>This action will stop the entity
-
Version 2.4.0
- - fixed map tooltip blank
- - reworked language to support different language wording
- - reworked language support for sound
- - faction now have a keyword word lift that help to identify if an entity is in faction
- - improved entity_in_faction trigger
- - faction v3 support
-
Version 2.3.2
- - small fixes about interact hint type
-
Version 2.3.1
- -small startup fix
-
Version 2.3.0
- 2.3.0
- Improvements:
- - big performance improvement, fixing memory leak
- - fully compatible with corrupt NCPD
- - fully compatible with MissingPerson
- - fully compatible with E3 Smart Windows
- - fully compatible with Skip Main Menu
- - Mod structure
- completely unify and redo the mod structure and cache structure.
- - Scripts structure change :
- dialog become choice
- function become functions
- fields changes :
- dialog :
- "Tag" => "tag",
- "Desc" => "desc"
- "speaker" as table => speaker as string
- dialog options :
- "Description" => "description"
- faction :
- Tag => tag
- DistrictTag => district_tag
- Name => name
- Logo => logo
- Rivals => rivals
- SpawnableNPC => spawnable_npc
- AttitudeGroup => attitude_group
- SpawnableVehicule => spawnable_vehicle
- VIP => vip
- fixer :
- Tag => tag
- DistrictTag => district_tag
- Name => name
- NPCId => tweakid
- Faction => faction
- LOC_X => x
- LOC_Y => y
- LOC_Z => z
- node :
- X => x
- Y => y
- Z => z
- GameplayX => gameplay_x
- GameplayY => gameplay_y
- GameplayZ => gameplay_z
- place :
- posX => x
- posY => y
- posZ => z
- EnterX => enter_x
- EnterY => enter_y
- EnterZ => enter_z
- ExitX => exit_x
- ExitY => exit_y
- ExitZ => exit_z
- Zrange => range_z
- action
- register_entities_around_you
- change_radio_index
- change_tv_index
- device_turn_off
- device_turn_on
- device_glitch_on
- device_glitch_off
- set_relation_from_faction_to_faction => added field "apply_player" to apply relation to player depends of current faction of the player
- update_faction_relation_attitude => added field "apply_player" to apply relation to player depends of current faction of the player
- trigger
- entity_hash
- if_entities_around_you => accept hash of entity (to get existing game one)
- check_raycasting
- Entity
- Invisible Radio
- Engine :
- - garbage memory will be cleaned when it take more than 200mb
- - fixed script repeation leak
- - remove annoying Ambush message
-
Version 2.2.3
- Improvements:
- - big performance improvement (beta)
- - fully compatible with corrupt NCPD
- - fully compatible with MissingPerson
- Engine :
- - mappin support color and icon change in world
- - renamed several mappin action (retro compatibility is working)
- - fixed action active mappin
- - PC Cyberscript Web is hidden if no loaded custom web page
- - dialog is now managed by interactionUI library ( thanks @keanuWheeze)
- - mappin fixer have better UI on map
- - mappin on map display directly the title and description
- - spawned vehicle and entity can now despawn after a defined timer (despawntimer field)
- Action
- - edit_mappin (for edit existing mappin)
- -spawn_npc : added despawntimer field
- -spawn_vehicle : added despawntimer field
- Trigger
- - new : have_collision
- - new : check_raycasting
- Context
- - support for entity player look_at position
-
Version 2.2.2
- - Added Trigger
- vehicle_entity_is_moving
- have_collision
- - actions:
- vehicle_go_to_current_fasttravel_point can now use or not kinematic
- -Updated library GameUI
- - fixed path issue
-
Version 2.2.1
- fix bug with user that doesn't have AMM
-
Version 2.2.0
- Changes :
- - Restructuration of the mod folder
- - Mod setting are now global and saved as seperate file. It means it will be keeped trought every saves.
- - Removed several unused setting
- - Re-Sort mod Setting
- - Better AMM compatibility
- - Cyberscript Studio support
- Script :
- - Apply interface to special HUD entity
- - Better optimisation about script engine
- Fixes :
- - Fix critcial bug about npc doesn't spawn at mission
- - Fix blue bar when fading
- - Fixes 126 bugs throught the whole mod.
-
Version 2.1.2
- Fixed function that doesn't load
-
Version 2.1.1
- Fix audio action issue
-
Version 2.1.0
- - Added back sound and radio support !
-
Version 2.0.2
- Fix auto refresh bug
-
Version 2.0.1
- - remove anims from custom that already exist in base (and crash)
-
Version 2.0.0
- - added new actions for play, change and stop anims
- - Animation support
- Known Issues :
- - Some anims can crashes, despite i tried to fix it but it's rare.
-
Version 1.0.18
- - fixed POI retrocompatibility
- - Added new field position_poi_searchdistance who can be "far","near" or "random" for POI actions
- Means you can find POI by nearest, farest or random depending of your parameter.
- Old action that doens't have theses fields will have position_poi_search : "type" and position_poi_searchdistance : "random" by default
- - renamed "sear" field in "position_poi_search" for POI actions
- - Fixed Interact Group Windows that doesn't display more than 2 group
-
Version 1.0.17
- Small hotfix
-
Version 1.0.16
- Added new optionnal field for every action and trigger that use poi
-
Version 1.0.15
- - Fixed Custom Switch Setting that doesn't update the variable
- - Fixed Context that crash when return an boolean
- - All actions that use position fields accept now current_poi
- - Rework the whole method of POI location detection, faster smoother and no fps drop, compatible with old script, no change required
- - Added Direct Action Engine, similar to Direct Execution Engine, that one will directly execute every action in list without go in the Script Engine. Useful for refresh in realtime an camera for example
- - Redo all POI in asset, with good district and subdistrict
- - Added Setting : Auto Refresh Datapack on Pause Menu (on/off), disable it for avoid the lag time when opening pause menu
- - Redo CurrentPOI , now it take the Nearest POI based on several parameter :
- - in vehicle or not
- - district enum
- - subdistrict enum
- - position
-
Version 1.0.14
- - Fixed Bad Dialog that can occurs crash
- - Fix an HUD bug that can happens at init
- - Add some optimization about cycle interact
- - revamped camera action
- - added entity head_position and head_rotation in context
- - Added realtime script execution, that will execute an action list at every frame. (repeated when not processing)
- You can subscribe to it :
- - a list of action
- - a function
- - a event, that will have his trigger tested only once at the registration
- new triggers :
- - entity_tag_exist
- new actions :
- - subscribe_actionlist_to_direct_execution
- -subscribe_event_to_direct_execution
- -unsubscribe_from_direct_execution
-
Version 1.0.13
- - Fixed bug with Spawn Car that doesn't have seat setup
- - Added requirement trigger check for options of dialog(choice)
- - Added colored unavailable dialog option
- - added V's appartement in asset
-
Version 1.0.11
- - Fix Spawn NPC and vehicle issue
- - Fix amm incompatibility
-
Version 1.0.10
- HotFix :
- - Fixed Custom NPC Spawn and fake double
- - Fixed Spawn NPC
- - Fixed Spawn Vehicle (fuking speedy and reliable rn)
- - Improve Mappin on Map
- - Fixed current POI context
- - Fixed GetHighLevelStateFromBlackboard error that spawn in CET
- - Revamped check XYZ method
-
Version 1.0.9
- Changes
- Triggers :
- Theses triggers :
- [
- entity_script_level
- group_script_level
- check_variable
- check_value
- check_scannerdata_for_entity, prop : level,rarity,attitude,reward,streetreward,danger
- check_current_scannerdata, prop : level,rarity,attitude,reward,streetreward,danger
- check_gang_relation, mode: gang,district_leader,district_subleader,current_district_leader,current_district_subleader
- last_killed_entity_gang_score
- ]
- can now have an field
- "min" : minimum
- "max" : maximum
- theses fields must be not empty when you using operators :
- "><" : means yourvalue > min AND yourvalue < max
- ">=<" : means yourvalue >= min AND yourvalue < max
- "><=" : means yourvalue > min AND yourvalue <= max
- ">=<=" : means yourvalue >= min AND yourvalue <= max
- "<>" : means yourvalue < min OR yourvalue > max
- "<=>" : means yourvalue <= min OR yourvalue > max
- "<>=" : means yourvalue < min OR yourvalue >= max
- "<=>=" : means yourvalue <= min OR yourvalue >= max
- Actions :
- - Fixed Bug in open_help that can crash if the action list of a section is empty
- Context :
- -Added current_fixer, updated in wiki
- -Added current_place, updated in wiki
- -Added current_room, updated in wiki
- -Added current_poi (see mention in system changes), updated in wiki
- -added for context "player", key named "current_gang", that will return player current_gang tag
- -added current_district, can accpect prop "tag","state" (0 - Friendly, 1 - Neutral, 2 - Hostile) and "subdistrict" (return subdistrict enum)
- System :
- - Added Experimental Auto Detection of the Player's Current Point Of Interest, based on player location and if player is in car or not
- - Added support of custom Garage Entry (wiki updated), call from your garage the entry and it will perform the list of actions of that entry (instead of calling an vehicle, but you can make action for that ;) )
- - AV spawn, drive and control is currently revamped (will be finished in next update)
- Setting :
- - Added an Experimental Toggle Setting for Auto Detection of the Player's Current Point Of Interest
- - Added an Experimental Slider Setting for Auto Detection of the Player's Current Point Of Interest Range
-
Version 1.0.8
- - Custom Help is now dedicated to tutorial feature, no more in Shard, You can also check them in codex Journal Menu
- Changes and fix :
- - Affinity and Gang affinity is moved from shard to codex
- - Fixed custom HUD, added it in asset
- - Fixed custom phone dialog that doesn't refresh
- - Fixed issue with Shard in Shard menu
- - Interact support icon now (same as dialog option), wiki have been updated !
- - Interact support style and color option, wiki have been updated !
- - Dialog Options support style and color option, wiki have been updated !
- - rename Interacts : "Open Datapack Group UI Menu" to "Select active Interactions Group"
- - added "Select active Interactions Group" interact in asset
- - "assets" group is named "cyberscript" in game
- - fixed asset that are not properly used (gang and fixer)
- Editor :
- - Added in "Mod Data" an tree list for see for each type of items, what is loaded and active and where it's from
- - added button for hot reload
- Code :
- - first R&D code (unused) about custom perk and perk tree
- Variable :
- - added variable "game_time" , key "day" : current day in game
- - added variable "game_time" , key "hour" : current hour in game
- - added variable "game_time" , key "min" : current minutes in game
- - added variable "game_time" , key "sec" : current second in game
- Action :
- - added open_shard, will open an shard popup with an custom shard content
- Trigger :
- - added entity_in_car
- - added entity_in_car_specific
- - Custom Help is now dedicated to tutorial feature, no more in Shard, You can also check them in codex Journal Menu
- Changes and fix :
- - Affinity and Gang affinity is moved from shard to codex
- - Fixed custom HUD, added it in asset
- - Fixed custom phone dialog that doesn't refresh
- - Fixed issue with Shard in Shard menu
- - Interact support icon now (same as dialog option), wiki have been updated !
- - Interact support style and color option, wiki have been updated !
- - Dialog Options support style and color option, wiki have been updated !
- - rename Interacts : "Open Datapack Group UI Menu" to "Select active Interactions Group"
- - added "Select active Interactions Group" interact in asset
- - "assets" group is named "cyberscript" in game
- - fixed asset that are not properly used (gang and fixer)
- Editor :
- - Added in "Mod Data" an tree list for see for each type of items, what is loaded and active and where it's from
- - added button for hot reload
- Code :
- - first R&D code (unused) about custom perk and perk tree
- Variable :
- - added variable "game_time" , key "day" : current day in game
- - added variable "game_time" , key "hour" : current hour in game
- - added variable "game_time" , key "min" : current minutes in game
- - added variable "game_time" , key "sec" : current second in game
- Action :
- - added open_shard, will open an shard popup with an custom shard content
- Trigger :
- - added entity_in_car
- - added entity_in_car_specific
-
Version 1.0.7
- - added toggle button in setting for disable CS on the fly.
- - compatibility with missing persons (CS is disabled when missing person is enabled, for use CS, disable missing person, reload CET, and enable CS in setting)
- - compatibility with corrupt ncpd (disable CS can make it works)
- - faction and fixers will be in the mod by default and not in datapack anymore, this prevent weird issue.
- - fixed world event
- - fix custom shard and help that doesn't show in shard menu
- Added new action :
- safe_execution, that lets you try to perform an action and do another one if something wrong.
-
Version 1.0.6
- - Fix Custom setting : Toggle and Number slider
- - Fix Reset mod button in setting
-
Version 1.0.5
- - Fixed Custom UI
- - Fixed Custom Webpage
-
Version 1.0.4
- Added in context :
- type : player / key: combatstate
- type : player / key: lifepath
- type action => execute the action and return the result of good execution of the action (aka no error)
- - fixed triggers :
- player_lifepath
- player_have_combatstate
- check_mod
- -fixed action :
- set_timedilationforplayer
- play_group_facial
- change_zone => "safe" will apply "GameplayRestriction.NoCombat" effect to player, neutral and hostile will remove "GameplayRestriction.NoCombat" to player
- wanted_level
- -added action :
- -ignore_timedilatationforplayer
- -unset_timedilation_for_entity
- -added helper :
- added facial.json that list every possible facial expression for use with "play_group_facial" and "play_entity_facial" (Thanks AMM to get theses)
- -Script engine :
- - (WIP) quick hack will now use the field cost but it's not saved for now . Also the quick hack will not perform if you don't have enough available cell
-
Version 1.0.3
- - Fix entity group context
- - Added Gang for entity in context (retuning empty if not in a gang)
- - added JSON that track every ChoiceIcons for Dialog
- - Fix Gang relation attitude action
- - Added initial WIP custom quickhack support
-
Version 1.0.2
- -Fix issue about scanner data context
-
Version 1.0.1
- - Fix quest reset
- - Fix entity group context
- - Fix wording description for disable auto ambush
- - remove useless console log
- - New Missions field :
- "extra":{
- "new":"Starting misssion XXX";,
- "success":"Finished misssion XXX",
- "fail":"Failed misssion XXX"
- }
- This can override the default mission quest notification message
- New objective field
- "extra":{
- "update":"update objectif XXX";
- }
- This can override the default objective quest notification message
- - added last_spawned entity tag, who will redirect to the last spawned entity item in manager
- - rework lookatentity who will redirect to the existing looked entity item in manager
- - Fix custom Text slider setting
- - new actions :
- "set_relation_between_attitude" :
- {
- "name":"set_relation_between_attitude",
- "attitude":"nid_04_maelstrom",
- "target":"ina_11_scavs",
- "relation":"hostile",
- "helper": "This action will set relation between two AttitudeGroup",
- "helperTitle": "Gameplay : Set Attitude Relation Between Attitude"
- }
- "set_relation_from_faction_to_attitude" :
- {
- "name":"set_relation_from_faction_to_attitude",
- "tag":"faction_maelstrom",
- "target":"ina_11_scavs",
- "relation":"hostile",
- "helper": "This action will set relation between a faction and an AttitudeGroup",
- "helperTitle": "Gameplay : Set Attitude Relation Between a Faction and an Attitude"
- }
- "set_relation_from_faction_to_faction" :
- {
- "name":"set_relation_from_faction_to_faction",
- "tag":"faction_maelstrom",
- "target":"faction_scavengers",
- "relation":"hostile",
- ""helper": "This action will set relation between a faction and another faction",
- "helperTitle": "Gameplay : Set Attitude Relation Between Faction"
- }
- "update_faction_relation_attitude" :
- {
- "name":"update_faction_relation_attitude",
- "helper": "This action will set relation between a faction and an AttitudeGroup",
- "helperTitle": "Gameplay : Update Attitude Relation for every Factions from Affinity board"
- }
-
Version 1.0.0
- Initial release
- - Away with The cmd Window, no more cmd window for CS Core, just download and install the framework, ALONG with datapacks. Still make sure to ask about how to use packs ?
- - Bug Fixes... A lot of Techy ones (136) so we'll save the space for better notes.
- - Dialog mouse scroll on Custom dialog choices now works 100%
- - Editor is now opitonnal in the "optional Files". Very very very WIP feature. Enthusiasts Report bugs with Editor.
- - Ezestate step bugfixing|(The new "Step" Feature allows players to make their Housing template scripts have Upgradeable looks. Rough state, will test and fix as we go)
- - Fix vehicle spawn behavior
- - Fix quest stuff that remain or Isn't Active.(Tip for Datapack makers: Don't put "compile" in your Flag fields, it messes with the Custom Quest)
- - Fixed spawn duplicate and greatly improved it(...........Greatly)
- - Improved Item housing manipulation (It would crash at times when moving something fast or it duplicated a lot)
- - Custom Housing format Improvements.
- - Look at entity|| (Framework Distinguishes who is a registered tagged entity and who is base game spawns)
- - Record rotation only for Path Recording(Big WIP still)
- - Time dilatation for entity can now be scripted with the Framework.
- - Working open map to xyz(Missions, made by whoever, has the ability to open the map menu to the exact position of the Marker set in their Mission Script)
- - Context System has been Improved and has had it's "Complexed as fuck" Dial cranked 20x.
- -NEW MAIN DATAPACK "The Life of Night City". This pack takes a shit ton of good things about other packs and conglamorates it in this.
- But this pack is rather sized up. Let's talk about it. Don't mess with it too much ?
- -Added in a nicer Loot pool for 80% of the gangs.
- -Added Bounty Hunter event with more names from the text messages and greatly improved movement pathing.
- -Added a More Complex Crowd System (further improvements on the way). Gangs appear more closer to night time.
- -Added in the interacts from Old Life of Night city. (not new, but Improved)
- -Added in the Quota NCPD and Corpo Lady hit mission/activities. (not new, but Improved)
- -Added in New Custom Settings found in "Cyberscript Custom Settings". A more Roboust Array of Crowd settings is coming.
- -Added in the ability to hangout with your Star npc (not new, just never talked about or showcased at all)
- -Added a........well Finally the GANG WARS SYSTEM.
- -Added Radiant Bounty mission, Radiant Joytoy mission, Radiant Escort Misison, Taxi Mission.
- These are all very simple Missions. My creativeness was shot thanks to real life work.
- a lot more missions will come after More love is given to these
- -Fixed a Shit ton of things wrong with our Faction and Fixer.jsons.
- (DID YOU KNOW .... the Aldecaldos Character tweaks are spelled wrong? Cdpr? ? )
- -Fixed Fixer positions for Maxtac: He's now at that police department building outside of V's megabuilding.
- -Fixed Fixer positions for Regina and Padre. Regina had a dupe icon, that's fixed. Padre at el coyote sounded nice.....
- but just doesn't really feel good placing him there. So he's back at the courts where his OG fixer icon is.
- -Fixed Rogue's Fixer range. You could be above ground and still trigger her radius. still can but very very little.
- -GANG WARS SYSTEM:
- -It's still WIP but:
- Intended to be used with Gangs of Night City or Dangers of Night City, or both, or not, up to you.
- When you find the setting in "Cyberscript Custom Setting", Clicking the "activate" button gives
- All Factions 200 points in all district and subdistricts.
- This, paired with Gangs of Night City pack, will give you the ability to see all 2,000 hand-placed spawns.
- These spawns are also time based, well at most.... 40% of them are.
- The more you kill a gang, the more that gang will lose points in the district you killed them in.
- Their rival gains more points if there are less than their rivals residing in their districts.
- The increase and decrease are at 0.5 Because we know how Crazy murderous Chooms can be.
- The Dynamic AI behavior was going to be shipped with this but it needs alot more looking into and polish
- to even consider it "smart". in time, it will come :).
- IMPORTANT NOTE:
- We Must stress this. Gangs of Night City is a BEEFY PACK. It WILL net some Fps loss in some areas where it shouldn't.
- It is also a pack that may give a bit of script lag, due to the sheer size. It's still growing to be
- A Pack you only should turn on if you wanna play the game in a different perspective. But enjoy it for what it is now.
- ALSO, 100% Catered for End Game use. No way to make it early game friendly without sacrificing majority of it's magic |
- -GANGS OF NIGHT CITY:
- -Now tallied at 2,000 Spawns that spawn in based on time, and or district points. Without Activating the GW points system, you won't see all these spawns.
- -Improved the "Front Flip" interact a bit.
- -"Rally" has been kept in for an interact but the way it works can lag the game's frames for a second.
- -Join Gang intereact is now in "The Life of Night City".
- -Recruit gang member interact is now in "The Life of Night City".
- -Bounty Hunters have been moved to "The Life of Night City".
- -Gang Story Missions coming in 2023.
- -DANGERS OF NIGHT CITY:
- -Added in 7 events: Patrol, Patrol NCPD, Car jack, Car chase, Public Frying Execution, Public Suicide, Car Ambush (this one might be a bit finnicky still).
- -Added in a New way Ambush works: So now instead of them just being behind you, they can come in a swarm formation, so all around you.
- -Added in a Custom setting to increase the spawn amount in said events, detailed in the setting's label.
- -Improved Maxtac Event by a lot. There's a SOUND now for the AV.
- -Improved the way All events are called: The more Street Cred you get in your playthrough, the more events you unlock to see around the city.
- You start getting enemies after you at street cred 30.
- -Improved Gang War fights and Gang brawl fight alignments. It will always check if you are apart of any of the gangs that fight eacother and adjust their behavior.
- -JOYTOY OF NIGHT CITY:
- -Made the mission radiant.
- Sorry this pack didn't give the love it needed this time around. Eli has plans for a big improvement to this pack. Big.
-
- Author's activity
-
May 2024
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21 May 2024, 7:36AM | Action by: donk74
Changelog added
'Change log added for version 4.0.1'
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21 May 2024, 7:35AM | Action by: donk74
File added
'CyberScript Core [version 4.0.1]'
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17 May 2024, 12:04PM | Action by: donk74
Changelog added
'Change log added for version 4.0.0'
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17 May 2024, 12:04PM | Action by: donk74
File added
'CyberScript Core [version 4.0.0]'
February 2024
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14 Feb 2024, 7:24AM | Action by: donk74
Attribute change
'Description changed.'
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13 Feb 2024, 1:44PM | Action by: donk74
Changelog added
'Change log added for version 3.4.0'
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13 Feb 2024, 1:43PM | Action by: donk74
File added
'CyberScript Core [version 3.4.0]'
December 2023
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22 Dec 2023, 11:55AM | Action by: donk74
Changelog added
'Change log added for version 3.3.0'
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22 Dec 2023, 11:55AM | Action by: donk74
File added
'CyberScript Core [version 3.3.0]'
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07 Dec 2023, 5:35AM | Action by: donk74
Attribute change
'Description changed.'
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05 Dec 2023, 4:17PM | Action by: donk74
Attribute change
'Description changed.'
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05 Dec 2023, 4:17PM | Action by: donk74
Attribute change
'Description changed.'
November 2023
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22 Nov 2023, 9:17PM | Action by: donk74
Changelog added
'Change log added for version 3.2.1'
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22 Nov 2023, 9:16PM | Action by: donk74
File added
'CyberScript Core [version 3.2.1]'
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22 Nov 2023, 10:49AM | Action by: donk74
Changelog added
'Change log added for version 3.2.0'
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22 Nov 2023, 10:48AM | Action by: donk74
File added
'CyberScript Core [version 3.2.0]'
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10 Nov 2023, 11:07PM | Action by: donk74
Changelog added
'Change log added for version 3.1.9'
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10 Nov 2023, 11:05PM | Action by: donk74
File added
'CyberScript Core [version 3.1.9]'
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10 Nov 2023, 3:16PM | Action by: donk74
Changelog added
'Change log added for version 3.1.8'
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10 Nov 2023, 3:16PM | Action by: donk74
Attribute change
'File \'CyberScript Core\' description changed.
File \'CyberScript Core\' version changed to 3.1.8.'
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- Mod page activity
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July 2024
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28 Jul 2024, 1:20AM | Action by: ConanTheFratbarian
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