FAQ
Last updated
Last updated
Please see the Getting Started page.
Dark Future makes the game more challenging by adding the need to eat, drink, sleep, and relax. It also features a full-fledged addiction system, and provides other gameplay challenges, such as optionally disabling Fast Travel, the ability to freely summon vehicles, and the ability to craft anywhere.
Dark Future is compatible with Phantom Liberty, but does not require it.
You will find the currently required version of Cyberpunk 2077 and all other required mods on the Getting Started page.
Dark Future should be widely compatible with most mods. For a list of mods with specific compatibility notes, please see the Compatibility section at the bottom of Getting Started.
From Mod Settings, toggle "Enable Dark Future" to Off. Then, save your game, and exit. Remove all mod files, either manually or using Vortex. You should then be able to load your previous save game.
Watching TV is implemented in an inconsistent way throughout the game in each of V's apartments. It's possible to be sitting on the couch without the TV on in some apartments, and it's not easy to determine the TV's on or off state.
I would only want this benefit to extend if used in one of V's apartments, as arcade machines are located throughout the city. As a modder, it's difficult to determine if you are located within one of V's apartments. There are some mods that accomplish this by checking if the player is within a set of coordinates (using a mathematical technique called a point-in-polygon test). It was determined to be not worth the development effort to enable this specific feature, as this was the only feature that would have necessitated this information.
For the most part, Dark Future steers clear of any updates to the game's economy. The only exception is updates to the cost and weight of all consumables in order to discourage hoarding resources.
As of Dark Future 1.1, you can modify the restoration, weight, and vendor price of nearly all consumables via Mod Settings.
CDPR did not seem interested in balancing or distributing ammo as a scarce resource mechanic. Some player archetypes are flooded with ammo they never use, while others run through all of it almost every fight and need to continually craft more. The reasons for this are varied, and making ammo more interesting as a resource starts with the balance of combat itself (time-to-kill per enemy, etc). Rebalancing combat outside of survival mechanic penalties is outside of the scope of this mod. Given all of that, I thought it best to steer clear of restricting how much ammo the player can find.
Ammo availability is indirectly restricted by the Stash Crafting mechanic. You must at least be near an owned vehicle in order to craft at your trunk while out in the city.
As of Dark Future 1.1, you can now enable Ammo Weight as an optional feature, and tweak the weight and vendor price of ammo as you desire, for those that wish to have this feature in their game.
As of Dark Future 1.1, you can now sleep in vehicles! Doing so is less restful and more dangerous than sleeping in a bed in one of your hideouts, but it's better than nothing.
This interaction has a hard-coded Nerve change that will always be beneficial. Dying in the middle of a cutscene would be a real bummer!
It's relatively trivial to skip time in Cyberpunk, so anything with a short real-time duration becomes a meaningless penalty. In order for Withdrawal to have any teeth at all, it needs to last quite a while so that your Basic Needs have an opportunity to need attention. This almost creates a mini-game out of skipping time and managing your meters until the Withdrawals expire.
I'm Dark Fortune Teller. I love survival games and survival mods for other games, and I made this mod. I hope you enjoy it!
If you'd like to reach out, feel free to drop me a line at darkfortuneteller@gmail.com.