Change Log
Last updated
Last updated
Added a Mod Settings toggle to enable or disable Ammo Handicap Drops.
If you use , , or another mod with a similar feature, you can choose to discontinue using them in favor of Dark Future's implementation, or, set this setting to "Don't Modify" (the default) to prevent Dark Future from changing these values.
The Stimulant status has been replaced with the Energized status for items that can restore Energy.
The Energized status grants 10 points of temporary Energy per stack applied. (This amount is configurable in Mod Settings.)
Unlike the Stimulant status, Energized has a duration of 10 minutes per stack. When the duration expires, the temporary Energy is lost.
Coffee and other caffeinated drinks allow you to stack this status up to 3 times (+30 temporary Energy at any given time).
Mr. Whitey and other narcotics allow you to stack this status up to 6 times (+60 temporary Energy at any given time, at the cost of eventual addiction).
When a stack of the Energized status expires, you can simply consume an item again to regain temporary Energy again.
Some items may add multiple stacks of the Energized status at once.
Certain consumables have been rebalanced to be more compelling to use.
Alcohol now grants +20 Armor when stacked 4 times instead of -25% Nerve while in combat.
Narcotics no longer randomly add or subtract Nerve. They now all grant some amount of Nerve when used outside of combat.
All narcotics now debuff the player's Max Health.
The Emergency Cardioregulator now has a -40 Energy debuff (was -50).
In line with the above, the Endorphin Regulator cyberware was adjusted. It now grants the +20 Armor bonus with fewer stacks of the Alcohol status, and increases the duration of the effects of all narcotics.
Fixed a bug where Nerve would continuously drain after being unsuccessfully Traced from Quickhacks in certain circumstances.
Fixed a bug where the first consumption of an item using Idle Anywhere, Immersive Vendors, and Immersive Bartenders would not provide the intended benefits in Dark Future.
Fixed a bug where the player may begin sprinting if exiting crouch while low on Hydration and the player's Stamina was 0.
Fixed a bug where certain features of Dark Future (such as the Injury system) would incorrectly be active even if disabled in Mod Settings if the player started a new game and played through to the beginning of Act 2 without reloading the game.
Fixed a bug where a quest-specific coffee item Items.sq026_judy_coffee
did not grant intended benefits.
Fixed item consumption issue when using both Idle Anywhere and Immersive Food Vendors.
Minor backend fixes.
Fixed an issue where Yeheyuan Filters and Morley Fusion did not restore Nerve.
Idle Anywhere will automatically consume the "worst" food, drink, and alcohol in your inventory first. You will receive the Nerve, Hydration, Nutrition, and Energy changes provided by the item selected by Idle Anywhere.
Smoking using Idle Anywhere now consumes cigarette items added by Dark Future if in the player's inventory.
The Hydrated and Nourished status effects are only applied if the food or drink consumed actually provides that benefit in Dark Future.
If you don't have any consumables of a given type, Idle Anywhere will still play an animation, but you will not receive the benefits of having consumed it.
Choosing "Eat something" may consume Mr. Whitey, as it was classified as food in the base game. When this happens, the item will be consumed, but no status effects will be provided in order to avoid accidental narcotics addiction in Dark Future.
Cigarettes and Mr. Whitey can now be purchased at most Junk Vendors located throughout Night City. These vendors have a map marker, making them easy to find. They are also still available at the unmarked Kiosk Vendors. At both locations, these consumables are available in larger quantities than before.
The Injury system has been rebalanced to be more consequential and occur more often.
Default Injury Progression is now 10% (was 5%).
Injury now reduces the effectiveness of Health Items by -15% for each stack of the effect (was -20%).
Additionally, Injury also now reduces Health Regeneration by -25% for each stack of the effect.
Trauma Kits now cure a single stack of Injury, instead of all stacks.
The effects of low Nutrition no longer impact Health Regeneration.
The Basic Needs meters at the top of the Backpack Inventory are now similar to how they appear when using Revised Backpack.
Fixed an issue with braindances in Lizzie's Braindances not granting Nerve on the latest versions of the mod.
Greatly optimized the code related to sprinting and stamina usage, which should provide a performance improvement and resolve microstuttering when moving for some users.
The Carry Capacity benefits of the Solo Skill proficiency now scale based on your Reduce Max Carry Weight setting.
Added a failsafe to help work around an issue where Nerve might continuously drain outside of combat.
Fixed an issue where certain status effects from perks like Speed Junkie would not appear.
Fixed an issue where the effects of Injury did not stack as intended.
Fixed an issue where the "Water" consumable did not grant the Hydrated status.
Fixed an issue where Nourished and Hydrated status might not re-apply with a full cooldown under certain circumstances.
Fixed an issue where the Sleeping In Vehicles tutorial would appear in the shower when using the New Game+ Post Heist start, or when mounting a motorcycle.
Fixed an issue where basic needs continued to drain while in the menu system.
Fixed an issue where the Second Heart cyberware would activate its cooldown when Nerve reached 0 when "Enable Death from Nerve Loss" was disabled.
Added notes regarding compatibility with Taxi Work in Night City, Vehicles Fast Travel, and Immersive Crafting Access to the Compatibility section of the mod description and wiki.
Fixed an issue where Ranged Weapon crafting recipes did not appear in the "Ranged Weapons & Ammo" filter of the Crafting Menu when Ammo Weight was enabled.
Fixed an issue where the Vehicle Summon Credit widget would erroneously appear during or after taking control of a camera.
Optimized a function call that was called every frame when the player is sprinting, which may help address reported FPS drop issues.
Fixed an issue where the Sleeping in Vehicle hotkey would not function unless CET was installed. CET is no longer required in order for this to work, as was originally intended. (Thanks Psiberx for the help!)
Fixed an issue where sleeping in the Kress Street Hideout would not restore Energy when playing the game in certain languages. Dark Future now uses an entirely localization-agnostic method to detect sleeping and showering. (Thanks DiCrash for the help!)
Removed an erroneous reference to "poor sleep quality" in the Anxious status effect description.
Sleeping in beds not restoring Energy has been fixed for players not playing in English. Please ensure that your Subtitles and Interface language are set to the same language in your Settings, as this is now required for Dark Future to work.
You can now sleep in vehicles! To sleep in a stationary vehicle, press and hold X (keyboard) or D-Pad Right (controller). Your vehicle must not be directly on a road or highway in order to sleep; the input hint will contextually appear when sleeping is available. By default, sleeping in vehicles restores less Energy than sleeping in a bed, and does not restore Nerve. Fully configurable via Mod Settings.
Comes complete with appropriate sounds and visual effects.
To change the key binding to sleep in a vehicle, modify the following file in your Cyberpunk 2077 installation directory:
Cyberpunk 2077\r6\input\Dark Future.xml
When sleeping in vehicles, you can be ambushed! This feature can be configured or disabled in Mod Settings.
Consumables have been overhauled, and can be configured in Mod Settings! After listening to feedback, each consumable now restores significantly more Hydration and Nutrition. The default weight of each consumable has also been increased. You can also now change the restoration, weight, and vendor price of nearly every consumable via Mod Settings. I think the current balance is in a good place, but if you'd like to change it, go nuts!
Sleeping as part of quests now restores Energy and Nerve! Certain quests have sequences where the player sleeps, and when this occurs, your Energy and Nerve are restored. These supported quests are:
Ghost Town
The Hunt
Following the River
Lucretia My Reflection (Phantom Liberty)
Pyramid Song
With A Little Help From My Friends
Ammo weight! An advanced option in Mod Settings. Off by default, but waiting for those who would like to enable it. If enabled, ammo will appear in the Ranged Weapons tab of the Inventory, an the artificial ammo capacity limit for each type of ammo is removed.
The Basic Needs meters do not appear on the Revised Backpack UI. For a future update.
You can now specify a minimum opacity for the HUD meters, forcing them to be brighter even if they are full.
An additional color ("Main Red") was added as a color theme for the HUD meters.
You can now adjust the position and scale of the Backpack Inventory meters.
You must now fully recover Energy when sleeping in order to clear the Stimulant status. (This means that sleeping in a vehicle will not clear the Stimulant status, by default.)
Nerve no longer slowly recovers over time when all other Basic Needs are met; it led to confusion when skipping time, and only worked for a few in-game hours anyway.
The Nerve meter no longer pulses when low and you are not in danger.
"Glitter" was renamed "Glitter (Street-Grade)" to avoid a naming overlap with SynthDose.
The settings for the rate of Nerve loss have been broken up into two settings: one for combat, and another for being traced from quickhacks. By default, the rate of Nerve loss when being traced is now 200%. The range of all Basic Need rate sliders has been doubled (can now be up to 800%).
Fixed an issue with the Numbed status from Alcohol stating the incorrect benefit when viewed on the Status Effect list.
Fixed an issue where addictions would reappear after the cessation effect expired if it expired during the course of normal gameplay (not skipping time).
Fixed an issue with certain types of status icons appearing that were not intended to be visible during normal gameplay.
Fixed an issue where the Vehicle Summon Credit count would appear on the HUD when Dark Future was disabled and re-enabled, even if Limited Vehicle Summoning was Off.
Fixed an issue where Stimulant and Addiquit effects were removed when sleeping, regardless of how long the player slept.
 (1.4.2+) and (1.1.1+) are now officially supported! (Thanks to Deceptious)
(1.1.1h+) and (1.0.2h+) are now officially supported! (Thanks to Deceptious)
is now officially supported! You must use Idle Anywhere 1.3.0+. Huge, huge thanks to Deceptious for all of the work and support to make this possible.
Added compatibility. The Basic Needs meters now display on the Revised Backpack menu.
Added compatibility. Sleeping in a bed and showering now work as intended in the Edgerunners Mansion.
Added More Inventory Filters compatibility (both "Update 2.2 With ", and "Updated 2.02 ). The Food & Drink category now correctly displays the Basic Needs meters. Please use Mod Settings to adjust the location of the meters to a better position on-screen to accommodate the additional filter category buttons.
Added missing localization strings related to Vehicle Summoning to the localization files. See:
is now a requirement!
For a list of valid keycodes, see:
Enhanced compatibility with (2.2.2+). Cyberpsychosis is treated identically to being in the Fury state as part of the .
Enhanced compatibility with (16.6+). When sleeping in a vehicle, your vehicle will now (optionally) turn off, and automatically turn back on after waking up. It's very immersive; give it a try! Can be configured in Mod Settings.
Compatible with . Nerve is restored when completing any of the braindances.
Compatible with and . Please toggle the appropriate compatibility settings in Dark Future's Mod Settings under the Compatibility section to ensure that Dark Future's UI elements are visually consistent with the rest of Project E3.
Compatible with . Dark Future now starts correctly when selecting the Post-Heist start. Dark Future starts right after waking up in the shower at the start of Act 1.
Slightly enhanced compatibility with . Displays the "Unavailable" button for Crafting in the Main Menu if Revised Backpack is installed, even if Stash Crafting is enabled in Dark Future, in order to avoid a visually "floating" button.
Incompatible with . Santa Muerte currently has a significant issue whereby after being resurrected, the player is never registered as being "In Combat" by the script system. The author has been notified. For now, please avoid playing Dark Future with Santa Muerte. When this issue has been fixed, Dark Future has already been updated to work with it.
There is now on translating Dark Future 1.1.