# Welcome to the Dark Future

<div data-full-width="false"><figure><img src="/files/jYzadTwTz8qZ3CZniHD6" alt=""><figcaption></figcaption></figure></div>

**Dark Future** is an <mark style="color:yellow;">Urban Survival, Gameplay, and Immersion mod</mark> for Cyberpunk 2077. It provides new gameplay challenges and greatly encourages returning to an apartment to rest. Nearly all of Dark Future's features are configurable via Mod Settings.

{% hint style="danger" %}

### Content Warning

Dark Future contains gameplay mechanics that may be upsetting to some, including themes of **substance abuse and anxiety**. While these features can be disabled, you may still see references to them in various descriptions in the game. If you struggle with addiction or mental wellness, you may not have a safe experience when using this content. Stay safe, choom!

**SAMHSA’s National Helpline** is a free, confidential, 24/7, 365-day-a-year treatment referral and information service (in English and [Spanish](https://www.samhsa.gov/linea-nacional-ayuda)) for individuals and families facing mental and/or substance use disorders. Please visit <https://findtreatment.gov/> to learn more.
{% endhint %}

## Two Flavors To Choose From

For the full experience, install [Dark Future - Urban Survival Gameplay](https://www.nexusmods.com/cyberpunk2077/mods/16300).

For a more streamlined experience, check out [Dark Future Core](https://www.nexusmods.com/cyberpunk2077/mods/26956).

## Features

* <mark style="color:yellow;">**Basic Needs**</mark>**&#x20;-** At its core, Dark Future is a Basic Needs survival mod. Dark Future adds the need to eat, sleep, rest, and relax.
  * New <mark style="color:yellow;">**UI Meters**</mark> display the status of each Need on the HUD, as well as in the Backpack Inventory and Timeskip Menu. They show and hide automatically based on context.
  * Each Basic Need (**Hydration, Nutrition, Energy,** and **Nerve**) also have <mark style="color:yellow;">immersive, non-invasive sound effects and visual effects</mark> to notify you of their changing conditions. All of these effects can be selectively configured in Mod Settings.
* <mark style="color:yellow;">**Addiction**</mark>**&#x20;(Optional)** **-** Adds addiction gameplay mechanics for smoking, alcohol, and narcotics. (Can be toggled and configured in Mod Settings.)
* <mark style="color:yellow;">**Injury**</mark>**&#x20;(Optional) -** A status effect that reduces the effectiveness of Healing Items. Gained by taking enough cumulative damage. (Can be toggled and configured in Mod Settings.)
* <mark style="color:yellow;">**Fast Travel Restrictions**</mark>**&#x20;(Optional) -** Disables the ability to Fast Travel at Data Terms and Metro Gates. (You can still view the Map Markers on your map, which helps with navigating Night City. Disabling this feature allows you to use a different mod to manage Fast Travel restrictions, if you desire.)
* <mark style="color:yellow;">**Vehicle Summoning Restrictions**</mark>**&#x20;(Optional) -** Adds a charge-based system similar to Healing Items and Grenades to limit how often your vehicles can be summoned.
* <mark style="color:yellow;">**Crafting Restrictions**</mark>**&#x20;(Optional) -** Adds an option to craft only at V's stash containers in hideouts and owned vehicles.
* <mark style="color:yellow;">**Sleeping In Vehicles and Sleep Encounters**</mark>**&#x20;(Optional)** - Adds the ability for V to sleep in a vehicle, as well as a random chance to be ambushed while sleeping in a vehicle.
* <mark style="color:yellow;">**Other Gameplay Changes**</mark>**&#x20;(Optional)** - Dark Future also includes a selection of other gameplay features, including:
  * New Cyberware, and updates to existing Cyberware
  * Carry weight restrictions
  * Stamina recovery time changes
  * Tutorials for each major system in Dark Future that display based on context
  * Ammo weight

## Getting Started

Visit [Getting Started - Dark Future](/getting-started-dark-future) for details on installation, requirements, and compatibility for the full version of Dark Future.

Visit [Getting Started - Dark Future Core](/getting-started-dark-future-core) for similar details for Dark Future Core, the streamlined version of Dark Future.


# Getting Started - Dark Future

{% hint style="danger" %}
This page is for the **full version** of Dark Future. For **Dark Future Core**, the streamlined version, please see [this page](/getting-started-dark-future-core).
{% endhint %}

## <mark style="color:yellow;">Requirements</mark>

{% hint style="warning" %}
**Please review this list of requirements carefully!** You may need to upgrade. Dark Future relies on some of the latest features of these requirements in order to function.
{% endhint %}

* Cyberpunk 2077 2.31+.
  * Dark Future is Phantom Liberty-aware, but the expansion is not required.
* [Redscript](https://www.nexusmods.com/cyberpunk2077/mods/1511) 0.5.31+
* [Red4Ext](https://www.nexusmods.com/cyberpunk2077/mods/2380) 1.29.1+
* [ArchiveXL](https://www.nexusmods.com/cyberpunk2077/mods/4198) 1.26.1+
* [TweakXL](https://www.nexusmods.com/cyberpunk2077/mods/4197) 1.11.2+
* [Codeware](https://www.nexusmods.com/cyberpunk2077/mods/7780) 1.18.1+
* [Mod Settings](https://www.nexusmods.com/cyberpunk2077/mods/4885) 0.2.21+
* [Input Loader ](https://www.nexusmods.com/cyberpunk2077/mods/4575)0.2.3+

## <mark style="color:yellow;">How To Install</mark>

* Install the mod directly from the [**Dark Future Nexus Mods page**](https://www.nexusmods.com/cyberpunk2077/mods/16300) using Vortex, or manually (by extracting the contents of the download into the Cyberpunk 2077 directory).
* Or, install the release archive from the [GitHub repo](https://github.com/DarkFortuneTeller/DarkFuture/tree/main) `DarkFuture-x.x-for-x.x.zip` using Vortex, or manually (by extracting the contents of the download into the Cyberpunk 2077 directory).

## <mark style="color:yellow;">How To Uninstall</mark>

Toggle **Enable Dark Future** to **Off** in the Dark Future Mod Settings Menu. Save your game and exit.

Then, remove all Dark Future files from the Cyberpunk 2077 directory. Or, uninstall the mod using Vortex.

## <mark style="color:yellow;">Compatibility</mark>

* Should be compatible with other mods that restrict or modify Fast Travel. To ensure compatibility, toggle **Disable Fast Travel** to **Off** in Mod Settings.
* Compatible with [**Wannabe Edgerunner**](https://www.nexusmods.com/cyberpunk2077/mods/5646) **(2.2.2+)**. Cyberpsychosis is treated identically to being in the Fury state as part of the [**Edgerunner perk**](/perks-and-skills#edgerunner).
* Compatible with [**Enhanced Vehicle System**](https://www.nexusmods.com/cyberpunk2077/mods/11765) **(16.6+)**. When sleeping in a vehicle, there are now options to have your vehicle automatically turn off when sleeping, and back on again after waking up.
* Compatible with [**Lizzie's Braindances**](https://www.nexusmods.com/cyberpunk2077/mods/11077). Nerve is restored when completing any of the braindances.
* Compatible with [**Project E3 - HUD**](https://www.nexusmods.com/cyberpunk2077/mods/8800) and [**Project E3 - UI**](https://www.nexusmods.com/cyberpunk2077/mods/13854). 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 [**New Game+**](https://www.nexusmods.com/cyberpunk2077/mods/15043).
* Compatible with [**SynthDose**](https://www.nexusmods.com/cyberpunk2077/mods/14094)**.**
* Compatible with [**Custom Quickslots**](https://www.nexusmods.com/cyberpunk2077/mods/3096) **(5.1.3+)**. There are Dark Future specific options in the Mod's settings. (Thanks, rmk1234!)
* Compatible with [**Immersive Timeskip**](https://www.nexusmods.com/cyberpunk2077/mods/5115).
* Compatible with [**Car Stash Only On Open Trunk**](https://www.nexusmods.com/cyberpunk2077/mods/9158)**.**
* Compatible with [**Revised Backpack**](https://www.nexusmods.com/cyberpunk2077/mods/17642).
* Compatible with [**V's Edgerunners Mansion**](https://www.nexusmods.com/cyberpunk2077/mods/5437).
* Compatible with More Inventory Filters ([variant 1 with Food and Drink option](https://www.nexusmods.com/cyberpunk2077/mods/10612) for Cyberpunk 2.02, [variant 2](https://www.nexusmods.com/cyberpunk2077/mods/18599) for Cyberpunk 2.2).
* Compatible with [**Taxi Work In Night City**](https://www.nexusmods.com/cyberpunk2077/mods/15624). To be able to summon a cab from a Data Terminal, set "**Disable Fast Travel**" to Off in Dark Future's Mod Settings. I also recommend using [**Vehicles Fast Travel**](https://www.nexusmods.com/cyberpunk2077/mods/5101) to continue to limit Fast Travel from Data Terminals.
* Compatible with [**Immersive Crafting Access**](https://www.nexusmods.com/cyberpunk2077/mods/16154). Set Dark Future's "Limit Crafting to Stash" to Off in Mod Settings.
* Compatible with [**Status Bar Bug Fixes**](https://www.nexusmods.com/cyberpunk2077/mods/4316).
* Compatible with [**Idle Anywhere**](https://www.nexusmods.com/cyberpunk2077/mods/8038).

## <mark style="color:yellow;">Incompatibility</mark>

* Incompatible with [**Santa Muerte - Death Alternative**](https://www.nexusmods.com/cyberpunk2077/mods/12607) (as of version 12-8-2024). The mod currently has an issue preventing the game to correctly re-enter the combat state after being resurrected, preventing the Nerve mechanic from working.


# Getting Started - Dark Future Core

{% hint style="danger" %}
This page is for **Dark Future Core**, the streamlined version of Dark Future. For the full version, please see [this page](/getting-started-dark-future).
{% endhint %}

## <mark style="color:yellow;">What is Dark Future Core?</mark>

**Dark Future Core** is a simplified version of Dark Future for those who are looking for a simple, stable, relatively bug-free, high-performance survival system that is mechanically in line with Fallout New Vegas' "Hardcore Mode". In general, Dark Future Core is more accepting of the base game as CDPR designed it as it relates to consumables, with an added layer of survival gameplay on top.\
\
The reduced code and simplicity may lead to improved performance and FPS for some users who have trouble running the full version of Dark Future. Note that Dark Future (full) has had a number of significant performance improvements published very recently.\
\
My development time continues to be focused on the full version of Dark Future. This mod will **not** receive new features, features unique to Core, or changes beyond what has already been published. It will always be a strict subset of Dark Future. At this time, you can consider Dark Future Core to be feature complete.\
\
That said, as bug fixes and enhancements are made to the full version of Dark Future's systems and codebase, those fixes and enhancements will be merged with Core on an ongoing basis if they are a Core feature.

<mark style="color:yellow;">FOR TRANSLATORS:</mark> Dark Future and Dark Future Core utilize the same localization file. Any up-to-date translation of Dark Future will function as a fully-functional translation for Dark Future Core. For localization details, please see [this page](https://wiki.darkfuture2077.com/for-translators).

## <mark style="color:yellow;">Features Included in Dark Future Core</mark>

The following are the features included in Dark Future Core. This wiki has other pages that cover features that are exclusive to the full version of Dark Future.

[Basic Needs](/gameplay/basic-needs)

[Mod Settings](/mod-settings) (For included features)

[Stash Crafting](/stash-crafting)

[Sleeping In Vehicles](/sleeping-in-vehicles)

[Other Changes - Dark Future Core](/other-changes-dark-future-core)

## <mark style="color:yellow;">Requirements</mark>

{% hint style="warning" %}
**Please review this list of requirements carefully!** You may need to upgrade. Dark Future relies on some of the latest features of these requirements in order to function.
{% endhint %}

* Cyberpunk 2077 2.31+.
  * Dark Future is Phantom Liberty-aware, but the expansion is not required.
* [Redscript](https://www.nexusmods.com/cyberpunk2077/mods/1511) 0.5.31+
* [Red4Ext](https://www.nexusmods.com/cyberpunk2077/mods/2380) 1.29.1+
* [ArchiveXL](https://www.nexusmods.com/cyberpunk2077/mods/4198) 1.26.1+
* [TweakXL](https://www.nexusmods.com/cyberpunk2077/mods/4197) 1.11.2+
* [Codeware](https://www.nexusmods.com/cyberpunk2077/mods/7780) 1.18.1+
* [Mod Settings](https://www.nexusmods.com/cyberpunk2077/mods/4885) 0.2.21+
* [Input Loader ](https://www.nexusmods.com/cyberpunk2077/mods/4575)0.2.3+

## <mark style="color:yellow;">How To Install</mark>

* Install the mod directly from the [**Dark Future Core Nexus Mods page**](https://www.nexusmods.com/cyberpunk2077/mods/26956) using Vortex, or manually (by extracting the contents of the download into the Cyberpunk 2077 directory).
* Or, install the release archive from the [GitHub repo](https://github.com/DarkFortuneTeller/DarkFuture/tree/main) `DarkFuture-x.x-for-x.x.zip` using Vortex, or manually (by extracting the contents of the download into the Cyberpunk 2077 directory).

## <mark style="color:yellow;">How To Uninstall</mark>

Toggle **Enable Dark Future** to **Off** in the Dark Future Mod Settings Menu. Save your game and exit.

Then, remove all Dark Future files from the Cyberpunk 2077 directory. Or, uninstall the mod using Vortex.

## <mark style="color:yellow;">Compatibility</mark>

* Should be compatible with other mods that restrict or modify Fast Travel. To ensure compatibility, toggle **Disable Fast Travel** to **Off** in Mod Settings.
* Compatible with [**Consumable Animations**](https://www.nexusmods.com/cyberpunk2077/mods/26762).
* Compatible with [**Wannabe Edgerunner**](https://www.nexusmods.com/cyberpunk2077/mods/5646) **(2.2.2+)**. Cyberpsychosis is treated identically to being in the Fury state as part of the [**Edgerunner perk**](/perks-and-skills#edgerunner).
* Compatible with [**Enhanced Vehicle System**](https://www.nexusmods.com/cyberpunk2077/mods/11765) **(16.6+)**. When sleeping in a vehicle, there are now options to have your vehicle automatically turn off when sleeping, and back on again after waking up.
* Compatible with [**Lizzie's Braindances**](https://www.nexusmods.com/cyberpunk2077/mods/11077).
* Compatible with [**Project E3 - HUD**](https://www.nexusmods.com/cyberpunk2077/mods/8800) and [**Project E3 - UI**](https://www.nexusmods.com/cyberpunk2077/mods/13854). 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 [**New Game+**](https://www.nexusmods.com/cyberpunk2077/mods/15043).
* Compatible with [**SynthDose**](https://www.nexusmods.com/cyberpunk2077/mods/14094)**.**
* Compatible with [**Custom Quickslots**](https://www.nexusmods.com/cyberpunk2077/mods/3096) **(5.1.3+)**. There are Dark Future specific options in the Mod's settings that still work with Dark Future Core. (Thanks, rmk1234!)
* Compatible with [**Immersive Timeskip**](https://www.nexusmods.com/cyberpunk2077/mods/5115).
* Compatible with [**Car Stash Only On Open Trunk**](https://www.nexusmods.com/cyberpunk2077/mods/9158)**.**
* Compatible with [**Revised Backpack**](https://www.nexusmods.com/cyberpunk2077/mods/17642).
* Compatible with [**V's Edgerunners Mansion**](https://www.nexusmods.com/cyberpunk2077/mods/5437).
* Compatible with More Inventory Filters ([variant 1 with Food and Drink option](https://www.nexusmods.com/cyberpunk2077/mods/10612) for Cyberpunk 2.02, [variant 2](https://www.nexusmods.com/cyberpunk2077/mods/18599) for Cyberpunk 2.2).
* Compatible with [**Taxi Work In Night City**](https://www.nexusmods.com/cyberpunk2077/mods/15624). To be able to summon a cab from a Data Terminal, set "**Disable Fast Travel**" to Off in Dark Future's Mod Settings. I also recommend using [**Vehicles Fast Travel**](https://www.nexusmods.com/cyberpunk2077/mods/5101) to continue to limit Fast Travel from Data Terminals.
* Compatible with [**Immersive Crafting Access**](https://www.nexusmods.com/cyberpunk2077/mods/16154). Set Dark Future's "Limit Crafting to Stash" to Off in Mod Settings.
* Compatible with [**Status Bar Bug Fixes**](https://www.nexusmods.com/cyberpunk2077/mods/4316).
* Compatible with [**Idle Anywhere**](https://www.nexusmods.com/cyberpunk2077/mods/8038).
* Compatible with [**Santa Muerte - Death Alternative**](https://www.nexusmods.com/cyberpunk2077/mods/12607)**.**


# Change Log

## <mark style="color:yellow;">Dark Future 2.0.3 Change Log</mark>

* Fixed an issue where critical Need warning messages would display when those Needs are not set as being fatal.
* Updated localization files in preparation for Dark Future Core release.

## <mark style="color:yellow;">Dark Future 2.0.2 Change Log</mark>

* Added optional settings under Survival - Basic Needs to allow death from Hydration, Nutrition, and Energy.
* Integrated all new changes from **Consumable Animations 1.1.3** - Added a new, optional Loot Prompt setting for enhanced control of animation playback. Animations will no longer play while crouched.
* Added a significant performance enhancement when status effect icons were displayed that should increase FPS for many users.
* Reset the duration of the Rested benefit back to 1 hour.

## <mark style="color:yellow;">Dark Future 2.0.1 Change Log</mark>

Minor patch update. Feel free to install on top of 2.0.0.

* Fixed a CTD when tapping the Call Vehicle hotkey when out of Summon Credits and your currently active vehicle was far away.
* Fixed an issue where the "Tighten grip" interaction would appear inappropriately during certain scenes.
* Removed the "Hide Persistent Status Icons" setting for now, as it is currently non-fuctional due to another important optimization.
* When starting the game via New Game+, an appropriate amount of Humanity Loss that reflects the most recent story events is now added.

## <mark style="color:yellow;">Dark Future 2.0 Change Log</mark>

{% embed url="<https://www.youtube.com/watch?v=N-9NoC5yjKY>" %}

This is a **huge update**. That said, you can install this update on your existing save game, or a save game running an old version of Dark Future. (<mark style="color:yellow;">**Uninstall the old version completely first!**</mark>) Feel free to jump right in. As usual, you will encounter each feature naturally during gameplay and in-game tutorials will guide you.

### <mark style="color:yellow;">**New Feature - Consumable Animations**</mark>

<figure><img src="/files/1oPIpoVHXllr0XRCWfmz" alt=""><figcaption></figcaption></figure>

{% hint style="success" %}
This is an **optional** new feature. Try it out!
{% endhint %}

* Dark Future now includes a **Consumable Animation** system with an <mark style="color:yellow;">**animation for every consumable**</mark> in the base game and Phantom Liberty. Over 80 different held items that closely match what you use. Includes animations for drinking beverages, eating food, consuming pills, smoking, inhalers, and more.
* To play an animation, <mark style="color:yellow;">consume an item</mark>. That's it.
* &#x20;<mark style="color:yellow;">"What you consume is what you see."</mark> If you eat pizza, you'll see yourself eating pizza. Drink a NiCola, and you'll see yourself sipping a NiCola. Some of the props are more generic, but there's a very large amount of variety.
* Since these animations block your ability to move, they are intentionally very short. The system is deeply configurable in case you'd like to dial down (or up!) the playback frequency.
  * *The same animation isn't played back-to-back for a certain amount of time, unless you configure it to do so. <mark style="color:yellow;">**Example:**</mark>* *If you buy 4 burritos at a vending machine, you will see an animation for eating the first burrito, but not the other 3, until some time passes.*
* How is this different from <mark style="color:yellow;">Idle Anywhere</mark>?
  * Idle Anywhere allows you to play an animation, and then, if an item of a given type is available in your inventory, it is removed. The animation plays no matter if you have an item of that type or not, preferring player freedom.
  * Dark Future works the other way around; you consume items, which causes animations of that type to play. The prop seen in your hand is highly specific to the item consumed instead of random. You can only play animations for items you have, preferring gameplay balance and realism.
  * Idle Anywhere and Dark Future remain compatible, in case you'd like to continue using both.

### <mark style="color:yellow;">**New Feature - Condition System**</mark>

<figure><img src="/files/dEqmWjYdCOKActgamjFw" alt=""><figcaption></figcaption></figure>

* There is an all-new **Condition** **System**. Conditions are effects that grow slowly over the course of your playthrough, and level up, like Skills. As they level up, new effects are applied. You'll see a brief progress meter on the HUD when a Condition advances, similar to the Skill progression pop-ups.
* <mark style="color:yellow;">**Injury**</mark> is now a Condition. As before, this Condition progresses when taking damage. As it levels up, it impacts your ability to heal and regenerate Health, and is cured by using Trauma Kits.
* Armor now helps slow the rate that Injury progresses. Your Injury rate bonus is now shown below the Armor Meter in the Cyberware Menu.
* A new <mark style="color:yellow;">**Conditions Menu**</mark> can now be accessed on the Hub Menu, under Character. Here your can see your current Condition progress and view information about each Condition.

### <mark style="color:yellow;">**New Feature - Humanity Loss**</mark>

<figure><img src="/files/S3NZlfYvEbulrdU90Yn3" alt=""><figcaption></figcaption></figure>

{% hint style="success" %}
This is an **optional** new feature. Try it out!
{% endhint %}

{% hint style="info" %}
TL;DR - Humanity Loss prevents showers from being so overpowered for Nerve restoration, and encourages more usage of consumables and roleplaying. It significantly changes how Dark Future is played.
{% endhint %}

* A new Condition, <mark style="color:yellow;">**Humanity Loss**</mark>, was added. Humanity Loss is a Condition that represents your long-term mental health. As it progresses:
  * <mark style="color:yellow;">Some or all Nerve loss is delayed until no longer in combat or being traced</mark>, granting a significant advantage in encounters. When the danger has passed, the delayed amount is immediately applied.
  * <mark style="color:yellow;">Nerve restoration from activities is increasingly limited</mark>. Consumables that restore Nerve (alcohol, etc) are unaffected by Humanity Loss, and will be necessary to maintain this playstyle.
* A new tutorial in the form of a <mark style="color:yellow;">**new text message exchange**</mark> with a mental healthcare specialist, <mark style="color:yellow;">**NovaMind**</mark>, was added. He explains how everything works in-universe. You'll get a message from NovaMind shortly after progressing to the first level of Humanity Loss.
* Humanity Loss progresses (becomes worse) when losing Nerve in combat and being traced, as well as part of numerous <mark style="color:yellow;">story events</mark>. Expected to make it out of Night City without a few mental scars? Picked the wrong city.

<details>

<summary><strong>Spoilers - Humanity Loss Progression Quest Events</strong></summary>

* **The Heist** - After a pivotal character's death.
* **Playing For Time** - At the start of Act 2 after waking up in the shower.
* **Both Sides, Now** - After a pivotal character's death.
* **They Won't Go When I Go**
  * Moderate Humanity Loss if you decide to watch the production.
  * Significant Humanity Loss if you decide to take part in the production.
  * No Humanity Loss if you decide to leave.
* **The Hunt**
  * Moderate Humanity Loss after witnessing a disturbing BD.
  * Moderate Humanity Loss if a pivotal character is saved.
  * Significant Humanity Loss if a pivotal character isn't saved.
* **Gig: Dirty Biz**
  * Significant Humanity Loss after locating the quest objective.

</details>

* As well, Humanity Loss is restored by certain <mark style="color:yellow;">story events during quests</mark> and, once per day, repeatable <mark style="color:yellow;">interactions in the world,</mark> one of which is <mark style="color:yellow;">**unique to your Life Path**</mark>**.**
  * <mark style="color:yellow;">**Fresh Start**</mark> is fully compatible, and uses the Corpo options for reasons explained in your discussion with NovaMind.
* <mark style="color:yellow;">**Endotrisine**</mark> is a new, and very expensive, consumable that greatly improves the effectiveness of repeatable Humanity Loss restoration interactions. It does not impact quest events.

<details>

<summary><strong>Spoilers - Humanity Loss Restoration Quest Events</strong></summary>

* **Automatic Love** - If you progress the discussion with the doll until you both lie down.
* **Queen of the Highway** - When quest is completed (for either gender of V, whether Panam is romanced or not).
* **Boat Drinks** - If a friendship or a relationship with Kerry is affirmed (for either gender of V).
* **Following the River** - After waking up from a night of fellowship (for either gender of V, whether River is romanced or not).
* **Pyramid Song** - If a friendship or a relationship with Judy is affirmed (for either gender of V).
* After **calling a pivotal character** after their death in The Heist.
* After each of the four **Zen Master BD Meditation sessions.**
* When giving away the **NUSA Medal** to a homeless person.

</details>

<details>

<summary><strong>Spoilers</strong> - <strong>Humanity Loss Restoration Repeatable Activities (Once /</strong> Day)</summary>

* **Life Path (Streetkid) -** Ride the metro, and then stand by the door or look out the window. You'll get a timed prompt to "Reflect".
* **Life Path (Nomad)** - Sleep in a vehicle while in the Badlands. You'll get a timed prompt to "Reflect".
* **Life Path (Corpo)** - Activate AutoDrive while in City Center, or enter City Center while AutoDrive is enabled. You'll get a timed prompt to "Reflect".
* Drive a vehicle at 140mph (225kph) or greater. You'll get a timed prompt to "Tighten grip".
* Go to bed during a Romantic Hangout in an apartment.
* Give to the homeless. Both homeless people in the world and the beggar on the metro are supported.
* Meditate in the Kress Street Apartment, or as an interaction added by a mod.
* Ride the rollercoaster.
* Dance or Vibe Out.
* Use a Confession Booth machine.

If the option "<mark style="color:yellow;">Dismiss thought</mark>" is selected, that option will not appear again for one in-game day.

</details>

* Humanity Loss progresses more quickly for each point of Cyberware Capacity allocated. The total rate penalty is shown on the Cyberware Menu. A new consumable, <mark style="color:yellow;">**Immunosuppressant**</mark>, negates this penalty while its effect is active.

### <mark style="color:yellow;">**New Feature - Cyberpsychosis**</mark>

<figure><img src="/files/vxwPjtNVs9sU7E5bAKC9" alt=""><figcaption></figcaption></figure>

{% hint style="success" %}
This is an **optional** new feature. Try it out!

If you prefer to stick with **Wannabe Edgerunner**, that's cool too; just disable Dark Future's Cyberpsychosis. It's recommended that you leave **Humanity Loss** enabled because of its impact on how Nerve is recovered in either case.
{% endhint %}

* Advanced Humanity Loss can lead to triggering <mark style="color:yellow;">**Cyberpsychosis**</mark>. Cyberpsychosis is a stacking status effect. Each stack (up to <mark style="color:yellow;">**75**</mark>) limits Nerve by 1, and increases your chance of entering the Fury state.
* You must <mark style="color:yellow;">"opt in"</mark> to Cyberpsychosis through your specific build and playstyle; for non-**Technical Ability** players, you'll never need to worry about going cyberpsycho.
  * Cyberpsychosis can be triggered once per day when entering combat. To trigger it, you must:
    * ...have <mark style="color:yellow;">exceeded your Cyberware Capacity</mark> with the <mark style="color:yellow;">**Edgerunner**</mark> Perk. Each point you're over capacity increases the chance that you'll trigger Cyberpsychosis when entering combat.
    * ...have <mark style="color:yellow;">**Humanity Loss**</mark> 2 or greater.
* Stacks of Cyberpsychosis are removed by neutralizing civilians and enemies. Defeating a member of MaxTac will remove 20 stacks!
* A multitude of configurable <mark style="color:yellow;">visuals, sound effects, and spoken dialogue</mark> were scripted for this feature to make it as immersive as possible.
* You stay in control and can play out your character doing their worst in order to reclaim your lost Nerve. You choose how to play; kill gang members, civilians, the NCPD, or take on MaxTac. Or, take an <mark style="color:yellow;">**Immunosuppressant**</mark> to immediately clear all stacks of the effect.
* A warning pop-up was added if both <mark style="color:yellow;">Wannabe Edgerunner</mark> is installed and Dark Future's Cyberpsychosis feature is enabled. For the best experience, either disable Cyberpsychosis in Dark Future, or uninstall Wannabe Edgerunner.

### <mark style="color:yellow;">**Other Features**</mark>

* By popular request, you can now <mark style="color:yellow;">**change the values that apply Basic Need penalties**</mark> by modifying the new **Basic Need Stage Threshold** settings. They are set to 85, 75, 50, and 25 by default. Changing these values applies the change to all four Basic Needs.
* New (optional) <mark style="color:yellow;">**Withdrawal Animations**</mark> now play after waiting or sleeping if you are currently suffering from a Severe Craving, Withdrawal or Severe Withdrawal effect.
* You can now <mark style="color:yellow;">**rebind the Sleep In Vehicle hotkey**</mark> in Mod Settings. You can set one up for both Keyboard+Mouse and Controller separately.
* A new Fast Travel setting, <mark style="color:yellow;">**To /**</mark> <mark style="color:yellow;">**From Metro Gates Only**</mark>, was added. If set, you will only be able to Fast Travel from Metro Gates to other Metro Gates you've discovered in the city.

### <mark style="color:yellow;">Changes</mark>

* Added a new in-game video and message if upgrading Dark Future from a previous version. A setting was added to show this upgrade message even when starting a new game, if preferred.
* Dark Future's Mod Settings were reorganized and streamlined. Many settings have been moved under an "Advanced Settings" toggle.
* Cigarettes can now be purchased in all bars throughout the game.
* Added new codex entries to the in-game Database that cover all of the mod's major features. Found under the Character section.
* The <mark style="color:yellow;">**Hydrated**</mark> and <mark style="color:yellow;">**Nourished**</mark> status added by high-quality food and drinks now prevent Nutrition and Hydration loss while active, allowing you to keep a full meter for longer.
* The default rate of Hydration, Nutrition, and Energy loss was slightly increased.
* Alcohol was rebalanced.
  * Alcohol is now separated into Weak and Strong Alcohol.
  * Strong Alcohol items now grants significantly more Nerve.
  * Strong Alcohol now applies 3 stacks of the Alcohol status at once, instead of 1. This progresses Alcohol Addiction 3 times as fast.
* Sleeping in Vehicles was reworked.
  * A <mark style="color:yellow;">**new animation**</mark> plays when sleeping in a vehicle. (The same "arm resting" pose when activating AutoDrive)
  * This feature is no longer optional, and is now always enabled as part of the core experience of the mod.
  * As the system now utilizes more streamlined road detection functionality introduced with AutoDrive in Cyberpunk Patch 2.3, the Road Detection Tolerance setting was removed.
  * Quite a lot of the system was moved into a quest scene, resulting in much less script code.
* When showering, dancing, or performing another Nerve-restoring activity, a "Lock" symbol will appear on the Nerve bar to indicate that no more can be replenished from that activity due to Humanity Loss.
* Cat Food now depletes Nerve similarly to other low-quality food.
* The Coffee Machine in various apartments now grants 3 stacks of Energized at once.
* The Ammo Weight setting now has 3 options: "**Disabled**", "**Enabled (Limited Carry Quantity)**", and "**Enabled (Unlimited Carry Quantity)**". Setting "Enabled (Limited Carry Quantity)" gives ammo weight, but retains the base game quantity restrictions for how much ammo you can carry of any given type. Handy for preventing becoming overencumbered in areas with a lot of ammo available.
* Increased the rate that Energy recovers when sleeping.
* Energy Recovery when sleeping in a vehicle in the Badlands is now Full Recovery by default.
* Lowered the chance of a random encounter when sleeping in a vehicle in the Badlands by default.

### <mark style="color:yellow;">Quest</mark>

* <mark style="color:yellow;">**The Ripperdoc**</mark> - When V uses Victor's inhaler in the Kiroshi installation cutscene, the **Immunosuppressant** effect is applied, and two Immunosuppressants are added to the player's inventory.
* <mark style="color:yellow;">**Riders On The Storm**</mark> - Fixed an issue where Nerve and Energy did not restore immediately after waking up on the couch.
* <mark style="color:yellow;">**Lucretia My Reflection**</mark> - Fixed an issue where Nerve and Energy did not restore immediately after waking up.

### <mark style="color:yellow;">Bug Fixes</mark>

* Fixed several significant <mark style="color:yellow;">performance issues</mark> that would cause the game to slowly degrade in performance.
* Fixed a significant bug related to how status effects are applied, which could cause multiple versions of a single Basic Need's effects to sometimes apply.
* Added support for quest-specific food items from romantic partners that had been missed in previous releases.
* Fixed an issue where warning messages when Nerve was extremely low would not display as intended.
* Fixed an issue where coffee would appear to provide an Energy benefit in the Backpack Menu when the player had more stacks of Energized than coffee would allow.
* The "Vibe Out" option at Riot now restores Nerve.
* Fixed an issue where weapon shake due to low Nerve would persistent when player was in the Fury state from the Edgerunner Perk.
* Fixed an issue where the Basic Needs meters would not display in the Backpack Menu when using certain interactions in the world.
* Fixed an issue where Status Effects with multiple stacks and an infinite duration displayed incorrectly in the Radial Menu.
* Fixed an issue where the Needs Meters would overlap with the Race Position UI as seen in "The Beast In Me" and other street races. There is now a Mod Setting to further fine-tune the position of the Race Position UI.
* Fixed an issue where the Audio Call UI would overlap the Needs Meters when loading a save game during certain quests.
* Fixed an issue where the Vehicle Sleep Encounters toggle setting was not respected.

### <mark style="color:yellow;">Compatibility</mark>

* Ensured that the new Conditions menu button is compatible with the one added by <mark style="color:yellow;">Stealthrunner</mark>. Dark Future will move its button entry below Stealthrunner's if Stealthrunner is installed.
* Playing basketball now restores Nerve, both in Dogtown from Phantom Liberty and as added by <mark style="color:yellow;">Basketball Interactions</mark>.
* You can now set Dark Future to not modify weights and prices for consumables and ammo, for enhanced compatibility with economy mods that also modify these values.

### <mark style="color:yellow;">Miscellaneous</mark>

* New tutorials were added.
* Smoking using <mark style="color:yellow;">Idle Anywhere</mark> now grants Nerve whether or not the player has a cigarette item (but one is still taken from the player's inventory if available). This was done to improve the experience of base game smoking interactions and the new smoking animation added by the Consumable Animations feature.
* Updated all scripts for preliminary RedScript 1.0 compliance.

## <mark style="color:yellow;">Dark Future 1.4.2 Change Log</mark>

### Features

* You may now summon the Delamain Cab when out of Summon Credits.

### Bug Fixes

* Fixed a bug where consuming caffeinated drinks or narcotics may lead to a crash.

## <mark style="color:yellow;">Dark Future 1.4.1a Change Log</mark>

* Fixed incorrect mod zip file packaging from 1.4.1, which led to installation issues.

## <mark style="color:yellow;">Dark Future 1.4.1 Change Log</mark>

* Hotfix for Patch 2.3.

## <mark style="color:yellow;">Dark Future 1.4 Change Log</mark>

### Features

* Added a Mod Settings toggle to enable or disable <mark style="color:yellow;">**Ammo Handicap Drops**</mark>.
  * If you use [**No Ammo Handicap Drops**](https://www.nexusmods.com/cyberpunk2077/mods/11769), [**Reduced Loot**](https://www.nexusmods.com/cyberpunk2077/mods/2678), 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.

### Changes

* The <mark style="color:yellow;">**Stimulant**</mark> status has been replaced with the <mark style="color:yellow;">**Energized**</mark> 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 <mark style="color:yellow;">**consumables**</mark> 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 <mark style="color:yellow;">**Endorphin Regulator**</mark> <mark style="color:yellow;">**cyberware**</mark> 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.

### Bug Fixes

* 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.

## <mark style="color:yellow;">Dark Future 1.3.3 Change Log</mark>

* [**Immersive Bartenders**](https://www.nexusmods.com/cyberpunk2077/mods/7203)﻿ (1.4.2+) and [**Immersive Bartenders - Dogtown**](https://www.nexusmods.com/cyberpunk2077/mods/10372) (1.1.1+) are now officially supported! (Thanks to Deceptious)
* Fixed item consumption issue when using both Idle Anywhere and Immersive Food Vendors.

## <mark style="color:yellow;">Dark Future 1.3.2 Change Log</mark>

* [**Immersive Food Vendors**](https://www.nexusmods.com/cyberpunk2077/mods/7322) (1.1.1h+) and [**Immersive Food Vendors - Dogtown**](https://www.nexusmods.com/cyberpunk2077/mods/10393) (1.0.2h+) are now officially supported! (Thanks to Deceptious)
* Minor backend fixes.

## <mark style="color:yellow;">Dark Future 1.3.1 Change Log</mark>

* Fixed an issue where Yeheyuan Filters and Morley Fusion did not restore Nerve.

## <mark style="color:yellow;">Dark Future 1.3 Change Log</mark>

### Compatibility

* [**Idle Anywhere**](https://www.nexusmods.com/cyberpunk2077/mods/8038) is now officially supported! You must use <mark style="color:yellow;">**Idle Anywhere 1.3.0+**</mark>. Huge, huge thanks to **Deceptious** for all of the work and support to make this possible.
  * 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.

### Features

* Cigarettes and Mr. Whitey can now be purchased at most <mark style="color:yellow;">**Junk Vendors**</mark> 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.

### Changes

* The <mark style="color:yellow;">**Injury system**</mark> 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.

### Bug Fixes

* Fixed an issue with braindances in <mark style="color:yellow;">**Lizzie's Braindances**</mark> 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 <mark style="color:yellow;">**New Game+**</mark> 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.

## <mark style="color:yellow;">Dark Future 1.2 Change Log</mark>

### Compatibility

* Added [**Revised Backpack**](https://www.nexusmods.com/cyberpunk2077/mods/17642) compatibility. The Basic Needs meters now display on the Revised Backpack menu.
* Added [**V's Edgerunners Mansion**](https://www.nexusmods.com/cyberpunk2077/mods/5437) 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** [**Food Filter**](https://www.nexusmods.com/cyberpunk2077/mods/18599)**"**, and "**Updated 2.02** [Food and Drink" variant](https://www.nexusmods.com/cyberpunk2077/mods/10612)). 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 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.

### Bug Fixes

* 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.

### Localization

* Added missing localization strings related to Vehicle Summoning to the localization files. See: [For Translators](/for-translators)

## Dark Future 1.1 Change Log

### Major Feature and Updates

* [**Input Loader**](https://www.nexusmods.com/cyberpunk2077/mods/4575) is now a requirement!
* <mark style="color:yellow;">**Sleeping in beds not restoring Energy has been fixed**</mark> 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.
* <mark style="color:yellow;">**You can now sleep in vehicles!**</mark> To sleep in a stationary vehicle, press and hold <mark style="color:yellow;">**X**</mark> (keyboard) or <mark style="color:yellow;">**D-Pad Right**</mark> (controller). Your vehicle must <mark style="color:yellow;">**not be directly on a road or highway**</mark> 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:&#x20;

    `Cyberpunk 2077\r6\input\Dark Future.xml`

    For a list of valid keycodes, see: <https://pastebin.com/nsQ1cqi8>
* <mark style="color:yellow;">**When sleeping in vehicles, you can be ambushed!**</mark> This feature can be configured or disabled in Mod Settings.
* <mark style="color:yellow;">**Consumables have been overhauled, and can be configured in Mod Settings!**</mark> 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!
* <mark style="color:yellow;">**Sleeping as part of quests now restores Energy and Nerve!**</mark> 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
* <mark style="color:yellow;">**Ammo weight!**</mark> 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.

### Compatibility

* Enhanced compatibility with [**Wannabe Edgerunner**](https://www.nexusmods.com/cyberpunk2077/mods/5646) **(2.2.2+)**. Cyberpsychosis is treated identically to being in the Fury state as part of the [**Edgerunner perk**](/perks-and-skills#edgerunner).
* Enhanced compatibility with [**Enhanced Vehicle System**](https://www.nexusmods.com/cyberpunk2077/mods/11765) **(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 [**Lizzie's Braindances**](https://www.nexusmods.com/cyberpunk2077/mods/11077). Nerve is restored when completing any of the braindances.
* Compatible with [**Project E3 - HUD**](https://www.nexusmods.com/cyberpunk2077/mods/8800) and [**Project E3 - UI**](https://www.nexusmods.com/cyberpunk2077/mods/13854). 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 [**New Game+**](https://www.nexusmods.com/cyberpunk2077/mods/15043). 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 [**Revised Backpack**](https://www.nexusmods.com/cyberpunk2077/mods/17642). 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.
  * The Basic Needs meters do not appear on the Revised Backpack UI. For a future update.

### Incompatibility

* **Incompatible with** [**Santa Muerte**](https://www.nexusmods.com/cyberpunk2077/mods/12607). 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.

### Minor Features

* 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.

### Changes

* 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%).

### Bug Fixes

* 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.

### Localization

There is now [**a page with important information**](/for-translators) on translating Dark Future 1.1.


# Gameplay

The gameplay of Dark Future revolves around how you choose to manage your Basic Needs. Of these needs, <mark style="color:yellow;">**Nerve**</mark> is the most important; it represents your overall mental health and level of anxiety. If Nerve is low, your Stamina recovery time is significantly increased. Low Nerve can also make you nauseous and restless, making it impossible to eat, drink, or get restful sleep.

Exposure to stress will cause your Nerve to deplete. Unlike other Basic Needs, if Nerve runs out, you will suffer a fatal heart attack.

There are two ways to recover Nerve:

* Return to an apartment and engage in a relaxing activity. (Sleep, take a shower, spend time with a romantic partner, etc)
* Use a consumable. By default, all of the consumables that restore Nerve are addictive and often come with other negative status effects when used.

This creates tension between <mark style="color:yellow;">**pushing your luck**</mark> and staying out in Night City with the help of dangerous and addictive substances, or <mark style="color:yellow;">**heading home to rest**</mark>. This tension is heightened with the other included features of Dark Future (disabled Fast Travel, vehicle summoning restrictions) that make returning to your apartment more prohibitive. Suddenly, going to the bar across the street looks more appealing than taking the metro all the way back home...

Because of this, each new apartment that V unlocks becomes hugely beneficial in a way that they weren't before in the base game. The more apartments you unlock, the closer you will be to any one of them when the need to relax arises.

Visit other pages to learn more about each of Dark Future's features, or just start playing; tutorials will appear to guide you when contextually relevant.

## <mark style="color:yellow;">When Dark Future Is Running (i.e. "Is This Thing On?")</mark>

Dark Future automatically starts up when you start the game. You can start a new game, or load any existing save game. You will see a welcome message when Dark Future starts, confirming that it is running.

Dark Future intelligently suspends its behavior during important moments. You shouldn't have to care about your growling stomach during an important cutscene.

* If starting a vanilla new game, Dark Future will be suspended until after you have completed <mark style="color:yellow;">**The Rescue**</mark>**.** If using the Phantom Liberty quickstart, Dark Future will become available immediately following the first call with Songbird.
* Dark Future will suspend after you cross the Point of No Return during <mark style="color:yellow;">**Nocturne Op55N1**</mark> until the main story is finished and you return to the open world.
* Dark Future temporarily suspends during the following scenarios:
  * When playing as another character during certain story events
  * When in Cyberspace
  * When in the Fury state from the **Edgerunner** perk
  * During all cinematics and moments of limited gameplay


# Basic Needs

## <mark style="color:yellow;">Overview</mark>

Each Basic Need is represented on the HUD as a meter just below the Health and Stamina bars. These meters display and hide automatically based on context.

As each Basic Need value decreases, you will begin to experience a variety of negative Status Effects. These effects will appear as an icon next to the Health Bar, and are detailed on the Radial Menu.

<figure><img src="/files/sczK7oUeMmCf47qwZ2lA" alt=""><figcaption><p>Top (Pink): Nerve, Left to Right (Blue): Hydration, Nutrition, Energy</p></figcaption></figure>

## <mark style="color:yellow;">The Quick Access Menu</mark>

<mark style="color:yellow;">**The Quick Access Menu is very important in Dark Future.**</mark> It's where you'll go to view your current Status Effects for each of your Basic Needs, as well as other new effects.

<figure><img src="/files/o8AqVfJb7QirG8ArGWjk" alt=""><figcaption></figcaption></figure>

Closing the Quick Access Menu will also force the HUD meters to display. It's handy if you want to quickly take a peek at your current status.

Default keybindings:

**Keyboard and Mouse:&#x20;**<mark style="color:yellow;">**Hold Alt**</mark>

**Controller:** <mark style="color:yellow;">**Hold Y / Triangle**</mark>

***

## <mark style="color:yellow;">Hydration</mark>

**Hydration** represents how well your thirst has been quenched. Your Hydration depletes as time passes, resulting in status effects that become increasingly severe.

* **Sprinting, dodging, and Dashing** will cause your Hydration to deplete more quickly.
* Hydration is restored by drinking non-alcoholic drinks.
* You will be too nauseous to eat or drink if your Nerve is low.

The penalties for low Hydration are:

<table><thead><tr><th width="161">Status Name</th><th width="161" align="center">Hydration Value</th><th>Effect</th></tr></thead><tbody><tr><td>Slight Thirst</td><td align="center">85</td><td>-10% Stamina Regen Rate</td></tr><tr><td>Thirsty</td><td align="center">75</td><td>-25% Stamina Regen Rate. Sprinting and jumping consume Stamina. Slowly losing Nerve over time.</td></tr><tr><td>Parched</td><td align="center">50</td><td>-50% Stamina Regen Rate. Sprinting and jumping rapidly consume Stamina. Slowly losing Nerve over time.</td></tr><tr><td>Dehydrated</td><td align="center">25</td><td>-75% Stamina Regen Rate. Sprinting and jumping consume Stamina very rapidly. Nerve is depleting over time and no longer recovers automatically when critical.</td></tr></tbody></table>

***

## <mark style="color:yellow;">Nutrition</mark>

Nutrition represents how well your hunger has been satisfied. Your Nutrition depletes as time passes.

* Nutrition is restored by eating food.
* You will be too nauseous to eat or drink if your Nerve is low.

The penalties for low Nutrition are:

<table><thead><tr><th width="161">Status Name</th><th width="161" align="center">Nutrition Value</th><th>Effect</th></tr></thead><tbody><tr><td>Slight Hunger</td><td align="center">85</td><td>-10% Max Health. -10% Health Regen Rate.</td></tr><tr><td>Hungry</td><td align="center">75</td><td>-20% Max Health. -25% Health Regen Rate. All melee attacks are -20% slower. Slowly losing Nerve over time.</td></tr><tr><td>Famished</td><td align="center">50</td><td>-30% Max Health. -50% Health Regen Rate. All melee attacks are -30% slower. Slowly losing Nerve over time.</td></tr><tr><td>Starving</td><td align="center">25</td><td>-40% Max Health. -75% Health Regen Rate. All melee attacks are -40% slower. Nerve is depleting over time and no longer recovers automatically when critical.</td></tr></tbody></table>

***

## <mark style="color:yellow;">Energy</mark>

Energy represents how rested you are. Your Energy depletes as time passes.

* Energy is restored by sleeping in one of your hideouts. Energy can also be restored by consuming caffeinated drinks, as well as narcotics, which carry the risk of addiction.
* You will be too restless to sleep if your Nerve is low.

<figure><img src="/files/rKlkRsF6baiw81u0m5dM" alt="" width="563"><figcaption></figcaption></figure>

{% hint style="info" %}

## Caffeine and Stimulants

Some consumables, like coffee, can temporarily restore Energy. These items apply stacks of the <mark style="color:yellow;">**Energized**</mark> status. Each stack of Energized grants +10 Energy for 10 minutes per stack. When the duration expires, the Energy granted by that stack of Energized is lost.

Caffeinated items, like coffee and energy drinks, can stack this effect up to 3 times. (+30 temporary Energy total at any given time.)

Narcotics can stack this effect up to 6 times, at the cost of eventual addiction. (+60 temporary Energy total at any given time.)

***Developer's Note:** The Energized effect is temporary in order to prevent V subsisting entirely on caffeine and narcotics long-term and never needing to sleep.*
{% endhint %}

The penalties for low Energy are:

<table><thead><tr><th width="161">Status Name</th><th width="161" align="center">Energy Value</th><th>Effect</th></tr></thead><tbody><tr><td>Drained</td><td align="center">85</td><td>-15% Max Stamina, -10% RAM Recovery Rate.</td></tr><tr><td>Tired</td><td align="center">75</td><td>-30% Max Stamina, -25% RAM Recovery Rate, -20% reload speed. Slowly losing Nerve over time.</td></tr><tr><td>Fatigued</td><td align="center">50</td><td>-45% Max Stamina, -50% RAM Recovery Rate, -30% reload speed. Slowly losing Nerve over time.</td></tr><tr><td>Exhausted</td><td align="center">25</td><td>-60% Max Stamina, -75% RAM Recovery Rate, -40% reload speed. Nerve is depleting over time and no longer recovers automatically when critical.</td></tr></tbody></table>

***

## <mark style="color:yellow;">Nerve</mark>

Nerve is the most vital Basic Need, and affects your ability to manage all other Needs. See the [**Nerve** ](/gameplay/nerve)page for more details.


# Nerve

The fine art of not losing your shit.

<mark style="color:yellow;">**Nerve**</mark> is a Basic Need that represents how calm and collected you are. Losing Nerve will result in negative status effects. Unlike other Basic Needs, <mark style="color:yellow;">**running out of Nerve is fatal**</mark> by default (configurable).

Having low Nerve can also prevent you from eating, drinking, and sleeping. It doesn't matter if you're surrounded by vending machines if you're too nauseous from anxiety to eat or drink any of it.

<figure><img src="/files/8bovOXvLV1xdDwUCp2Tu" alt=""><figcaption><p>Top (Pink): Nerve Bar</p></figcaption></figure>

### <mark style="color:yellow;">Losing Your Nerve</mark>

Nerve depletes <mark style="color:yellow;">**slowly**</mark> over time when other Basic Needs are not met.

Nerve depletes <mark style="color:yellow;">**rapidly**</mark> when exposed to stressful situations:

* Being in combat
* Being traced from Quickhacks while undetected

The penalties for low Nerve are:

<table><thead><tr><th width="161">Status Name</th><th width="161" align="center">Nerve Value</th><th>Effect</th></tr></thead><tbody><tr><td>On Edge</td><td align="center">85</td><td>Increased Stamina recovery time.</td></tr><tr><td>Anxious</td><td align="center">75</td><td>Increased Stamina recovery time. Reduced weapon handling and accuracy.</td></tr><tr><td>Distressed</td><td align="center">50</td><td>Unable to eat or drink. Greatly increased Stamina recovery time. Greatly reduced weapon handling and accuracy. Energy recovery when sleeping limited to 50.</td></tr><tr><td>Desperate</td><td align="center">25</td><td>Unable to eat or drink. Cannot recover Energy when sleeping. Significantly increased Stamina recovery time. Significantly reduced weapon handling and accuracy.</td></tr><tr><td>Heart Attack</td><td align="center">0</td><td><mark style="color:yellow;"><strong>You are dead.</strong></mark> (Can be disabled in Mod Settings)</td></tr></tbody></table>

### <mark style="color:yellow;">Restoring Nerve</mark>

Nerve is restored by engaging in relaxing activities in your apartments and hideouts. This includes:

* Taking a shower
* Dancing
* Romantic encounters and interactions
* Sleeping
  * Restores very slowly; not recommended as a primary way of restoring Nerve.
  * When <mark style="color:yellow;">Distressed</mark> or <mark style="color:yellow;">Desperate</mark>, you cannot sleep, and Nerve does not recover.

Rarely, certain interactions are available in the open world and during quests that can restore Nerve, such as dancing at a nightclub. You can discover these for yourself, or click below to see the full list.

<details>

<summary>Nerve Restoration Activities</summary>

Nerve can be restored by:

* Romantic encounters (Joytoys, Meridith Stout, etc)
* Romantic hangout interactions ("Hug", "Kiss", "Cuddle")
* Riding the rollercoaster in Pacifica
* Experiencing the Zen Master sessions
* Experiencing the Lizzy Wizzy concert braindance in V's apartment
* Burning incense in the Japantown apartment
* Playing the guitar in the Japantown apartment
* Hitting the pool ball in The Glen apartment
* Choosing to take a hit of Black Lace from Dum Dum

</details>

Nerve can also be restored by using <mark style="color:yellow;">**addictive consumables**</mark>.

* **Smoking** offers the highest amount of Nerve restored per use.
* **Alcohol** offers the next highest amount of Nerve restoration. It can also apply the **Numbed** status, which reduces the amount of Nerve lost over time.
* **Narcotics** may randomly restore ***or deplete*** Nerve, making them quite dangerous when Nerve is already low.

{% hint style="info" %}
When using an interaction that would cause V to smoke, drink alcohol, or use a narcotic, you will receive the benefits (and penalties) of consuming a similar item. Examples include sitting and drinking at a bar, or using the ashtray to smoke in the Japantown apartment.
{% endhint %}

For more information on addictive substances and their use, see the [**Addiction** ](/gameplay/addiction-overview)page.


# Addiction Overview

Certain consumables in the game are <mark style="color:yellow;">**addictive**</mark>**.** While you won't become addicted right away from using them, continued use of these substances will eventually lead to addiction.

When you become addicted, a status message will appear on the screen to notify you.

<figure><img src="/files/n89qh38T3ImZjIhlDvCN" alt="" width="563"><figcaption></figcaption></figure>

{% hint style="warning" %}

### Interactions In The World

When using an interaction in the world that would cause V to consume an addictive substance (such as drinking at a bar or smoking), these actions <mark style="color:yellow;">**will contribute to addiction**</mark> as if you had consumed a similar item from your inventory. You will also gain all of the status effects and Nerve benefits from consuming that item.
{% endhint %}

***

## <mark style="color:yellow;">Types of Addictive Substances</mark>

### <mark style="color:yellow;">Alcohol</mark>

<figure><img src="/files/YGeRt1c7e2jHUlvQW95k" alt="" width="563"><figcaption></figcaption></figure>

#### <mark style="color:yellow;">Alcohol Uses</mark>

* Alcohol restores a modest amount of Nerve.
* When stacked 4 times, Alcohol grants the <mark style="color:yellow;">**Numbed**</mark> status, which reduces the amount of Nerve lost in combat.
  * You can gain this status from consuming less alcohol by using the [**Endorphin Regulator** cyberware](/cyberware#endorphin-regulator-frontal-cortex).

#### <mark style="color:yellow;">Alcohol Drawbacks</mark>

* Alcohol applies a status that inhibits your Mitigation Strength and Reload Speed.
* By default, it is more difficult to get addicted to alcohol than other substances, but once you are, the Nerve limits from the Withdrawal effects are severe.

### <mark style="color:yellow;">Nicotine</mark>

<figure><img src="/files/nSNos3gz9sWhv3QzJEWh" alt="" width="563"><figcaption></figcaption></figure>

#### <mark style="color:yellow;">Nicotine Uses</mark>

* Smoking restores a significant amount of Nerve.

#### <mark style="color:yellow;">Nicotine Drawbacks</mark>

* Smoking applies a status that reduces your total Stamina, and causes Stamina to be consumed when sprinting and jumping.
  * The duration of this status can be reduced by using the [**Syn-Lungs** cyberware](/cyberware#syn-lungs-circulatory-system).
* By default, it is fairly easy to develop early-stage nicotine addiction.

### <mark style="color:yellow;">Narcotics</mark>

<figure><img src="/files/SDcoqIDcYaKzTZDtnnZV" alt="" width="563"><figcaption></figcaption></figure>

#### <mark style="color:yellow;">Narcotics Uses</mark>

* Narcotics generally restore a large amount of Energy.
* Narcotics provide powerful combat benefits, especially Black Lace and Glitter.

#### <mark style="color:yellow;">Narcotics Drawbacks</mark>

* Narcotics randomly restore ***or deplete*** Nerve. The more powerful the narcotic, the more that they restore or deplete. This makes narcotics very dangerous to consume when Nerve is low.
  * The amount of Nerve lost when using Narcotics can be mitigated by using the [**Endorphin Regulator** cyberware](/cyberware#endorphin-regulator-frontal-cortex).
* By default, it is *very easy* to become addicted to Narcotics, and the Nerve limits from Narcotic Withdrawal are very severe.

***

## <mark style="color:yellow;">How Addiction Works</mark>

Addictive substances, especially alcohol, can be used sparingly and never lead to addiction. Any built-up Addiction progress you have will decrease naturally over time.

If you cross the line, however, and consume enough of the substance, a notification will be displayed letting you know that you have become addicted.

Once enough time has passed after becoming addicted, you will gain an <mark style="color:yellow;">**Addiction Withdrawal**</mark> Status Effect. These status effects limit your total Nerve, preventing you from fully recovering.

<figure><img src="/files/rHJihUPoLPwHDqKcUklV" alt="" width="563"><figcaption></figcaption></figure>

This limit is represented as a colored region on the right side of the Nerve meter.

<figure><img src="/files/uZUIJewb1xbZiFILgSwL" alt=""><figcaption></figcaption></figure>

This limit, in turn, inflicts [Nerve-related status effects](/gameplay/nerve)... which, in turn, can inhibit your ability to eat, drink, and sleep. When it comes to the human body, everything is connected.

The more advanced your addiction, and the more severe your Withdrawal, the lower the Nerve limit will be. Different addictions are more or less debilitating when experiencing Withdrawals.

Withdrawal effects expire over time, eventually leading to <mark style="color:yellow;">**curing the addiction**</mark>. Consuming the substance again will remove the Withdrawal immediately... while also progressing your addiction further and resetting any progress you may have made toward curing the addiction.

If you choose to let the effect expire, the Withdrawal effect will either:

* Progress to a more severe Withdrawal as noted in the effect description, or,
* Improve to <mark style="color:yellow;">**Cessation**</mark>**,** which leads to the addiction being cured.

All addiction mechanics are configurable and can be disabled in Mod Settings. It is worth mentioning, however, that disabling Addictions may make the management of Energy and Nerve rather trivial, as Addiction acts as a major risk for restoring these Needs in the open world instead of returning to your apartment.

***

## <mark style="color:yellow;">Addiction Severity</mark>

As you continue to use an addictive substance, your addiction will become more severe. All addictions have the following levels of severity:

* **Early-Stage**
* **Advanced**
* **Severe**
* **Dependency**

At higher levels of addiction severity, you will experience longer, more severe Withdrawals, and you will need to use the substance more frequently to prevent them.

***

## <mark style="color:yellow;">How To Cure An Addiction</mark>

The only cure for any addiction is <mark style="color:yellow;">**time**</mark>. Once all of the Withdrawal effects expire, you will gain the <mark style="color:yellow;">**Cessation**</mark> status effect. This is always the final Withdrawal stage.

<figure><img src="/files/NyxzPuYJyAfwQg4s6D40" alt="" width="563"><figcaption></figcaption></figure>

Once the Cessation effect expires, the addiction will be cured.

<figure><img src="/files/vTkxyvUYlx6FXovTmp4q" alt="" width="563"><figcaption></figcaption></figure>

While there are no consumables that *immediately* cure addictions, you can use <mark style="color:yellow;">**Addiquit**</mark> to help pass the time while waiting to be cured. You can find it for sale at all Medpoint vendors. See the [Consumables ](/consumables#addiquit)page.

<figure><img src="/files/NelxHdtWwxQYDmnKSrqX" alt="" width="375"><figcaption></figcaption></figure>

{% hint style="info" %}
**Tip:** If you tried to take the edge off and accidentally ended up with an addiction, don't sweat it! Stock up on food, drinks, and Addiquit, and try to sleep as much as you can in your apartment for a few in-game days until the Withdrawals subside. You'll be right as rain in no time.
{% endhint %}


# Addiction Details

{% hint style="warning" %}
This page is for those who would like to understand how Addiction works in Dark Future under the hood. Reading this page is not necessary in order to enjoy the mod.

If you would like to configure Addiction in Mod Settings, you may find this page helpful in understanding what each setting does.
{% endhint %}

When consuming an addictive substance, a random die roll is made against the <mark style="color:yellow;">**Progression Chance**</mark> for that substance. If the roll is successful, you gain points of <mark style="color:yellow;">**Addiction Progress**</mark>. This die roll happens behind the scenes.

Once Addiction Progress has reached the required amount for the next addiction stage, you advance to that stage.

<mark style="color:yellow;">**Addiction Progress is lost over time.**</mark> This allows for (very) occasional use of certain substances without ever becoming addicted.

***

## <mark style="color:yellow;">Alcohol Addiction</mark>

The default <mark style="color:yellow;">**Addiction Progression Chance**</mark> of Alcohol is <mark style="color:yellow;">**50%**</mark>.&#x20;

Each time the addiction progress advances, it progresses by <mark style="color:yellow;">**1 point**</mark>.

The default <mark style="color:yellow;">**Addiction Progress Loss**</mark> per in-game day is <mark style="color:yellow;">**2 points**</mark>.

> **Example**: You drink 3 alcoholic drinks. Behind the scenes, the mod rolls 33, 67, and 92. The first drink does not count toward addiction. The second and third drinks do, and each progress your addiction by 1 point. You now have an Addiction Progress of 2 points for Alcohol.
>
> You then continue to play the game. After an in-game day (24 in-game hours), your Alcohol Addiction Progress has been reset to 0, because the Addiction Progress Loss per day is 2.

<table data-full-width="true"><thead><tr><th>Alcohol Addiction Stage</th><th>Required Progress To Reach</th><th>Satisfaction Duration</th></tr></thead><tbody><tr><td>Early-Stage</td><td>6</td><td>30 minutes real-time</td></tr><tr><td>Advanced</td><td>12</td><td>22.5 minutes real-time</td></tr><tr><td>Severe</td><td>18</td><td>15 minutes real-time</td></tr><tr><td>Dependency</td><td>24</td><td>10 minutes real-time</td></tr></tbody></table>

<table data-full-width="true"><thead><tr><th>Alcohol Withdrawal</th><th width="298">Withdrawal Duration</th><th width="295">Required Addiction Stage</th><th>Nerve Limit</th></tr></thead><tbody><tr><td>Craving</td><td>12 hours in-game</td><td>Early-Stage</td><td>70</td></tr><tr><td>Intense Craving</td><td>24 hours in-game</td><td>Advanced</td><td>55</td></tr><tr><td>Withdrawal</td><td>36 hours in-game</td><td>Severe</td><td>40</td></tr><tr><td>Severe Withdrawal</td><td>48 hours in-game</td><td>Dependency</td><td>25</td></tr><tr><td>Cessation</td><td>24 hours in-game</td><td>Any</td><td>80</td></tr></tbody></table>

***

## <mark style="color:yellow;">Nicotine Addiction</mark>

The default <mark style="color:yellow;">**Addiction Progression Chance**</mark> of Nicotine is <mark style="color:yellow;">**85%**</mark>.&#x20;

Each time the addiction progress advances, it progresses by <mark style="color:yellow;">**1 point**</mark>.

The default <mark style="color:yellow;">**Addiction Progress Loss**</mark> per in-game day is <mark style="color:yellow;">**1 point**</mark>.

<table data-full-width="true"><thead><tr><th>Alcohol Addiction Stage</th><th>Required Progress To Reach</th><th>Satisfaction Duration</th></tr></thead><tbody><tr><td>Early-Stage</td><td>4</td><td>30 minutes real-time</td></tr><tr><td>Advanced</td><td>8</td><td>22.5 minutes real-time</td></tr><tr><td>Severe</td><td>12</td><td>15 minutes real-time</td></tr><tr><td>Dependency</td><td>16</td><td>10 minutes real-time</td></tr></tbody></table>

<table data-full-width="true"><thead><tr><th>Alcohol Withdrawal</th><th width="298">Withdrawal Duration</th><th width="271">Required Addiction Stage</th><th>Nerve Limit</th></tr></thead><tbody><tr><td>Craving</td><td>12 hours in-game</td><td>Early-Stage</td><td>80</td></tr><tr><td>Intense Craving</td><td>24 hours in-game</td><td>Advanced</td><td>70</td></tr><tr><td>Withdrawal</td><td>36 hours in-game</td><td>Severe</td><td>60</td></tr><tr><td>Severe Withdrawal</td><td>48 hours in-game</td><td>Dependency</td><td>50</td></tr><tr><td>Cessation</td><td>24 hours in-game</td><td>Any</td><td>80</td></tr></tbody></table>

***

## <mark style="color:yellow;">Narcotics Addiction</mark>

This addiction is gained from consuming narcotics like Mr. Whitey, Black Lace, [Glitter](/consumables#glitter), and [Emergency Cardioregulator](/consumables#emergency-cardioregulator).

The default <mark style="color:yellow;">**Addiction Progression Chance**</mark> of Nicotine is <mark style="color:yellow;">**85%**</mark>.&#x20;

Each time the addiction progress advances, it progresses by <mark style="color:yellow;">**1 point**</mark> for "normal" narcotics like Mr. Whitey.

It progresses by <mark style="color:yellow;">2</mark> <mark style="color:yellow;"></mark><mark style="color:yellow;">**points**</mark> for "potent" narcotics like Black Lace, Glitter, and Emergency Cardioregulator.

The default <mark style="color:yellow;">**Addiction Progress Loss**</mark> per in-game day is <mark style="color:yellow;">**0.5 points**</mark>.

<table data-full-width="true"><thead><tr><th>Alcohol Addiction Stage</th><th>Required Progress To Reach</th><th>Satisfaction Duration</th></tr></thead><tbody><tr><td>Early-Stage</td><td>3</td><td>30 minutes real-time</td></tr><tr><td>Advanced</td><td>5</td><td>22.5 minutes real-time</td></tr><tr><td>Severe</td><td>7</td><td>15 minutes real-time</td></tr><tr><td>Dependency</td><td>9</td><td>10 minutes real-time</td></tr></tbody></table>

<table data-full-width="true"><thead><tr><th>Alcohol Withdrawal</th><th width="298">Withdrawal Duration</th><th width="271">Required Addiction Stage</th><th>Nerve Limit</th></tr></thead><tbody><tr><td>Craving</td><td>12 hours in-game</td><td>Early-Stage</td><td>80</td></tr><tr><td>Intense Craving</td><td>24 hours in-game</td><td>Advanced</td><td>60</td></tr><tr><td>Withdrawal</td><td>36 hours in-game</td><td>Severe</td><td>40</td></tr><tr><td>Severe Withdrawal</td><td>48 hours in-game</td><td>Dependency</td><td>20</td></tr><tr><td>Cessation</td><td>24 hours in-game</td><td>Any</td><td>80</td></tr></tbody></table>


# Conditions

Conditions are effects that grow slowly over the course of your playthrough, and level up, like Skills.

As they level up, new effects are applied. You'll see a brief progress meter on the HUD when a Condition advances, similar to the Skill progression pop-ups.

<figure><img src="/files/ilRhCGAFTcDlAS99pqle" alt="" width="484"><figcaption></figcaption></figure>

You can view the status of your Conditions in the new Conditions Menu.

<div data-full-width="false"><figure><img src="/files/r5zfCFH7uCLFe9wSNzS8" alt=""><figcaption></figcaption></figure></div>

<div data-full-width="false"><figure><img src="/files/A6YQwyWeDxaD8NG1qDOD" alt=""><figcaption></figcaption></figure></div>

Conditions in Dark Future are:

* [**Injury**](/conditions/injury)
* [**Humanity Loss**](/conditions/humanity-loss)


# Injury

**Injury** is a Condition that represents the lingering effects of physical damage. As it progresses, it <mark style="color:yellow;">reduces Health item effectiveness</mark> and how quickly Health regenerates.

<figure><img src="/files/rbV4SCdpXWmwSsHTkaf1" alt=""><figcaption></figcaption></figure>

This Condition progresses:

* When taking damage.

Progresses slower for each point of <mark style="color:yellow;">**Armor**</mark> you have. Your total bonus is displayed under the Armor indicator on the Cyberware Menu.

The Injury status is cured by using <mark style="color:yellow;">**Trauma Kits**</mark> (was Health Booster) purchasable at Medpoints and found throughout the game.

<figure><img src="/files/pn2HvUgX1S8AJN7T6XHn" alt="" width="563"><figcaption></figcaption></figure>

The chance of becoming Injured can be configured or disabled in Dark Future's Mod Settings.


# Humanity Loss

{% hint style="info" %}
Because Humanity Loss includes both benefits and drawbacks, it is intended to enable a **new playstyle and roleplaying opportunity** if you choose to allow it to progress.
{% endhint %}

**Humanity Loss** is a Condition that represents your long-term mental health. As it progresses:

* <mark style="color:yellow;">Some or all Nerve loss is delayed until no longer in combat or being traced</mark>, granting a significant advantage in encounters. When the danger has passed, the delayed amount is immediately applied.
* <mark style="color:yellow;">Nerve restoration from activities is increasingly limited</mark>. Consumables that restore Nerve (alcohol, etc) are unaffected by Humanity Loss, and will be necessary to maintain this playstyle.

<figure><img src="/files/rtcLjZ004JVIBOnpQixW" alt=""><figcaption></figcaption></figure>

A tutorial in the form of a <mark style="color:yellow;">**new text message exchange**</mark> will appear shortly after progressing to the first level of Humanity Loss.

Humanity Loss progresses (becomes worse) when losing Nerve in combat and being traced, as well as part of numerous <mark style="color:yellow;">story events</mark>. Expected to make it out of Night City without a few mental scars? Picked the wrong city.

<details>

<summary><strong>Spoilers - Humanity Loss Progression Quest Events</strong></summary>

* **The Heist** - After a pivotal character's death.
* **Playing For Time** - At the start of Act 2 after waking up in the shower.
* **Both Sides, Now** - After a pivotal character's death.
* **They Won't Go When I Go**
  * Moderate Humanity Loss if you decide to watch the production.
  * Significant Humanity Loss if you decide to take part in the production.
  * No Humanity Loss if you decide to leave.
* **The Hunt**
  * Moderate Humanity Loss after witnessing a disturbing BD.
  * Moderate Humanity Loss if a pivotal character is saved.
  * Significant Humanity Loss if a pivotal character isn't saved.
* **Gig: Dirty Biz**
  * Significant Humanity Loss after locating the quest objective.

</details>

Humanity Loss is restored by certain <mark style="color:yellow;">story events during quests</mark> and, once per day, repeatable <mark style="color:yellow;">interactions in the world displaying the</mark> <img src="/files/iWJ0vMDcuZPbXznOPXcy" alt="" data-size="line"> icon. One such interaction is <mark style="color:yellow;">**unique to your Life Path**</mark> and is revealed during the text message tutorial<mark style="color:yellow;">.</mark>

<figure><img src="/files/TtEKH7uxLz95sTj8dxoy" alt=""><figcaption></figcaption></figure>

[<mark style="color:yellow;">**Fresh Start**</mark>](https://www.nexusmods.com/cyberpunk2077/mods/18223) is fully compatible, and uses the Corpo options for reasons explained in the text message discussion.

<figure><img src="/files/5lUrFbDbTO7WfdmGgtbh" alt=""><figcaption></figcaption></figure>

<mark style="color:yellow;">**Endotrisine**</mark> is a new, and very expensive, consumable that greatly improves the effectiveness of repeatable Humanity Loss restoration interactions. It does not impact quest events.

<figure><img src="/files/EoaQyztPiU8GVOwtITrW" alt="" width="563"><figcaption></figcaption></figure>

<details>

<summary><strong>Spoilers - Humanity Loss Restoration Quest Events</strong></summary>

* **Automatic Love** - If you progress the discussion with the doll until you both lie down.
* **Queen of the Highway** - When quest is completed (for either gender of V, whether Panam is romanced or not).
* **Boat Drinks** - If a friendship or a relationship with Kerry is affirmed (for either gender of V).
* **Following the River** - After waking up from a night of fellowship (for either gender of V, whether River is romanced or not).
* **Pyramid Song** - If a friendship or a relationship with Judy is affirmed (for either gender of V).
* After **calling a pivotal character** after their death in The Heist.
* After each of the four **Zen Master BD Meditation sessions.**
* When giving away the **NUSA Medal** to a homeless person.

</details>

<details>

<summary><strong>Spoilers</strong> - <strong>Humanity Loss Restoration Repeatable Activities (Once /</strong> Day)</summary>

* **Life Path (Streetkid) -** Ride the metro, and then stand by the door or look out the window. You'll get a timed prompt to "Reflect".
* **Life Path (Nomad)** - Sleep in a vehicle while in the Badlands. You'll get a timed prompt to "Reflect".
* **Life Path (Corpo)** - Activate AutoDrive while in City Center, or enter City Center while AutoDrive is enabled. You'll get a timed prompt to "Reflect".
* Drive a vehicle at 140mph (225kph) or greater. You'll get a timed prompt to "Tighten grip".
* Go to bed during a Romantic Hangout in an apartment.
* Give to the homeless. Both homeless people in the world and the beggar on the metro are supported.
* Meditate in the Kress Street Apartment, or as an interaction added by a mod.
* Ride the rollercoaster.
* Dance or Vibe Out.
* Use a Confession Booth machine.

If the option "<mark style="color:yellow;">Dismiss thought</mark>" is selected, that option will not appear again for one in-game day.

</details>

Humanity Loss progresses more quickly for each point of Cyberware Capacity allocated. The total rate penalty is shown on the Cyberware Menu. A new consumable, <mark style="color:yellow;">**Immunosuppressant**</mark>, negates this penalty while its effect is active.

Advanced Humanity Loss may lead to [<mark style="color:yellow;">Cyberpsychosis</mark>](/cyberpsychosis) if your Cyberware Capacity has been exceeded.

Humanity Loss and Cyberpsychosis can be configured or disabled in Dark Future's Mod Settings.


# Cyberpsychosis

Once per day, if your Cyberware Capacity has been exceeded with the <mark style="color:yellow;">Edgerunner</mark> Perk, Humanity Loss may trigger <mark style="color:yellow;">**Cyberpsychosis**</mark> when entering combat. Cyberpsychosis greatly increases the chance of entering the <mark style="color:yellow;">Fury</mark> state, at the cost of <mark style="color:yellow;">limiting your total Nerve</mark> until stacks of the effect have been removed.

<figure><img src="/files/VWNTWDMEh04ThbOTCuSZ" alt=""><figcaption></figcaption></figure>

Cyberpsychosis is a stacking status effect. The number of stacks gained (up to <mark style="color:yellow;">75</mark>) depends on your Humanity Loss Condition level. For each stack:

* +0.5% Fury chance when neutralizing enemies.
* Total Nerve limited by 1.

{% hint style="info" %}
This feature includes VFX and spoken dialogue, which are configurable via Mod Settings.

This feature is **optional** and can be disabled via Mod Settings. If you would prefer to use **Wannabe Edgerunner**, please disable Dark Future's Cyberpsychosis.
{% endhint %}

<div data-full-width="true"><figure><img src="/files/qT4VvbUisYzWVUJ7sNwf" alt=""><figcaption></figcaption></figure></div>

Cyberpsychosis is removed when:

* Neutralizing <mark style="color:yellow;">civilians</mark> (1 stack)
* Neutralizing <mark style="color:yellow;">NCPD</mark> and <mark style="color:yellow;">BARGHEST</mark> (1 stack)
* Neutralizing <mark style="color:yellow;">enemies</mark> (2 stacks)
* Neutralizing a member of <mark style="color:yellow;">MaxTac</mark> (20 stacks)
* Using an <mark style="color:yellow;">Immunosuppressant</mark> (all stacks)


# Consumables

## <mark style="color:yellow;">New Consumables</mark>

The following are new consumables added by Dark Future.

### <mark style="color:yellow;">Immunosuppressant (New in 2.0)</mark>

*TweakDBID:* `DarkFutureItem.ImmunosuppressantDrug`

**Immunosuppressants** suppress the additional [Humanity Loss](/conditions/humanity-loss) incurred from installed cyberware, as well as cure and prevent [Cyberpsychosis](/cyberpsychosis). They also suppress the Max Health penalty of the Edgerunner Perk. While under the effect of an Immunosuppressant, you cannot activate Fury.

**Where To Find:** Purchasable from any Medpoint Vendor, and granted to you by Victor during <mark style="color:yellow;">**The Ripperdoc**</mark> Job.

<figure><img src="/files/ivnVCUDn2cVBtKmv08Mo" alt="" width="375"><figcaption></figcaption></figure>

### <mark style="color:yellow;">Addiquit</mark>

*TweakDBID:* `DarkFutureItem.AddictionTreatmentDrug`

**Addiquit** helps manage Addiction Withdrawal while attempting to cure an [Addiction](/gameplay/addiction-overview). Costs significant Energy to use.

**Where To Find:** Purchasable from any Medpoint Vendor.

<figure><img src="/files/3RfSWmJNh9ueJFB4NxmY" alt="" width="375"><figcaption></figcaption></figure>

### <mark style="color:yellow;">Emergency Cardioregulator</mark>

*TweakDBID:* `DarkFutureItem.NerveRestoreDrug`

**Emergency Cardioregulator** is an emergency-use consumable that can be used in combat to quickly restore Nerve at significant cost to Energy. Once used, it applies the <mark style="color:yellow;">Weakened</mark> status, which prevents consumables from restoring Basic Needs for a short time.

It is a narcotic, and can lead to Narcotic [Addiction ](/gameplay/addiction-overview)with use.

**Where To Find:** Purchasable from any Medpoint Vendor.

<figure><img src="/files/O8o2T87NSwBzj5t8eoi8" alt="" width="375"><figcaption></figcaption></figure>

### <mark style="color:yellow;">Endotrisine</mark>

*TweakDBID:* `DarkFutureItem.EndotrisineDrug`

**Endotrisine** is an expensive consumable that improves Humanity Loss restoration from repeatable activities.

**Where To Find:** Medpoint Vendors.

<figure><img src="/files/wNpzNeuJ9yCyIlGx7PUI" alt="" width="375"><figcaption></figcaption></figure>

### <mark style="color:yellow;">Glitter</mark>

*TweakDBID:* `DarkFutureItem.Glitter`

Glitter is an extremely powerful black market Narcotic that can be used in combat. Like other Narcotics, using it will quickly lead to Narcotic [Addiction](/gameplay/addiction-overview). Due to the high amount of randomized Nerve loss, Glitter is dangerous to use while Nerve is low.

**Where To Find:** Purchasable from the two unmarked drug dealer vendors on Jig-Jig Street, as well as Saki Seo, the Meds Vendor in Dogtown Stadium.

<figure><img src="/files/b1Ws5kEzkfyUbal3zzjs" alt="" width="375"><figcaption></figcaption></figure>

### <mark style="color:yellow;">Cigarettes</mark>

Cigarettes are now a type of consumable in Dark Future. They restore Nerve, while also reducing total Stamina and causing your Stamina to deplete when sprinting and jumping. By default, consuming them will lead to Nicotine [Addiction](/gameplay/addiction-overview).

*TweakDBID:* `DarkFutureItem.CigarettePackC, Items.GenericJunkItem23, Items.GenericJunkItem24`

**Where To Find:** Purchasable at newsstand vendors, junk vendors, and occasionally found in loot.

<div data-full-width="true"><figure><img src="/files/er6HFTvjHgtYugm2KH6r" alt="" width="375"><figcaption></figcaption></figure> <figure><img src="/files/abBGqgKAc8Vn8BV4RAqF" alt="" width="375"><figcaption></figcaption></figure> <figure><img src="/files/a0XeebdjUMkNCDP8tMFW" alt="" width="375"><figcaption></figcaption></figure></div>

***

## <mark style="color:yellow;">Changes to Existing Consumables</mark>

{% hint style="info" %}
You can configure the amount that all consumables restore, as well as their weight and vendor prices, via Mod Settings.
{% endhint %}

### <mark style="color:yellow;">Food</mark>

* The <mark style="color:yellow;">**Nourished**</mark> status will now only apply when eating high-quality food when your Nutrition is 85 or greater, as noted on the item description. If a Nutrition penalty status effect is applied, Nourished will be removed.
* Many lower-quality food items (i.e. from vending machines) reduce **Nerve** if Nerve is greater than 70, which can make you <mark style="color:yellow;">**On Edge**</mark> or <mark style="color:yellow;">**Anxious**</mark>**.** While these items are good in a pinch, you should seek out higher-quality food from Food Vendors.

<div data-full-width="true"><figure><img src="/files/8ciQfV83AzO88J5FujhQ" alt="" width="375"><figcaption></figcaption></figure> <figure><img src="/files/IUEVo04yTKPpqriiUTiI" alt="" width="375"><figcaption></figcaption></figure></div>

### <mark style="color:yellow;">Drinks</mark>

* The <mark style="color:yellow;">**Hydrated**</mark> status will now only apply when drinking certain high-quality drinks when your Hydration is 85 or greater, as noted on the item description. If a Hydration penalty status effect is applied, Hydrated will be removed.
* Like food, many lower-quality drink items (i.e. from vending machines) reduce **Nerve** if Nerve is greater than 70.
* Coffee and energy drinks can temporarily restore Energy. See the [**Energy section of the Basic Needs page**](/gameplay/basic-needs#energy) for more info.

<div data-full-width="true"><figure><img src="/files/Gl4ieIrzPy63wwwZmaXX" alt="" width="375"><figcaption></figcaption></figure> <figure><img src="/files/OM6Xec2v8VCXtn7g2VAa" alt="" width="375"><figcaption></figcaption></figure> <figure><img src="/files/phEePKUMwIvXDXbpMMsK" alt="" width="375"><figcaption></figcaption></figure></div>

### <mark style="color:yellow;">Alcohol</mark>

Alcohol restores Nerve. The stronger and higher quality the alcohol, the more Nerve it restores. It now applies a penalty to Mitigation Strength and Reload Speed instead of its previous effects. When the Alcohol effect is stacked enough times, it also applies the **Numbed** status, granting bonus Armor.

By default, consuming alcohol can lead to Alcohol [Addiction](/gameplay/addiction-overview). **Strong Alcohol** applies multiple stacks of the Alcohol status, leading to addiction faster.

<div><figure><img src="/files/NTrjk0rTxJK1vcoTf8UA" alt="" width="375"><figcaption></figcaption></figure> <figure><img src="/files/fYigt7LaP4qSWKRJjBcW" alt="" width="375"><figcaption></figcaption></figure></div>

### <mark style="color:yellow;">Narcotics</mark>

<mark style="color:yellow;">**Mr. Whitey**</mark> and <mark style="color:yellow;">**Black Lace**</mark> are now classified as Narcotics.

Mr. Whitey can now be purchased from Kiosk Vendors. Black Lace can now be purchased from the unmarked drug dealers on Jig-Jig Street.

By default, consuming narcotics can lead to Narcotic [Addiction](/gameplay/addiction-overview).

<figure><img src="/files/gaI6qzDLIFagAvTo7CaW" alt="" width="375"><figcaption></figcaption></figure>

### <mark style="color:yellow;">Boosters</mark>

* Boosters now have a duration of 15 minutes.
* Health Booster is now named <mark style="color:yellow;">**Trauma Kit**</mark><mark style="color:yellow;">.</mark> They now restore the [Injury Condition](/conditions/injury).
* Capacity Boosters now <mark style="color:yellow;">**cost**</mark> 15 Nutrition to use, and has had its Carry Weight bonus adjusted.
* RAM Jolt reduces the amount of Nerve lost when being traced, useful for stealth Netrunners.
* Stamina Boosters now provide a small amount of Energy restoration. The item's description was corrected to state its actual benefit to Stamina Regen Rate in the base game (10%).

<div data-full-width="true"><figure><img src="/files/sES5x2VMoDyrNIAkFFra" alt="" width="375"><figcaption></figcaption></figure> <figure><img src="/files/IfzagItpikKmsETMfwJ4" alt="" width="375"><figcaption></figcaption></figure></div>

<div><figure><img src="/files/8LqROSeOkIfbCgusMlbl" alt="" width="375"><figcaption></figcaption></figure> <figure><img src="/files/zl0a4q2XAaeSVNFRRIYg" alt="" width="375"><figcaption></figcaption></figure></div>

### <mark style="color:yellow;">Black Market Boosters</mark>

* Black market boosters have a duration of 15 minutes.
* Asskick - No change.
* Ol' Donkey now <mark style="color:yellow;">**costs**</mark> 25 Nutrition to use, and has had its Carry Weight bonus adjusted.
* RAM Nugs further reduce the amount of Nerve lost when being traced.
* Jellytricity provides the same new benefit as Stamina Booster.

<div data-full-width="true"><figure><img src="/files/2tPlY4kAdbJ3U2zvZGSQ" alt="" width="375"><figcaption></figcaption></figure> <figure><img src="/files/WYs1R8Ml63dZwPFrAYdZ" alt="" width="375"><figcaption></figcaption></figure> <figure><img src="/files/2OtOOABBQjV0f9QsTKR9" alt="" width="375"><figcaption></figcaption></figure></div>


# Consumable Animations

Dark Future includes immersive animations for <mark style="color:yellow;">**every consumable**</mark> in the base game and Phantom Liberty, featuring 9 animations and over 80 visually held items that closely match the items you use.

Animations are automatically played when consuming an item. If multiple items are consumed in the same menu session, the most unique animation is selected.

{% hint style="info" %}
Because these animations block movement and other gameplay, they are kept **very brief** (3 - 5 seconds).
{% endhint %}

Consumable animations can be configured to play less (or more) frequently, or disabled, via Mod Settings.

By default, the system <mark style="color:yellow;">**prevents the same animation from playing back-to-back**</mark> in a short amount of time. If you buy 6 burritos from a vending machine and eat all of them, you will only see an animation for the first one.

{% tabs fullWidth="true" %}
{% tab title="Left Hand Eating" %}

<div data-full-width="true"><figure><img src="/files/HsK8WY7cCEKHc5jKyTBH" alt=""><figcaption></figcaption></figure></div>

17 different visually held items can appear depending on the item consumed:

* Burrito XXL
* Burrito XXL Rosado
* Burrito XXL Turquesa
* Holobites
* Moonchies
* Leelou Beans
* PopTurd
* Schwabshwab
* Thin Foil Package (Small)
* Thin Foil Package (Large)
* Cat Food
* Daring Dairy
* Synthsnack
* Synthsnack (no label)
* Power Bar / Candy Bar
* Tomato Juice
* RAM Nugs
  {% endtab %}

{% tab title="Right Hand Eating" %}

<div data-full-width="true"><figure><img src="/files/f6ezjD32QkbEoZyQqiZc" alt=""><figcaption></figcaption></figure></div>

19 different visually held items can appear depending on the item consumed:

* Wontons
* Taco
* Hawt Dawg
* Soup (light)
* Soup (dark)
* Large Foil Package (Gold)
* Large Foil Package (Silver)
* Fruit (randomized)
* Beef Can
* Noodles
* Pizza
* Meat Log
* Nigiri
* Norimaki
* Dried Meat
* Sandwich
* Pierogi
* Cupcake
* Jellytricity
  {% endtab %}

{% tab title="Right Hand Sip" %}

<div data-full-width="true"><figure><img src="/files/We8dlMq0a9u735bfcQPz" alt=""><figcaption></figcaption></figure></div>

16 different visually held items can appear depending on the item consumed:

* Coffee To-Go Cup
* Coffee / Tea Open Cup
* NiCola (Red)
* NiCola (Blue)
* Cirrus Cola (Yellow)
* Cirrus Cola (Blue)
* Tiancha
* Spunky Monkey
* Chromanticore
* Water Bottle
* Broseph (Brown Bottle)
* Broseph (Blue Bottle)
* Abydos (Small)
* Generic Beer
* Cocktail in Glass
* Vatnakojull
  {% endtab %}

{% tab title="Left Hand Chug" %}

<div data-full-width="true"><figure><img src="/files/fC2tm0ObZE2AHOcNTX10" alt=""><figcaption></figcaption></figure></div>

23 different visually held items can appear depending on the item consumed:

* Wine
* Calavera Feliz
* Champaradise
* Donaghy's
* Centzon
* Joe Tiel's Okie Hooch
* Abydos (Large)
* Bumelant Vodka
* Generic Fancy Bottle
* Generic Whiskey 1
* Generic Tequila 1
* Odickin Whiskey
* Generic Whiskey 2
* Bolshevik Vodka
* Tequila Especial
* Centzon Indigo
* Generic Tequila 2
* Pingo Palido
* Generic Hooch
* Twenty-First Stout
* Blue Grass
* Chromanticore (Chug)
* Sain Ruisseau
  {% endtab %}

{% tab title="Smoking" %}

<div data-full-width="true"><figure><img src="/files/fo6pY1LnensupYt4HENc" alt=""><figcaption></figcaption></figure></div>

{% endtab %}

{% tab title="Inhaler" %}

<div data-full-width="true"><figure><img src="/files/Gx4hsU4TqyVMnZoeJrdf" alt=""><figcaption></figcaption></figure></div>

5 different visually held items can appear depending on the item consumed:

* Addiquit
* Emergency Cardioregulator
* Glitter
* Black Lace
* Immunosuppressant
  {% endtab %}

{% tab title="Trauma Kit" %}

<div data-full-width="true"><figure><img src="/files/eRgxCZ9XGn1Pue6I3kbl" alt=""><figcaption></figcaption></figure></div>

{% endtab %}

{% tab title="Pills" %}

<div data-full-width="true"><figure><img src="/files/37oS7esJMiENkXCtACTw" alt=""><figcaption></figcaption></figure></div>

6 different visually held items can appear depending on the item consumed:

* Pill A (Blue)
* Pill A (Green)
* Pill A (Pink)
* Pill B (Red)
* Pill B (Green)
* Pill B (Pink)
  {% endtab %}

{% tab title="Mr. Whitey" %}

<div data-full-width="true"><figure><img src="/files/uQhuH1tN0dcNOVKBAjKQ" alt=""><figcaption></figcaption></figure></div>

{% endtab %}
{% endtabs %}


# Cyberware

## <mark style="color:yellow;">New Cyberware</mark>

### Syn-Lungs (Circulatory System)

Syn-Lungs make their return from previous versions of the game! They now reduce the amount of Stamina necessary to Dodge and Dash while on the ground, and reduce the duration of negative status effects from smoking. Syn-Lungs begin at Tier 3 rarity and can be purchased starting at Level 17, as well as upgraded up to Tier 5++.

<figure><img src="/files/v3kLcmcSFVlJH3CdYXOM" alt="" width="563"><figcaption></figcaption></figure>

{% hint style="info" %}
***Developer's Note:*** Syn-Lungs help complement the benefit of the Tailwind perk, which now makes [Air Dashing cost -40% less Stamina](/perks-and-skills#tailwind). Syn-Lungs provide up to the same benefit at Tier 5++, just while on the ground.
{% endhint %}

### Endorphin Regulator (Frontal Cortex)

Endorphin Regulator allows you to consume less alcohol to gain the <mark style="color:yellow;">**Numbed**</mark> status, and increases the duration of the effects of Narcotics.

Like Syn-Lungs, Endorphin Regulator begins at Tier 3 rarity and can be purchased beginning at Level 17, as well as upgraded up to Tier 5++.

<figure><img src="/files/SSc1HiFvPzpxxuqesGPL" alt="" width="563"><figcaption></figcaption></figure>

***

## <mark style="color:yellow;">Changes to Existing Cyberware</mark>

### Second Heart

Second Heart now restores Health *or* Nerve when they deplete, depending on which runs out first. Both effects share the same cooldown. (Example: If you run out of Health and Second Heart triggers, and you then run out of Nerve during the cooldown, Second Heart won't save you.)

|                                Before                               |                                After                                |
| :-----------------------------------------------------------------: | :-----------------------------------------------------------------: |
| <img src="/files/3CE7NSU6de7l8wKLyWK2" alt="" data-size="original"> | <img src="/files/mWQBN7L2litP5XMOJzgb" alt="" data-size="original"> |


# Mod Settings

Use Mod Settings to configure each feature of Dark Future.

<figure><img src="/files/aZ5jiHiK10gAYOxu3xt9" alt=""><figcaption></figcaption></figure>

## <mark style="color:yellow;">Available Options</mark>

### <mark style="color:yellow;">System</mark>

<table data-full-width="true"><thead><tr><th width="276">Option</th><th width="663">Description</th><th>Default</th></tr></thead><tbody><tr><td>Enable Dark Future</td><td>Enables Dark Future. Disabling this setting will shut down all features, including Basic Needs, Addiction, and so on. For troubleshooting only; descriptions throughout the game will still reference Dark Future even if this setting is disabled.</td><td>On</td></tr></tbody></table>

### <mark style="color:yellow;">Gameplay - General</mark>

<table data-full-width="true"><thead><tr><th width="276">Option</th><th width="664">Description</th><th>Default</th></tr></thead><tbody><tr><td>Reduce Max Carry Weight</td><td>Significantly reduces V's default Carry Weight to 120 (Full) or 160 (Partial). (Default: On - Full Reduction)</td><td>On - Full Reduction</td></tr><tr><td>Increase Default Stamina Recovery Time</td><td>Slightly increases the time between spending Stamina and when it begins to recover. Reduces the ability to Dash limitlessly and makes combat more challenging, especially on Very Hard difficulty.</td><td>On</td></tr><tr><td>Limit Crafting to Stash</td><td>If enabled, crafting can only be accessed by using a new option when interacting with any of V's Stash containers in hideouts and vehicles.</td><td>On</td></tr><tr><td>Disable Consumable Storage In Stash</td><td>Disables storing consumable items in V's stash. Prevents stockpiling food, drinks, and medication.</td><td>On</td></tr></tbody></table>

### <mark style="color:yellow;">Gameplay - Fast Travel</mark>

<table data-full-width="true"><thead><tr><th width="276">Option</th><th width="666">Description</th><th>Default</th></tr></thead><tbody><tr><td>Disable Fast Travel</td><td>Disables Fast Travel at DataTerms and Metro Gates. (Note: If using another mod that also modifies or disables Fast Travel, turn this option Off.)</td><td>On</td></tr><tr><td>Hide Fast Travel Markers In World</td><td>Hides Fast Travel map markers as seen on the HUD and Mini-Map. These markers will still be seen on the Map Menu.</td><td>On</td></tr></tbody></table>

### <mark style="color:yellow;">Gameplay - Vehicle Summoning</mark>

<table data-full-width="true"><thead><tr><th width="276">Option</th><th width="669">Description</th><th>Default</th></tr></thead><tbody><tr><td>Limit Vehicle Summoning</td><td>Enables a charge-based system called Summon Credits that limits how often vehicles can be summoned. Encourages more frequent vehicle theft and riding the Metro. Also disables summoning by tapping the Call Vehicle hotkey.</td><td>On</td></tr><tr><td>Max Vehicle Summon Credits</td><td>The maximum number of Summon Credits that can be accumulated at one time.</td><td>2</td></tr><tr><td>In-Game Hours Per Summon Credit</td><td>The number of hours that must pass in-game before being granted a new Summon Credit.</td><td>8</td></tr></tbody></table>

### <mark style="color:yellow;">Gameplay - Sleeping In Vehicles</mark>

<table data-full-width="true"><thead><tr><th width="276">Option</th><th width="650">Description</th><th>Default</th></tr></thead><tbody><tr><td>Allow Sleeping In Vehicles</td><td>Allows sleeping while inside stationary vehicles parked away from the nearest road.</td><td>On</td></tr><tr><td>Road Distance</td><td>How far you must be from a road in order to sleep in a vehicle. Curb: Allows sleeping very near roads, but also in less sensible areas (e.g. highway ramps). Roadside: Can sleep near roads. Secluded: Requires distance from the nearest road, such as a parking lot.</td><td>Roadside</td></tr><tr><td>Energy Recovery In Limited Areas</td><td>The maximum amount of energy that can be recovered when sleeping in a vehicle in an area set to Limited Recovery.</td><td>70</td></tr><tr><td>Energy Recovery - Night City</td><td>If Limited, Nerve does not recover, and Energy recovery is limited (see "Energy Recovery In Limited Areas"), which can prevent clearing the Stimulant status. If Full, sleeping in a vehicle while in Night City is as restful as sleeping in a bed.</td><td>Limited</td></tr><tr><td>Energy Recovery - Badlands</td><td>If Limited, Nerve does not recover, and Energy recovery is limited (see "Energy Recovery In Limited Areas"), which can prevent clearing the Stimulant status. If Full, sleeping in a vehicle while in the Badlands is as restful as sleeping in a bed.</td><td>Limited</td></tr><tr><td>Switch To First Person When Sleeping</td><td>Switches the camera to a first person perspective when sleeping in vehicles. The camera is restored to its previous setting after waking up.</td><td>On</td></tr><tr><td>Show Input Hint</td><td>Shows an input hint for sleeping in vehicles. Requires Input Loader.</td><td>On</td></tr></tbody></table>

### <mark style="color:yellow;">Gameplay - Vehicle Sleep Encounters</mark>

<table data-full-width="true"><thead><tr><th width="276">Option</th><th width="650">Description</th><th>Default</th></tr></thead><tbody><tr><td>Enable Vehicle Sleep Encounters</td><td>If enabled, gangs may ambush you while sleeping in a vehicle.</td><td>On</td></tr><tr><td>Encounter Chance (%) - Gang Districts</td><td>The chance that you will be ambushed while sleeping in a vehicle in any of Night City's gang-controlled districts. (You cannot be ambushed while sleeping in an area that disallows combat.)</td><td>30%</td></tr><tr><td>Encounter Chance (%) - City Center</td><td>The chance that you will be ambushed while sleeping in a vehicle in any of Night City's gang-controlled districts. (You cannot be ambushed while sleeping in an area that disallows combat, like Morro Rock.)</td><td>20%</td></tr><tr><td>Encounter Chance (%) - Badlands</td><td>The chance that you will be ambushed while sleeping in a vehicle in any of Night City's gang-controlled districts. (You cannot be ambushed while sleeping in an area that disallows combat, like the Aldecaldo campsite.)</td><td>15%</td></tr></tbody></table>

### <mark style="color:yellow;">Survival - Basic Needs</mark>

<table data-full-width="true"><thead><tr><th width="276">Option</th><th width="670">Description</th><th>Default</th></tr></thead><tbody><tr><td>Hydration Loss Rate (%)</td><td>Modify the rate that Hydration is lost over time. Example: 200% would double the default rate of Hydration loss.</td><td>100%</td></tr><tr><td>Nutrition Loss Rate (%)</td><td>Modify the rate that Nutrition is lost over time. Example: 200% would double the default rate of Nutrition loss.</td><td>100%</td></tr><tr><td>Energy Loss Rate (%)</td><td>Modify the rate that Energy is lost over time. Example: 200% would double the default rate of Energy loss.</td><td>100%</td></tr><tr><td>Nerve Loss Rate - Combat (%)</td><td>Modify the rate that Nerve is lost while in combat. Example: 200% would double the default rate of Nerve loss.</td><td>100%</td></tr><tr><td>Nerve Loss Rate - Being Traced (%)</td><td>Modify the rate that Nerve is lost while being traced by a Quickhack. Example: 200% would double the default rate of Nerve loss.</td><td>200%</td></tr><tr><td>Enable Death From Nerve Loss</td><td>Suffer a fatal heart attack when Nerve reaches 0. (Nerve is the only Basic Need that can kill you when it fully depletes.)</td><td>On</td></tr><tr><td>Enable Weapon Shake From Nerve</td><td>If enabled, low Nerve will cause your hands to shake when aiming weapons. Shake is neutralized by the Nerves of Tungsten-Steel perk.</td><td>On</td></tr></tbody></table>

### <mark style="color:yellow;">Gameplay - Alcohol Addiction</mark>

<table data-full-width="true"><thead><tr><th width="276">Option</th><th width="670">Description</th><th>Default</th></tr></thead><tbody><tr><td>Enable Alcohol Addiction</td><td>Enables addiction to alcohol. (Note: Disabling this mechanic will make managing Nerve significantly easier.)</td><td>On</td></tr><tr><td>Addiction Progress Chance (%)</td><td>The chance of gaining Addiction Progress. This is the chance that using the substance will contribute toward addiction, not the chance to become addicted. Becoming addicted requires multiple uses.</td><td>50%</td></tr><tr><td>Addiction Progress On Use</td><td>Sets the Addiction Progress gained when this substance is used and a dice roll against the Addiction Progress Chance is successful.</td><td>1</td></tr><tr><td>Addiction Progress Loss Per Day</td><td>Allows for occasional substance use without ever becoming addicted. Sets how much Addiction Progress is lost over the course of each in-game day (24 hours).</td><td>2</td></tr></tbody></table>

<details>

<summary>Advanced Addiction Options</summary>

Toggle "Show Advanced Settings" to view these configuration options in Mod Settings.

* Withdrawal Duration - Early Stage
* Withdrawal Duration - Advanced
* Withdrawal Duration - Severe
* Withdrawal Duration - Dependency
* Withdrawal Duration - Cessation
* Addiction Progress - Early-Stage
* Addiction Progress - Advanced
* Addiction Progress - Severe
* Addiction Progress - Dependency
* Satisfaction Duration - Early-Stage
* Satisfaction Duration - Advanced
* Satisfaction Duration - Severe
* Satisfaction Duration - Dependency

</details>

### <mark style="color:yellow;">Gameplay - Nicotine Addiction</mark>

<table data-full-width="true"><thead><tr><th width="276">Option</th><th width="677">Description</th><th>Default</th></tr></thead><tbody><tr><td>Enable Nicotine Addiction</td><td>Enables addiction to smoking. (Note: Disabling this mechanic will make managing Nerve significantly easier.)</td><td>On</td></tr><tr><td>Addiction Progress Chance (%)</td><td>The chance of gaining Addiction Progress. This is the chance that using the substance will contribute toward addiction, not the chance to become addicted. Becoming addicted requires multiple uses.</td><td>75%</td></tr><tr><td>Addiction Progress On Use</td><td>Sets the Addiction Progress gained when this substance is used and a dice roll against the Addiction Progress Chance is successful.</td><td>1</td></tr><tr><td>Addiction Progress Loss Per Day</td><td>Allows for occasional substance use without ever becoming addicted. Sets how much Addiction Progress is lost over the course of each in-game day (24 hours).</td><td>1</td></tr></tbody></table>

<details>

<summary>Advanced Addiction Options</summary>

Toggle "Show Advanced Settings" to view these configuration options in Mod Settings.

* Withdrawal Duration - Early Stage
* Withdrawal Duration - Advanced
* Withdrawal Duration - Severe
* Withdrawal Duration - Dependency
* Withdrawal Duration - Cessation
* Addiction Progress - Early-Stage
* Addiction Progress - Advanced
* Addiction Progress - Severe
* Addiction Progress - Dependency
* Satisfaction Duration - Early-Stage
* Satisfaction Duration - Advanced
* Satisfaction Duration - Severe
* Satisfaction Duration - Dependency

</details>

### <mark style="color:yellow;">Gameplay - Narcotic Addiction</mark>

<table data-full-width="true"><thead><tr><th width="276">Option</th><th width="674">Description</th><th>Default</th></tr></thead><tbody><tr><td>Enable Narcotic Addiction</td><td>Enables addiction to narcotics. (Note: Disabling this mechanic will make managing Energy significantly easier.)</td><td>On</td></tr><tr><td>Addiction Progress Chance (%)</td><td>The chance of gaining Addiction Progress. This is the chance that using the substance will contribute toward addiction, not the chance to become addicted. Becoming addicted requires multiple uses.</td><td>85%</td></tr><tr><td>Addiction Progress On Use - Normal</td><td>Sets the Addiction Progress gained when this substance is used and a dice roll against the Addiction Progress Chance is successful when consuming normal-strength narcotics like Mr. Whitey.</td><td>1</td></tr><tr><td>Addiction Progress On Use - Potent</td><td>Sets the Addiction Progress gained when this substance is used and a dice roll against the Addiction Progress Chance is successful when consuming "potent" narcotics like Black Lace and Glitter.</td><td>2</td></tr><tr><td>Addiction Progress Loss Per Day</td><td>Allows for occasional substance use without ever becoming addicted. Sets how much Addiction Progress is lost over the course of each in-game day (24 hours).</td><td>0.5</td></tr></tbody></table>

<details>

<summary>Advanced Addiction Options</summary>

Toggle "Show Advanced Settings" to view these configuration options in Mod Settings.

* Withdrawal Duration - Early Stage
* Withdrawal Duration - Advanced
* Withdrawal Duration - Severe
* Withdrawal Duration - Dependency
* Withdrawal Duration - Cessation
* Addiction Progress - Early-Stage
* Addiction Progress - Advanced
* Addiction Progress - Severe
* Addiction Progress - Dependency
* Satisfaction Duration - Early-Stage
* Satisfaction Duration - Advanced
* Satisfaction Duration - Severe
* Satisfaction Duration - Dependency

</details>

### <mark style="color:yellow;">Gameplay - Injury</mark>

<table data-full-width="true"><thead><tr><th width="276">Option</th><th width="673">Description</th><th>Default</th></tr></thead><tbody><tr><td>Enable Injury</td><td>When taking damage, a percentage of that damage is counted toward gaining an Injury. Each stack of Injury lowers the effectiveness of Healing Items until it is cured using a Trauma Kit.</td><td>On</td></tr><tr><td>Injury Progression (%)</td><td>The percentage of all Health damage taken that is counted toward gaining an Injury. When this count reaches 100%, a stack of the Injury status is applied. Lower values make the Injury status occur less often.</td><td>5%</td></tr></tbody></table>

### <mark style="color:yellow;">Interface</mark>

<table data-full-width="true"><thead><tr><th width="276">Option</th><th width="645">Description</th><th>Default</th></tr></thead><tbody><tr><td>Show All Status Icons</td><td>Show icons near the Health Bar for Nerve, Hydration, Nutrition, Energy, Addiction Withdrawal, and Stimulant status effects. Disabling this keeps the HUD cleaner during gameplay, allowing you to rely on the HUD Meters and Radial Menu instead.</td><td>On</td></tr><tr><td>Show HUD Meters</td><td>Enables HUD meters for Nerve, Hydration, Nutrition, and Energy. The meters display or hide based on context. The HUD meters will always display after opening the Radial Menu.</td><td>On</td></tr><tr><td>HUD Meter Always On Threshold</td><td>When a Basic Need reaches this value or less, its HUD meter will display continuously instead of hiding automatically.</td><td>75</td></tr><tr><td>Nerve Meter Color Theme</td><td>Choose a color theme for the Nerve HUD meter.</td><td>Rose</td></tr><tr><td>Hydration Meter Color Theme</td><td>Choose a color theme for the Hydration HUD meter.</td><td>Pigeon Post</td></tr><tr><td>Nutrition Meter Color Theme</td><td>Choose a color theme for the Nutrition HUD meter.</td><td>Pigeon Post</td></tr><tr><td>Energy Meter Color Theme</td><td>Choose a color theme for the Energy HUD meter.</td><td>Pigeon Post</td></tr><tr><td>Charged Item Inventory Category</td><td>Sorts all charged consumables (Healing Items, Grenades) under the same category in the Backpack and other menus.</td><td>On</td></tr></tbody></table>

<details>

<summary>Advanced Interface Options</summary>

Toggle "Show Advanced Settings" to view these configuration options in Mod Settings.

* HUD Meters Min. Opacity (%)
* HUD Meters Scale
* HUD Meters X Position
* HUD Meters Y Position
* Update Holocall Position
* Holocall Vertical Offset
* Update Status Effects Position
* Status Effect List Vertical Offset

</details>

### <mark style="color:yellow;">Sounds and Visual Effects</mark>

<table data-full-width="true"><thead><tr><th width="276">Option</th><th width="683">Description</th><th>Default</th></tr></thead><tbody><tr><td>Repeat Basic Need Effects</td><td>Periodically plays sounds and visual effects when a Basic Need is 50 or less.</td><td>On</td></tr><tr><td>Basic Need Effect Frequency - Moderate</td><td>If "Repeat Basic Need Effects" is enabled, how often (in seconds) sounds and visual effects should play when a Basic Need is between 50 and 25.</td><td>300</td></tr><tr><td>Basic Need Effect Frequency - Severe</td><td>If "Repeat Basic Need Effects" is enabled, how often (in seconds) sounds and visual effects should play when a Basic Need is 25 or less.</td><td>180</td></tr><tr><td>Sounds - Basic Need Worsens</td><td>Enables spoken sounds when a Basic Need worsens and a negative status effect is applied.</td><td>On</td></tr><tr><td>Sounds - Basic Need Improves</td><td>Enables spoken sounds when a Basic Need improves and all negative status effects are cleared.</td><td>On</td></tr><tr><td>Sounds - Addiction Withdrawal</td><td>Enables spoken sounds when an addiction withdrawal effect is applied.</td><td>On</td></tr><tr><td>Sounds - Out Of Breath</td><td>Enables breathing sounds after sprinting and dashing when Hydration is low, or while the Weakened Lungs status (from smoking) is active.</td><td>On</td></tr><tr><td>Sounds - Panic Breathing</td><td>Enables breathing sounds that play contextually when Nerve is low.</td><td>On</td></tr><tr><td>Sounds - Narcotics Usage</td><td>Enables spoken "euphoric laughing" when Nerve increases when using a narcotic.</td><td>On</td></tr><tr><td>Visual Effects - Nerve</td><td>Enables a "glitch" visual effect when certain Nerve status effects are applied.</td><td>On</td></tr><tr><td>Visual Effects - Critical Nerve</td><td>Enables a persistent full-screen visual effect when Nerve is 10 or less.</td><td>On</td></tr><tr><td>Visual Effects - Hydration</td><td>Enables a "camera wobble" visual effect when certain Hydration status effects are applied.</td><td>On</td></tr><tr><td>Visual Effects - Nutrition</td><td>Enables a "hunger pang" visual effect when certain Nutrition status effects are applied.</td><td>On</td></tr><tr><td>Visual Effects - Energy</td><td>Enables a "blinking" visual effect when certain Energy status effects are applied.</td><td>On</td></tr><tr><td>Visual Effects - Out Of Breath</td><td>Enables a "camera wobble" visual effect after sprinting and dashing when Hydration is low.</td><td>On</td></tr><tr><td>Sounds / Visual Effects - Smoking</td><td>Enables sound and particle effects when consuming cigarettes. (No animation playback, does not interrupt movement or gameplay.)</td><td>On</td></tr><tr><td>Sounds / Visual Effects - Nausea</td><td>When using an interactable that would force V to consume something (e.g. the Coffee Machine) while eating and drinking items is disabled due to Nerve, enables playing a fade to black visual and "vomit" sound effect.</td><td>On</td></tr></tbody></table>

### <mark style="color:yellow;">Notifications</mark>

<table data-full-width="true"><thead><tr><th width="276">Option</th><th width="685">Description</th><th>Default</th></tr></thead><tbody><tr><td>Basic Need Severity Notifications</td><td>Displays a notification for each Basic Need when it becomes severe (25 or less). If multiple Needs become severe at once (e.g. after waiting or sleeping), a single generic message is displayed instead.</td><td>On</td></tr><tr><td>Addiction Notifications</td><td>Displays a notification when an addiction is acquired or becomes more severe. Disable this to keep your addiction progress a mystery until Withdrawal effects emerge! (Addiction cure notifications will always display.)</td><td>On</td></tr></tbody></table>

### <mark style="color:yellow;">Compatibility</mark>

<table data-full-width="true"><thead><tr><th width="276">Option</th><th width="685">Description</th><th>Default</th></tr></thead><tbody><tr><td>EVS - Vehicle Change On Sleep</td><td>If Enhanced Vehicle System is installed, allows the vehicle engine and power to turn on or off automatically when beginning to sleep in a vehicle.</td><td>Turn Engine / Power Off</td></tr><tr><td>EVS - Vehicle Change On Wake</td><td>If Enhanced Vehicle System is installed, allows the vehicle engine and power to turn on or off automatically when waking after sleeping in a vehicle.</td><td>Turn Engine / Power On</td></tr><tr><td>EVS - Sleeping As Passenger</td><td>If Enhanced Vehicle System is installed, sets the vehicle behavior when sleeping while in a passenger seat. (Certain mods, such as Auto Drive, allow the player to occupy passenger seats.)</td><td>Same As Driver</td></tr><tr><td>Wannabe Edgerunner Compatibility</td><td>If Wannabe Edgerunner is installed, allows Cyberpsychosis to be equivalent to being in the Edgerunner perk's Fury state. While Cyberpsychosis is active, you ignore all Basic Needs and Injury, and gain +1 Nerve for each neutralization.</td><td>On</td></tr><tr><td>Project E3 - HUD Compatibility</td><td>Update the appearance of Dark Future's HUD elements to be visually compatible with Project E3 - HUD. Only enable if Project E3 - HUD is installed.</td><td>Off</td></tr><tr><td>Project E3 - UI Compatibility</td><td>Update the appearance of Dark Future's Inventory and Skip Time UI elements to be visually compatible with Project E3 - UI. Only enable if Project E3 - UI is installed.</td><td>Off</td></tr></tbody></table>

### <mark style="color:yellow;">Misc</mark>

<table data-full-width="true"><thead><tr><th width="276">Option</th><th width="685">Description</th><th>Default</th></tr></thead><tbody><tr><td>Show Tutorials</td><td>Show one-time tutorials of each mechanic of Dark Future. These appear contextually during gameplay.</td><td>On</td></tr><tr><td>Timescale</td><td>Adjust the timescale of the game if you have modified it using another mod. The timescale is the number of hours that pass in-game for each real hour.</td><td>8</td></tr></tbody></table>

### <mark style="color:yellow;">Advanced - Consumable Restoration</mark>

<table data-full-width="true"><thead><tr><th width="276">Option</th><th width="685">Description</th><th>Default</th></tr></thead><tbody><tr><td>Hydration - Soft Drinks</td><td>Set the amount of Hydration to restore from this type of item.</td><td>15</td></tr><tr><td>Hydration - Water, Tea, and Juice</td><td>Set the amount of Hydration to restore from this type of item.</td><td>20</td></tr><tr><td>Hydration - Large Bottled Water</td><td>Set the amount of Hydration to restore from this type of item.</td><td>30</td></tr><tr><td>Nutrition - Small Snack</td><td>Set the amount of Nutrition to restore from this type of item.</td><td>8</td></tr><tr><td>Nutrition - Large Snack</td><td>Set the amount of Nutrition to restore from this type of item.</td><td>15</td></tr><tr><td>Nutrition - Meal</td><td>Set the amount of Nutrition to restore from this type of item.</td><td>20</td></tr><tr><td>Nutrition - Large Meal</td><td>Set the amount of Nutrition to restore from this type of item.</td><td>30</td></tr><tr><td>Energy - Coffee</td><td>Set the amount of Energy to restore from this type of item.</td><td>15</td></tr><tr><td>Energy - Energy Drinks, Mr. Whitey</td><td>Set the amount of Energy to restore from this type of item.</td><td>25</td></tr><tr><td>Energy - Potent Narcotics</td><td>Set the amount of Energy to restore from this type of item.</td><td>35</td></tr><tr><td>Nerve - Cheap Alcohol &#x26; Interactions</td><td>Set the amount of Nerve to restore from this type of item. Also sets the amount of Nerve restored when drinking alcohol as part of an interaction in the world.</td><td>6</td></tr><tr><td>Nerve - Expensive Alcohol</td><td>Set the amount of Nerve to restore from this type of item.</td><td>8</td></tr><tr><td>Nerve - Luxury Alcohol</td><td>Set the amount of Nerve to restore from this type of item.</td><td>10</td></tr><tr><td>Nerve - Cigarettes</td><td>Set the amount of Nerve to restore from this type of item.</td><td>15</td></tr><tr><td>Nerve - Weak Narcotics (+/-)</td><td>Set the amount of Nerve to potentially gain or lose from this type of item.</td><td>20</td></tr><tr><td>Nerve - Potent Narcotics (+/-)</td><td>Set the amount of Nerve to potentially gain or lose from this type of item.</td><td>40</td></tr><tr><td>Low Quality Item Nerve Penalty (%)</td><td>Set the Nerve penalty that low quality food and drinks apply as a percentage of the restoration amount. (Example: A low quality drink that grants 20 Hydration would apply -10 Nerve if set to 50%).</td><td>50%</td></tr><tr><td>Low Quality Item Nerve Penalty Limit</td><td>Set the limit on how low Nerve can be reduced from consuming low quality food and drinks.</td><td>70</td></tr></tbody></table>

### <mark style="color:yellow;">Advanced - Consumable Weights</mark>

<table data-full-width="true"><thead><tr><th width="276">Option</th><th width="685">Description</th><th>Default</th></tr></thead><tbody><tr><td>Food Weight - Very Small</td><td>Set the weight of this type of item.</td><td>0.6</td></tr><tr><td>Food Weight - Small</td><td>Set the weight of this type of item.</td><td>1</td></tr><tr><td>Food Weight - Medium</td><td>Set the weight of this type of item.</td><td>1.2</td></tr><tr><td>Food Weight - Large</td><td>Set the weight of this type of item.</td><td>1.6</td></tr><tr><td>Drink and Alcohol Weight - Small</td><td>Set the weight of this type of item.</td><td>0.8</td></tr><tr><td>Drink and Alcohol Weight - Large</td><td>Set the weight of this type of item.</td><td>1.2</td></tr><tr><td>Booster and Drug Weight - Small</td><td>Set the weight of this type of item.</td><td>0.3</td></tr><tr><td>Booster and Drug Weight - Medium</td><td>Set the weight of this type of item.</td><td>0.6</td></tr><tr><td>Booster and Drug Weight - Large</td><td>Set the weight of this type of item.</td><td>1</td></tr><tr><td>Booster and Drug Weight - Trauma Kit</td><td>Set the weight of this type of item.</td><td>2</td></tr></tbody></table>

### <mark style="color:yellow;">Advanced - Consumable Prices</mark>

<table data-full-width="true"><thead><tr><th width="354">Option</th><th width="537">Description</th><th>Default</th></tr></thead><tbody><tr><td>Drink Price Mult - Nomad Drinks</td><td>Set the price multiplier of this type of item.</td><td>0.65</td></tr><tr><td>Drink Price Mult - Common Drinks</td><td>Set the price multiplier of this type of item.</td><td>1</td></tr><tr><td>Drink Price Mult - Uncommon Drinks</td><td>Set the price multiplier of this type of item.</td><td>1.25</td></tr><tr><td>Drink Price Mult - Rare Drinks</td><td>Set the price multiplier of this type of item.</td><td>2.5</td></tr><tr><td>Drink Price Mult - Epic Drinks</td><td>Set the price multiplier of this type of item.</td><td>4.4</td></tr><tr><td>Drink Price Mult - Legendary Drinks</td><td>Set the price multiplier of this type of item.</td><td>10.25</td></tr><tr><td>Drink Price Mult - Black Market Drinks</td><td>Set the price multiplier of this type of item.</td><td>31.25</td></tr><tr><td>Food Price Mult - Nomad Food</td><td>Set the price multiplier of this type of item.</td><td>1.5</td></tr><tr><td>Food Price Mult - Common Small Snack</td><td>Set the price multiplier of this type of item.</td><td>1</td></tr><tr><td>Food Price Mult - Common Large Snack</td><td>Set the price multiplier of this type of item.</td><td>1.5</td></tr><tr><td>Food Price Mult - Common Meal</td><td>Set the price multiplier of this type of item.</td><td>2.5</td></tr><tr><td>Food Price Mult - Uncommon Food</td><td>Set the price multiplier of this type of item.</td><td>3</td></tr><tr><td>Food Price Mult - Rare Food</td><td>Set the price multiplier of this type of item.</td><td>5</td></tr><tr><td>Food Price Mult - Epic Food</td><td>Set the price multiplier of this type of item.</td><td>9</td></tr><tr><td>Food Price Mult - Black Market Snacks</td><td>Set the price multiplier of this type of item.</td><td>50</td></tr><tr><td>Food Price Mult - Black Market Meals</td><td>Set the price multiplier of this type of item.</td><td>75</td></tr><tr><td>Alcohol Price Mult - Low Quality</td><td>Set the price multiplier of this type of item.</td><td>1</td></tr><tr><td>Alcohol Price Mult - Medium Quality</td><td>Set the price multiplier of this type of item.</td><td>2</td></tr><tr><td>Alcohol Price Mult - Good Quality</td><td>Set the price multiplier of this type of item.</td><td>3</td></tr><tr><td>Alcohol Price Mult - Top Quality</td><td>Set the price multiplier of this type of item.</td><td>5</td></tr><tr><td>Alcohol Price Mult - Exquisite Quality</td><td>Set the price multiplier of this type of item.</td><td>10</td></tr><tr><td>Cigarettes Price Mult</td><td>Set the price multiplier of this type of item.</td><td>5</td></tr><tr><td>Mr. Whitey Price Mult</td><td>Set the price multiplier of this type of item.</td><td>7</td></tr><tr><td>Pharmaceuticals Price Mult</td><td>Set the price multiplier of this type of item.</td><td>1</td></tr><tr><td>Black Market Drugs Price Mult</td><td>Set the price multiplier of this type of item.</td><td>1</td></tr></tbody></table>

### <mark style="color:yellow;">Advanced - Ammo</mark>

<table data-full-width="true"><thead><tr><th width="321">Option</th><th width="543">Description</th><th>Default</th></tr></thead><tbody><tr><td>Enable Ammo Weight</td><td>Allows ammunition to have weight. Enabling this setting also removes the quantity-based carry limitation of each type of ammo, and makes ammo visible in the inventory under Ranged Weapons.</td><td>Off</td></tr><tr><td>Enable Ammo Crafting</td><td>Toggles the ability to craft ammunition.</td><td>On</td></tr><tr><td>Ammo Weight - Handgun Ammo</td><td>Set the weight of this type of item.</td><td>0.01</td></tr><tr><td>Ammo Weight - Heavy Ammo</td><td>Set the weight of this type of item.</td><td>0.01</td></tr><tr><td>Ammo Weight - Shotgun Ammo</td><td>Set the weight of this type of item.</td><td>0.03</td></tr><tr><td>Ammo Weight - Sniper Ammo</td><td>Set the weight of this type of item.</td><td>0.05</td></tr><tr><td>Ammo Price Mult - Handgun Ammo</td><td>Set the price multiplier of this type of item.</td><td>1</td></tr><tr><td>Ammo Price Mult - Heavy Ammo</td><td>Set the price multiplier of this type of item.</td><td>1</td></tr><tr><td>Ammo Price Mult - Shotgun Ammo</td><td>Set the price multiplier of this type of item.</td><td>1.5</td></tr><tr><td>Ammo Price Mult - Sniper Ammo</td><td>Set the price multiplier of this type of item.</td><td>2</td></tr></tbody></table>


# Perks and Skills

## <mark style="color:yellow;">Perks</mark>

Several perks have been updated in order to mention their new benefits in Dark Future, or have been slightly adjusted to more closely align to Dark Future's intended gameplay.

### <mark style="color:yellow;">Edgerunner</mark>

Temporarily negates all of Dark Future's negative status effects while in a Fury state. While in this state, you also gain +1 Nerve with each kill.

Exceeding your Cyberware Capacity while suffering from advanced [Humanity Loss](/conditions/humanity-loss) can lead to [Cyberpsychosis](/cyberpsychosis).

|                                Before                               |                                                After                                                |
| :-----------------------------------------------------------------: | :-------------------------------------------------------------------------------------------------: |
| <img src="/files/2pca6K93khDEgzEPUWE2" alt="" data-size="original"> | <div><figure><img src="/files/Ogfbeguw6YSWcRBFTY8h" alt=""><figcaption></figcaption></figure></div> |

### <mark style="color:yellow;">Unstoppable Force</mark>

Updates the description to correctly note that this perk does not apply to Dark Future's mechanics.

|                                Before                               |                                After                                |
| :-----------------------------------------------------------------: | :-----------------------------------------------------------------: |
| <img src="/files/0SyvvI0cJjgV0gQQXpRk" alt="" data-size="original"> | <img src="/files/t3qzpSp2vyxvE0HA3Jrs" alt="" data-size="original"> |

### <mark style="color:yellow;">Nerves of Tungsten-Steel</mark>

This perk now eliminates the weapon shake when Nerve is low as long as Focus is active.

|                                Before                               |                                After                                |
| :-----------------------------------------------------------------: | :-----------------------------------------------------------------: |
| <img src="/files/Pm86iWL5bwoLLd2w5zrd" alt="" data-size="original"> | <img src="/files/bkebROwz9druvz8yeAU7" alt="" data-size="original"> |

### <mark style="color:yellow;">Tailwind</mark>

Tailwind no longer grants +25 Stamina each time that the player Double Jumps or Air Dashes. Combined with adjustments to Stamina Recovery Time, this prevents effectively limitless Air Dashing.

This also replaces the free Air Dash benefit with a -40% Stamina cost reduction (-90% total with previous perks in the tree and the Shinobi Skill).

|                                Before                               |                                After                                |
| :-----------------------------------------------------------------: | :-----------------------------------------------------------------: |
| <img src="/files/0PxzlU41EnjTeTE7xlhN" alt="" data-size="original"> | <img src="/files/YIsAdEUsg4p6cfYzTe46" alt="" data-size="original"> |

## <mark style="color:yellow;">Skill Progression</mark>

The <mark style="color:yellow;">**Solo Skill**</mark> now grants 25 additional Carry Weight at Rank 5 and Rank 25. Previously, this skill granted 50 and 100 additional Carry Weight at Rank 5 and Rank 25, respectively.


# Stash Crafting

This small feature of Dark Future limits crafting only to locations where a Stash can be accessed.

{% hint style="info" %}
This feature can be enabled or disabled in Mod Settings.
{% endhint %}

When this feature is enabled, the Crafting option is cleanly removed from the Main Menu and the Inventory Menu. The Crafting Menu Hotkey is also disabled.

To access Crafting, move near one of V's Stash containers. You will see a new prompt for Crafting alongside the Open Stash prompt.

<figure><img src="/files/zsodddsnRirrcJzV671C" alt=""><figcaption></figcaption></figure>

This also works when looking at the trunk of V's owned vehicles.

<figure><img src="/files/Vr1Hpz1GJenWBrDDWpn2" alt=""><figcaption></figcaption></figure>


# Vehicle Summon Credits

Summoning vehicles now works on a new charge-based system, similar to Healing Items and Grenades. These charges are called <mark style="color:yellow;">**Summon Credits**</mark>**.**

{% hint style="success" %}
The **Delamain Cab** in Cyberpunk Patch 2.3 does not cost Summon Credits to call.
{% endhint %}

{% hint style="info" %}
This feature can be configured, or disabled, in Mod Settings.
{% endhint %}

Below, the number to the right of the vehicle hotkey indicates the total number of available Summon Credits.

<figure><img src="/files/WNi48B93CuvKbX3h81kB" alt=""><figcaption></figcaption></figure>

When the Summon menu is opened, the total number of Summon Credits and the time until the next Credit will be granted is also displayed.

<figure><img src="/files/NVZStqG9iDvESHEcoL87" alt=""><figcaption></figcaption></figure>

If you are out of Credits, you will be unable to summon a vehicle until a new Credit is granted.

<figure><img src="/files/eOu1nwBwLFJDgh11QbS6" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}

### Why Summon Credits?

***Developer's Note:** The reason that Summon Credits exist is to place some friction on how often you can summon one of your many owned vehicles. The goal is to encourage players to steal more vehicles and ride the Metro in order to create more of a feeling of being "on your own" in Night City.*

*I was unsatisfied with other attempts to add this friction that involved charging the player money to summon vehicles. Even at large amounts, money is effectively limitless in the mid and late game.*

*With Summon Credits, the cost you pay is time (in-game). Even though you can Skip Time, you must still pay the cost in Basic Needs to pass the time. This, to me, seemed like a more meaningful cost.*
{% endhint %}


# Sleeping In Vehicles

You can sleep inside vehicles by pressing and holding <mark style="color:yellow;">**X**</mark> (keyboard) or <mark style="color:yellow;">**D-Pad Right**</mark> (controller). These keybindings can be changed in-game via Mod Settings.

To sleep, the vehicle must be:

* Stationary
* Not on a road or highway
* Enclosed (cannot sleep while on a motorcycle)

By default, sleeping in a vehicle is less restful than sleeping in a bed. Nerve does not recover, and the amount of Energy you can recover is limited, which prevents clearing the Stimulant status from consumables.

Night City's gangs are always on the lookout for an easy target. You may be ambushed while sleeping in your vehicle.

Special compatibility has been added to support [**Enhanced Vehicle System**](https://www.nexusmods.com/cyberpunk2077/mods/11765). With it, your car will automatically shut off when sleeping, and automatically turn on again after waking up. It's very immersive; try it!

<figure><img src="/files/FgEfrPlaGEDmyfO2p7at" alt=""><figcaption></figcaption></figure>

{% hint style="info" %}
Sleeping in vehicles and being ambushed can be configured in Mod Settings.
{% endhint %}

<figure><img src="/files/Xdn3Efg2TzdkhY5ABnPs" alt=""><figcaption></figcaption></figure>


# Other Changes - Dark Future

This page covers miscellaneous changes that Dark Future makes that aren't covered under another page.

## <mark style="color:yellow;">Features</mark>

* <mark style="color:yellow;">**Fast Travel**</mark> is now disabled by default, and V's ability to summon vehicles is also restricted. Taking the Metro and stealing vehicles is encouraged! (Can be toggled in Mod Settings. See also: [**Vehicle Summon Credits**](/vehicle-summon-credits))
* V's max <mark style="color:yellow;">**Carry Weight**</mark> has been significantly reduced. (Can be configured or disabled in Mod Settings.)
* V's <mark style="color:yellow;">**Stamina Recovery Time**</mark> has been slightly increased. This is the time between spending Stamina and when it begins to recover. This reduces the ability to Dash limitlessly, and makes combat more challenging, especially on Very Hard difficulty. (Can be toggled in Mod Settings.)
* You can enable <mark style="color:yellow;">**ammo weight**</mark> in Mod Settings, and configure various aspects of ammo, for those that enjoy this gameplay mechanic.
* V can no longer store consumables in Stash containers. Prevents stockpiling food, drinks, and drugs. (Can be toggled in Mod Settings.)

## <mark style="color:yellow;">UI</mark>

* A "zooming" animation was removed from Status Effect icons on the HUD when they are applied. Due to Dark Future's heavy reliance on Status Effects and how often it applies and re-applies them, this animation became very distracting. Status Effect icons now appear and disappear with much less fanfare.
* Several items that were ostensibly illegal (XBDs, black market consumables) now have the "Illegal Item" background treatment in the UI.
* All charged consumables (Health Items, Grenades) now sort under their own category in all Inventory Menus by default.
* The "Fast Travel" Map Filter is renamed "Locations & Metro", and Map Pins for these locations are now labeled as either "Location" or "Metro Station" when "<mark style="color:yellow;">Disable Fast Travel</mark>" is On.

## <mark style="color:yellow;">Consumables</mark>

* You can adjust the restoration, weight, and vendor price of nearly every consumable in the game via Mod Settings.
* All consumables that can be used in combat are now clearly labeled <mark style="color:yellow;">**Combat Inhaler**</mark>**,&#x20;**<mark style="color:yellow;">**Combat Injector**</mark>**, or&#x20;**<mark style="color:yellow;">**Combat Consumable**</mark>**.**
  * **Black Lace** and **Mr. Whitey** are now Combat Consumables.
  * **Glitter** and **Emergency Cardioregulator** (new in Dark Future) are Combat Consumables.
* The weight of every consumable in the game has been updated according to its type, rarity, and utility.
* The Drunk status was renamed the <mark style="color:yellow;">**Alcohol**</mark> status; this status now stacks 4 times. It now impacts your **Mitigation Strength** and **Reload Speed**, instead of impacting weapon handling, in order to avoid an incompatibility with the new weapon shake effects added by Nerve.
* Ammo can no longer be sold for full price.
* <mark style="color:yellow;">**Health Boosters**</mark> are now named <mark style="color:yellow;">**Trauma Kits**</mark> and also cure Injury. See[ **Injury**](/conditions/injury).
* <mark style="color:yellow;">**Mr. Whitey**</mark> is now classified as a Narcotic instead of food. See [**Addiction** ](/gameplay/addiction-overview)and [**Consumables**](/consumables)**.**
* The named drinks at the Afterlife now grant the <mark style="color:yellow;">**Reminiscent**</mark> status, granting +5% Skill XP.

## <mark style="color:yellow;">**Vendors**</mark>

* <mark style="color:yellow;">**Black Market Boosters**</mark> (Ol' Donkey, etc) are now available in rarer, randomized quantities in the Dogtown area. (Was exactly 10 each, always)
* <mark style="color:yellow;">**Black Lace**</mark><mark style="color:yellow;">,</mark> <mark style="color:yellow;"></mark><mark style="color:yellow;">**Glitter,**</mark> <mark style="color:yellow;"></mark><mark style="color:yellow;">and</mark> <mark style="color:yellow;"></mark><mark style="color:yellow;">**Emergency Cardioregulator**</mark> can be purchased from the unmarked drug dealers on Jig-Jig Street.
* Medpoint Vendors now always sell <mark style="color:yellow;">**Trauma Kits**</mark>, as well as <mark style="color:yellow;">**Emergency Cardioregulator**</mark>**&#x20;and** <mark style="color:yellow;">**Addiquit,**</mark> and rarely, <mark style="color:yellow;">**Endotrisine**</mark>.
* <mark style="color:yellow;">**Cigarettes**</mark> and <mark style="color:yellow;">**Mr. Whitey**</mark> can be purchased from Kiosk Vendors and Junk Shop vendors.
* Vending machines no longer adjust their prices based on V's Street Cred.

## <mark style="color:yellow;">Bug Fixes</mark>

* The base game "<mark style="color:yellow;">**Rested**</mark>" and "<mark style="color:yellow;">**Refreshed**</mark>" status effects from sleeping and showering now use more specific Status Effect icons. They were present in the game files, but unused.
* Stamina Boosters now correctly state that they provide a +10% Stamina Regen Rate benefit. This was actually always the case; they incorrectly stated that they provided +20% in the UI.
* RAM Nugs now have a Status Effect description when viewed on the Radial Menu.
* Fixed a base game bug that prevented Inhalers and Injectors from being swapped between in the Backpack Inventory.
* Fixed a base game bug where the effect list could sometimes display incorrect Status Effect stack counts in the Radial Menu.
* RAM Jolt now has a Status Effect description when viewed in the Radial Menu.
* Black Lace now has a Status Effect description when viewed in the Radial Menu.


# Other Changes - Dark Future Core

This page covers miscellaneous changes that Dark Future Core makes that aren't covered under another page.

## <mark style="color:yellow;">Features</mark>

* <mark style="color:yellow;">**Fast Travel**</mark> is now disabled by default. Driving, taking the Metro and stealing vehicles is encouraged! (Can be toggled in Mod Settings.)
* V's max <mark style="color:yellow;">**Carry Weight**</mark> has been significantly reduced. (Can be configured or disabled in Mod Settings.)
* You can enable <mark style="color:yellow;">**ammo weight**</mark> in Mod Settings, and configure various aspects of ammo, for those that enjoy this gameplay mechanic.
* V can no longer store consumables in Stash containers. Prevents stockpiling food, drinks, and drugs. (Can be toggled in Mod Settings.)

## <mark style="color:yellow;">UI</mark>

* A "zooming" animation was removed from Status Effect icons on the HUD when they are applied. Due to Dark Future's heavy reliance on Status Effects and how often it applies and re-applies them, this animation became very distracting. Status Effect icons now appear and disappear with much less fanfare.
* Several items that were ostensibly illegal (XBDs, black market consumables) now have the "Illegal Item" background treatment in the UI.
* All charged consumables (Health Items, Grenades) now sort under their own category in all Inventory Menus by default.
* The "Fast Travel" Map Filter is renamed "Locations & Metro", and Map Pins for these locations are now labeled as either "Location" or "Metro Station" when "<mark style="color:yellow;">Disable Fast Travel</mark>" is On.

## <mark style="color:yellow;">Consumables</mark>

* You can adjust the restoration, weight, and vendor price of nearly every consumable in the game via Mod Settings.
* The weight of every consumable in the game has been updated according to its type, rarity, and utility.
* Ammo can no longer be sold for full price.

## <mark style="color:yellow;">**Vendors**</mark>

* <mark style="color:yellow;">**Black Market Boosters**</mark> (Ol' Donkey, etc) are now available in rarer, randomized quantities in the Dogtown area. (Was exactly 10 each, always)
* Vending machines no longer adjust their prices based on V's Street Cred.

## <mark style="color:yellow;">Bug Fixes</mark>

* The base game "<mark style="color:yellow;">**Rested**</mark>" and "<mark style="color:yellow;">**Refreshed**</mark>" status effects from sleeping and showering now use more specific Status Effect icons. They were present in the game files, but unused.
* Stamina Boosters now correctly state that they provide a +10% Stamina Regen Rate benefit. This was actually always the case; they incorrectly stated that they provided +20% in the UI.
* RAM Nugs now have a Status Effect description when viewed on the Radial Menu.
* Fixed a base game bug that prevented Inhalers and Injectors from being swapped between in the Backpack Inventory.
* Fixed a base game bug where the effect list could sometimes display incorrect Status Effect stack counts in the Radial Menu.
* RAM Jolt now has a Status Effect description when viewed in the Radial Menu.


# For Mod Authors

## <mark style="color:yellow;">Lifecycle Events</mark>

Dark Future exposes the following lifecycle event hooks that you can listen for using Codeware's [custom events](https://github.com/psiberx/cp2077-codeware/wiki#custom-events).

<table data-full-width="true"><thead><tr><th width="184">Lifecycle Hook</th><th width="440">Event Name</th><th>Description</th></tr></thead><tbody><tr><td>Init</td><td><code>DarkFuture.Main.MainSystemLifecycleInitEvent</code></td><td>Event that fires when Dark Future begins starting up all subsystems (either initially or when the game is loaded). Occurs before any of Dark Future's systems are initialized.</td></tr><tr><td>InitDone</td><td><code>DarkFuture.Main.MainSystemLifecycleInitDoneEvent</code></td><td>Event that fires when Dark Future is finished starting all subsystems (either initially or when the game is loaded).</td></tr><tr><td>Resume</td><td><code>DarkFuture.Main.MainSystemLifecycleResumeEvent</code></td><td>Event that fires when Dark Future begins resuming all subsystems. Occurs if the user toggled "Enable Dark Future" to On after having turned it Off.</td></tr><tr><td>ResumeDone</td><td><code>DarkFuture.Main.MainSystemLifecycleResumeDoneEvent</code></td><td>Event that fires when Dark Future is finished resuming all subsystems.</td></tr><tr><td>Suspend</td><td><code>DarkFuture.Main.MainSystemLifecycleSuspendEvent</code></td><td>Event that fires when Dark Future begins suspending all subsystems. Occurs if the user toggled "Enable Dark Future" to Off.</td></tr><tr><td>SuspendDone</td><td><code>DarkFuture.Main.MainSystemLifecycleSuspendDoneEvent</code></td><td>Event that fires when Dark Future is done suspending all subsystems.</td></tr></tbody></table>

Here's an example of how these lifecycle hooks might be used:

{% code fullWidth="true" %}

```swift
import DarkFuture.Main.{
  MainSystemLifecycleInitEvent,
  MainSystemLifecycleInitDoneEvent,
  MainSystemLifecycleResumeEvent,
  MainSystemLifecycleResumeDoneEvent,
  MainSystemLifecycleSuspendEvent,
  MainSystemLifecycleSuspendDoneEvent
}

public class MyEventListener extends ScriptableService {
  private cb func OnLoad() {
    GameInstance.GetCallbackSystem().RegisterCallback(n"DarkFuture.Main.MainSystemLifecycleInitEvent", this, n"OnMainSystemLifecycleInitEvent", true);
    GameInstance.GetCallbackSystem().RegisterCallback(n"DarkFuture.Main.MainSystemLifecycleInitDoneEvent", this, n"OnMainSystemLifecycleInitDoneEvent", true);
    GameInstance.GetCallbackSystem().RegisterCallback(n"DarkFuture.Main.MainSystemLifecycleResumeEvent", this, n"OnMainSystemLifecycleResumeEvent", true);
    GameInstance.GetCallbackSystem().RegisterCallback(n"DarkFuture.Main.MainSystemLifecycleResumeDoneEvent", this, n"OnMainSystemLifecycleResumeDoneEvent", true);
    GameInstance.GetCallbackSystem().RegisterCallback(n"DarkFuture.Main.MainSystemLifecycleSuspendEvent", this, n"OnMainSystemLifecycleSuspendEvent", true);
    GameInstance.GetCallbackSystem().RegisterCallback(n"DarkFuture.Main.MainSystemLifecycleSuspendDoneEvent", this, n"OnMainSystemLifecycleSuspendDoneEvent", true);
  }
    
  private cb func OnMainSystemLifecycleInitEvent(event: ref<MainSystemLifecycleInitEvent>) {
      // Started initializing subsystems!
  }
    
  private cb func OnMainSystemLifecycleInitDoneEvent(event: ref<MainSystemLifecycleInitDoneEvent>) {
      // Finished initializing subsystems!
  }
    
  private cb func OnMainSystemLifecycleResumeEvent(event: ref<MainSystemLifecycleResumeEvent>) {
      // Started resuming subsystems after a shutdown!
  }
    
  private cb func OnMainSystemLifecycleResumeDoneEvent(event: ref<MainSystemLifecycleResumeDoneEvent>) {
      // Finished resuming subsystems after a shutdown!
  }
    
  private cb func OnMainSystemLifecycleSuspendEvent(event: ref<MainSystemLifecycleSuspendEvent>) {
      // Started suspending subsystems!
  }
    
  private cb func OnMainSystemLifecycleSuspendDoneEvent(event: ref<MainSystemLifecycleSuspendDoneEvent>) {
      // Finished suspending subsystems!
  }
}
```

{% endcode %}

## <mark style="color:yellow;">Basic Need Value Change Event</mark>

There is an event that fires whenever a Basic Need (Nerve, Hydration, Nutrition, Energy) changes its value that you can listen for using Codeware's [custom events](https://github.com/psiberx/cp2077-codeware/wiki#custom-events).

<table data-full-width="true"><thead><tr><th width="219">Event</th><th width="440">Event Name</th><th>Description</th></tr></thead><tbody><tr><td>Need Value Change</td><td><code>DarkFuture.Needs.NeedValueChangedEvent</code></td><td>Fires when any Basic Need changes its value.</td></tr></tbody></table>

Here's an example of usage.

{% code fullWidth="true" %}

```swift
import DarkFuture.Needs.{
  DFNeedType,
  DFNeedValueChangedEventDatum,
  NeedValueChangedEvent
}

/*
public enum DFNeedType {
  None = 0,
  Hydration = 1,
  Nutrition = 2,
  Energy = 3,
  Nerve = 4
}

public struct DFNeedValueChangedEventDatum {
  public let needType: DFNeedType;
  public let newValue: Float;
}
*/

public class MyEventListener extends ScriptableService {
  private cb func OnLoad() {
    GameInstance.GetCallbackSystem().RegisterCallback(n"DarkFuture.Needs.NeedValueChangedEvent", this, n"OnNeedValueChangedEvent", true);
  }
    
  private cb func OnNeedValueChangedEvent(event: ref<NeedValueChangedEvent>) {
      let data: DFNeedValueChangedEventDatum = event.GetData();
      
      let needType: DFNeedType = data.needType; // Was this an update for Nerve, Hydration, Nutrition, or Energy?
      let newValue: Float = data.newValue; // What was the new value for the need?
  }
}
```

{% endcode %}

## <mark style="color:yellow;">Consumables</mark>

Below is a quick list of all TweakDBIDs for new Consumables added by Dark Future, and their gameplay purpose, as well as consumables in the game that have had their functionality significantly changed.

In Dark Future, <mark style="color:yellow;">Narcotics</mark> and <mark style="color:yellow;">Cigarettes</mark> are new classifications of consumables similar to Food, Drinks, and Alcohol. Because they have distinct gameplay purposes and feed unique Addictions, they should be handled as their own types of consumables.

Other types of consumables that have more generalized gameplay uses are noted as "beneficial", below.

<table data-full-width="true"><thead><tr><th width="253">Item Name</th><th>TweakDBID</th><th>Notes</th></tr></thead><tbody><tr><td>Vargas Black Label</td><td>DarkFutureItem.CigarettePackC</td><td>Cigarette.</td></tr><tr><td>Yeheyuan Filters</td><td>Items.GenericJunkItem23</td><td>Cigarette. (This item exists in the base game as a Junk Item; it was converted into a consumable.)</td></tr><tr><td>Morley Fusion</td><td>Items.GenericJunkItem24</td><td>Cigarette. (This item exists in the base game as a Junk Item; it was converted into a consumable.)</td></tr><tr><td>Mr. Whitey</td><td>Items.LowQualityFood6</td><td>Narcotic (no longer Food). Combat use allowed.</td></tr><tr><td>Mr. Whitey Mint</td><td>Items.MediumQualityFood11</td><td>Narcotic (no longer Food). Combat use allowed.</td></tr><tr><td>Mr. Whitey Crystal</td><td>Items.MediumQualityFood14</td><td>Narcotic (no longer Food). Combat use allowed.</td></tr><tr><td>Mr. Whitey Spiced</td><td>Items.MediumQualityFood15</td><td>Narcotic (no longer Food). Combat use allowed.</td></tr><tr><td>Black Lace Mk. 1</td><td>Items.BlackLaceV0</td><td>Narcotic. Combat use allowed.</td></tr><tr><td>Black Lace Mk. 2</td><td>Items.BlackLaceV1</td><td>Narcotic. Combat use allowed.</td></tr><tr><td>Emergency Cardioregulator</td><td>DarkFutureItem.NerveRestoreDrug</td><td>Narcotic. Combat use allowed.</td></tr><tr><td>Glitter</td><td>DarkFutureItem.Glitter</td><td>Narcotic. Combat use allowed.</td></tr><tr><td>Addiquit</td><td>DarkFutureItem.AddictionTreatmentDrug</td><td>Beneficial consumable. Helps cure Addictions.</td></tr><tr><td>Endotrisine</td><td>DarkFutureItem.EndotrisineDrug</td><td>Beneficial consumable. Cures Humanity Loss.</td></tr><tr><td>Immunosuppressant</td><td>DarkFutureItem.ImmunosuppressantDrug</td><td>Beneficial consumable. Cures Cyberpsychosis. Suppresses the Humanity Loss rate increase from cyberware.</td></tr></tbody></table>

Certain <mark style="color:yellow;">Food</mark> and <mark style="color:yellow;">Drinks</mark> that come from vending machines have both positive and (minor) negative gameplay effects, in order to encourage players to seek out higher-quality food at Food Vendors. The list of these "low quality" food and drink items that can negatively impact the player in Dark Future are listed below.

| Item Name                  | TweakDBID                 |
| -------------------------- | ------------------------- |
| ChroManticore Lime         | Items.GoodQualityDrink2   |
| ChroManticore Carnival     | Items.GoodQualityDrink4   |
| Spunky Monkey              | Items.LowQualityDrink4    |
| Spunky Monkey Mint         | Items.LowQualityDrink5    |
| Cirrus Cola Classic        | Items.LowQualityDrink6    |
| Cirrus Cola Corn and Lemon | Items.LowQualityDrink7    |
| Cirrus Cola Blood Breeze   | Items.LowQualityDrink8    |
| NiCola Blue                | Items.LowQualityDrink9    |
| NiCola                     | Items.LowQualityDrink10   |
| NiCola Fire                | Items.MediumQualityDrink1 |
| NiCola Sakura              | Items.MediumQualityDrink2 |
| Naranjita Classic          | Items.MediumQualityDrink5 |
| Naranjita Zero             | Items.MediumQualityDrink6 |
| ChroManticore              | Items.MediumQualityDrink7 |
| Moonchies                  | Items.LowQualityFood5     |
| Orgiantic Omniflave        | Items.LowQualityFood7     |
| Pop-Turd                   | Items.LowQualityFood8     |
| Sojasil Dynamite           | Items.LowQualityFood9     |
| Cat Food                   | Items.LowQualityFood11    |
| Holobites Grape Pie        | Items.LowQualityFood12    |
| Holobites Mint Pie         | Items.LowQualityFood13    |
| Holobites Peach Pie        | Items.LowQualityFood14    |
| Orgiantic Salsa Agave      | Items.LowQualityFood15    |
| Orgiantic Vinegar Chili    | Items.LowQualityFood16    |
| Moonchies Andromeda        | Items.LowQualityFood17    |
| Moonchies Pulsar           | Items.LowQualityFood18    |
| Moonchies Sour Planet      | Items.LowQualityFood19    |
| Leelou Beans Lagoon        | Items.LowQualityFood20    |
| Leelou Beans Meyer Lemon   | Items.LowQualityFood21    |
| Leelou Beans Plantain      | Items.LowQualityFood22    |
| Leelou Beans Tropical      | Items.LowQualityFood23    |
| Sojasil Eruption           | Items.LowQualityFood24    |
| Sojasil Molotov Cocktail   | Items.LowQualityFood25    |
| Sojasil Nitroglycerin      | Items.LowQualityFood26    |
| Sojasil Radioactive        | Items.LowQualityFood27    |
| Sojasil Second Impact      | Items.LowQualityFood28    |
| Slaughterhouse Jerky       | Items.MediumQualityFood3  |
| Burrito XXL                | Items.MediumQualityFood4  |
| Slaughterhouse Prime       | Items.MediumQualityFood7  |
| Burrito XXL Rosado         | Items.MediumQualityFood12 |
| Burrito XXL Turquesa       | Items.MediumQualityFood13 |
| Shwabshwab Grape           | Items.MediumQualityFood17 |
| Shwabshwab Ketchup         | Items.MediumQualityFood18 |
| Shwabshwab Bue             | Items.MediumQualityFood19 |
| Slaughterhouse Veggie      | Items.MediumQualityFood20 |


# For Translators

All localization files are in a separate archive from the rest of the mod. It is located in:

```
archive/pc/mod/Dark Future Localization.archive
archive/pc/mod/darkfuture_module_consumableanims_localization.archive
```

These archives include copies of every supported language's localization .json file, and these files are already being loaded by darkfuture\_localization.archive.xl, you do not have to modify it.

Permissions:

* *<mark style="color:orange;">**DO NOT**</mark>* <mark style="color:orange;"></mark><mark style="color:orange;">redistribute the entire mod! Only distribute the updated localization archive.</mark>
* *<mark style="color:orange;">**DO NOT**</mark>* <mark style="color:orange;">translate or redistribute the localization files in darkfuture.archive.xl, with the file name darkfuture\_interactions\_donotmodify.json!</mark> These files are already pre-translated for each supported language, and their strings must be left *exactly as they are*, or the mod will not function correctly. Thank you!

### <mark style="color:yellow;">Notes on Dark Future vs. Dark Future Core</mark>

Dark Future and Dark Future Core utilize the same localization file (`archive/pc/mod/Dark Future Localization.archive`). Any up-to-date translation of Dark Future will function as a fully-functional translation for Dark Future Core.

Dark Future Core does not include the Consumable Animations module archive.

### Differences between 2.0.2 and 2.0.3 Localization Files

<details>

<summary>archive\darkfuture\localization\&#x3C;LANG>\onscreens\darkfuture.json</summary>

*<mark style="color:yellow;">**Added**</mark> the following keys:*

`DarkFutureSettingNeedPositiveSFXEnabledDesc_Core`

`DarkFutureSettingNeedNegativeSFXEnabledDesc_Core`

`DarkFutureSettingCriticalNeedVFXEnabledDesc_Core`

`DarkFutureSettingMainSystemEnabledDesc_Core`

*<mark style="color:yellow;">**Updated**</mark> the following keys:*

`DarkFutureSettingRandomEncounterChanceBadlandsDesc`

`DarkFutureSettingBasicNeedThresholdValue1`

`DarkFutureSettingBasicNeedThresholdValue1Desc`

`DarkFutureSettingBasicNeedThresholdValue2`

`DarkFutureSettingBasicNeedThresholdValue2Desc`

`DarkFutureSettingBasicNeedThresholdValue3`

`DarkFutureSettingBasicNeedThresholdValue3Desc`

`DarkFutureSettingBasicNeedThresholdValue4`

`DarkFutureSettingBasicNeedThresholdValue4Desc`

`DarkFutureSettingShowHUDUIDesc`

`DarkFutureSettingNeedHUDUIAlwaysOnThresholdDesc`

`DarkFutureSettingNeedNegativeEffectsRepeatEnabled`

`DarkFutureSettingNeedNegativeEffectsRepeatEnabledDesc`

`DarkFutureSettingNeedNegativeEffectsRepeatFrequencyModerateInRealTimeSeconds`

`DarkFutureSettingNeedNegativeEffectsRepeatFrequencyModerateInRealTimeSecondsDesc`

`DarkFutureSettingNeedNegativeEffectsRepeatFrequencySevereInRealTimeSeconds`

`DarkFutureSettingNeedNegativeEffectsRepeatFrequencySevereInRealTimeSecondsDesc`

`DarkFutureSettingNeedNegativeSFXEnabled`

`DarkFutureSettingNeedPositiveSFXEnabled`

`DarkFutureSettingNeedMessagesEnabled`

`DarkFutureSettingNeedMessagesEnabledDesc`

</details>

### Differences between 2.0.0 and 2.0.2 Localization Files

<details>

<summary>archive\darkfuture\localization\&#x3C;LANG>\onscreens\darkfuture.json</summary>

*<mark style="color:yellow;">**Added**</mark>* *the following keys:*

`DarkFutureHydrationPenalty02Desc_Core`

`DarkFutureHydrationPenalty03Desc_Core`

`DarkFutureHydrationPenalty04Desc_Core`

`DarkFutureNutritionPenalty02Desc_Core`

`DarkFutureNutritionPenalty03Desc_Core`

`DarkFutureNutritionPenalty04Desc_Core`

`DarkFutureEnergyPenalty02Desc_Core`

`DarkFutureEnergyPenalty03Desc_Core`

`DarkFutureEnergyPenalty04Desc_Core`

`DarkFutureSystemicDecay01Name`

`DarkFutureSystemicDecay02Name`

`DarkFutureSystemicDecay03Name`

`DarkFutureSystemicDecay04FemaleName`

`DarkFutureSystemicDecay04MaleName`

`DarkFutureSettingsModName_Core`

`DarkFutureSettingNutritionLossIsFatal`

`DarkFutureSettingNutritionLossIsFatalDesc`

`DarkFutureSettingHydrationLossIsFatal`

`DarkFutureSettingHydrationLossIsFatalDesc`

`DarkFutureSettingEnergyLossIsFatal`

`DarkFutureSettingEnergyLossIsFatalDesc`

`DarkFutureTutorialCombinedNeeds_Core`

`DarkFutureTutorialActivate_Core`

`DarkFutureConditionSystemicDecay`

`DarkFutureConditionSystemicDecayDesc`

`DarkFutureConditionSystemicDecay01Desc` (No content, placeholder)

`DarkFutureConditionSystemicDecay02Desc` (No content, placeholder)

`DarkFutureConditionSystemicDecay03Desc` (No content, placeholder)

`DarkFutureConditionSystemicDecay04Desc` (No content, placeholder)

`DarkFutureCodex_BasicNeeds_Content_Core`

*<mark style="color:yellow;">**Renamed and Updated**</mark>* *the following keys:*

`DarkFutureCriticalNerveHighNotification` -> `DarkFutureCriticalNeedHighNotification`

`DarkFutureCriticalNerveLowNotification` -> `DarkFutureCriticalNeedLowNotification`

`DarkFutureSettingCriticalNerveVFXEnabled` -> `DarkFutureSettingCriticalNeedVFXEnabled`

`DarkFutureSettingCriticalNerveVFXEnabledDesc` -> `DarkFutureSettingCriticalNeedVFXEnabledDesc`

*<mark style="color:yellow;">**Updated**</mark> the following keys:*

`DarkFutureVehicleNotificationUnauthorized`

`DarkFutureSettingVehicleSleepQualityCityDesc`

`DarkFutureSettingVehicleSleepQualityBadlandsDesc`

`DarkFutureSettingNeedNegativeSFXEnabledDesc`

`DarkFutureSettingNeedPositiveSFXEnabledDesc`

`DarkFutureTutorialNerve`

`DarkFutureTutorialSleepingInVehicles`

`DarkFutureCodex_SleepingInVehicles_Content`

</details>

<details>

<summary>archive\darkfuture_module_consumableanims\localization\&#x3C;LANG>\onscreens\darkfuture_module_consumableanims.json</summary>

*<mark style="color:yellow;">**Added**</mark>* *the following keys:*

`ConsumableAnimSettingLootActionBehavior`

`ConsumableAnimSettingLootActionBehaviorDesc`

`ConsumableAnimSettingLootActionManualKeyKBM`

`ConsumableAnimSettingLootActionManualKeyKBMDesc`

`ConsumableAnimSettingLootActionManualKeyController`

`ConsumableAnimSettingLootActionManualKeyControllerDesc`

`ConsumableAnimChoiceDrinkAnimated`

`ConsumableAnimChoiceDrinkChugAnimated`

`ConsumableAnimChoiceEatAnimated`

`ConsumableAnimChoiceConsumeAnimated`

`ConsumableAnimChoiceSmokeAnimated`

</details>

### Differences between 1.4 and 2.0 Localization Files

Open the .html file contained in the zip file below in a web browser to view the localization file differences between Dark Future 1.4 and 2.0.

Note that there are now <mark style="color:yellow;">**3 files that must be localized**</mark>:

* darkfuture\localization\\\<LANG>\onscreens\darkfuture.json
* <mark style="color:yellow;">**(NEW)**</mark> darkfuture\localization\\\<LANG>\subtitles\quest\darkfuture\_subtitles.json
* <mark style="color:yellow;">**(NEW)**</mark> darkfuture\_module\_consumableanims\localization\\\<LANG>\onscreens\darkfuture\_module\_consumableanims.json

{% file src="/files/et6INGYDZk0qobMSAKzg" %}

### Differences between 1.3 and 1.4 Localization Files

<details>

<summary>Click To Expand</summary>

*<mark style="color:yellow;">**Added**</mark>* *the following keys:*\
`DarkFutureConsumableUIDescriptionEnergizedCaffeine1Stack`\
`DarkFutureConsumableUIDescriptionEnergizedCaffeineMultiStack`\
`DarkFutureConsumableUIDescriptionEnergizedStimulantMultiStack`\
`DarkFutureConsumableEnergizedEffectDesc`\
`DarkFutureConsumableUIDescriptionMaxHealth`\
`DarkFutureConsumableUIDescriptionNerveNoCombat`\
`DarkFutureSettingItemsAmmoHandicapDrops`\
`DarkFutureSettingItemsAmmoHandicapDropsDontModify`\
`DarkFutureSettingItemsAmmoHandicapDropsDisabled`\
`DarkFutureSettingItemsAmmoHandicapDropsEnabled`\
`DarkFutureSettingItemsAmmoHandicapDropsDesc`

*<mark style="color:yellow;">**Modified**</mark> the following keys:*\
`DarkFutureConsumableItemMrWhiteyDesc`\
`DarkFutureConsumableStatusEffectMrWhiteyDesc`\
`DarkFutureConsumableItemGlitterDesc`\
`DarkFutureConsumableStatusEffectGlitterDesc`\
`DarkFutureConsumableBlackLaceStatusEffectDesc`\
`DarkFutureCyberwareEndorphinRegulatorAlcoholNumbStacksDesc`\
`DarkFutureCyberwareEndorphinRegulatorNarcoticsDesc`\
`DarkFutureAlcoholItemNumbedDesc`\
`DarkFutureNumbedDesc`\
`DarkFutureSettingItemsNerveNarcoticsWeak`\
`DarkFutureSettingItemsNerveNarcoticsPotent`\
`DarkFutureSettingItemsHydrationTier1`\
`DarkFutureSettingItemsEnergyTier1`\
`DarkFutureSettingItemsRestorationEnergyDesc`\
`DarkFutureSettingVehicleSleepQualityCityDesc`\
`DarkFutureSettingVehicleSleepQualityBadlandsDesc`\
`DarkFutureTutorialSleepingInVehicles`

*<mark style="color:yellow;">**Deleted**</mark> the following keys:*\
`DarkFutureConsumableUIDescriptionStimulant`\
`DarkFutureConsumableStimulantEffectName`\
`DarkFutureConsumableStimulantEffectDesc`\
`DarkFutureConsumableStatusEffectNarcoticNerveChangeName`\
`DarkFutureConsumableStatusEffectNarcoticNerveChangeDesc`\
`DarkFutureConsumableUIDescriptionNarcoticNerveChange`\
`DarkFutureSettingItemsRestorationNerveNarcoticsDesc`\
`DarkFutureSettingItemsEnergyTier2`\
`DarkFutureSettingItemsEnergyTier3`

</details>

### Differences between 1.2 and 1.3 Localization Files

<details>

<summary>Click To Expand</summary>

*<mark style="color:yellow;">**Added**</mark>* *the following keys:*

* DarkFutureInjuryAllCuredNotification

*<mark style="color:yellow;">**Modified**</mark> the following keys:*

* DarkFutureSettingReducedCarryWeightDesc
* DarkFutureHydrationPenalty04Desc
* DarkFutureNutritionPenalty04Desc
* DarkFutureEnergyPenalty04Desc
* DarkFutureInjury01Desc
* DarkFutureTutorialInjury
* DarkFutureSettingInjuryAfflictionEnabledDesc
* DarkFutureSettingInjuryAccumulationRateDesc
* DarkFutureConsumableInjuryRestoreItemDesc
* DarkFutureNutritionPenalty01Desc
* DarkFutureNutritionPenalty02Desc
* DarkFutureNutritionPenalty03Desc
* DarkFutureNutritionPenalty04Desc

*<mark style="color:yellow;">**Deleted**</mark> the following keys:*

* DarkFutureSettingBackpackUIScale
* DarkFutureSettingBackpackUIScaleDesc
* DarkFutureSettingBackpackUIPosX
* DarkFutureSettingBackpackUIPosXDesc
* DarkFutureSettingBackpackUIPosY
* DarkFutureSettingBackpackUIPosYDesc

</details>

### Differences between 1.1 and 1.2 Localization Files

<details>

<summary>Click To Expand</summary>

This version bump had minimal changes to localization files.

*<mark style="color:yellow;">**Added**</mark>* *the following keys:*

* DarkFutureSummonCarPopUpTotalCredits
* DarkFutureSummonCarPopUpNextCreditTime
* DarkFutureSummonCarPopUpLimitReached
* DarkFutureSummonCarPopUpUnavailable
* DarkFutureSummonCarPopUpTimeHourAbbreviation
* DarkFutureSummonCarPopUpTimeMinuteAbbreviation
* DarkFutureSummonCarPopUpTimeLessThanOneMinuteAbbreviation

*<mark style="color:yellow;">**Modified**</mark>* *the following keys:*

* DarkFutureNervePenalty02Desc

</details>

### Differences between 1.0 and 1.1 Localization Files

Open the .html file contained in the zip file below in a web browser to view the localization file differences between Dark Future 1.0 and 1.1.

{% file src="/files/ZTkcqR8y5CboVn6G1kbc" %}


# FAQ

## <mark style="color:yellow;">Where do I get started?</mark>

Please see the [Getting Started](/getting-started-dark-future) page. :relaxed:

## <mark style="color:yellow;">What does this mod do?</mark>

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.

## <mark style="color:yellow;">Do I need Phantom Liberty to use Dark Future?</mark>

Dark Future is compatible with Phantom Liberty, but does not require it.

## <mark style="color:yellow;">What version of Cyberpunk 2077 do I need in order to use Dark Future?</mark>

You will find the currently required version of Cyberpunk 2077 and all other required mods on the [Getting Started](/getting-started-dark-future) page.

## <mark style="color:yellow;">Is this mod compatible with (insert mod here)?</mark>

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](/getting-started-dark-future#compatibility).

## <mark style="color:yellow;">How do I uninstall the mod?</mark>

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.

## <mark style="color:yellow;">Why doesn't watching TV restore Nerve?</mark>

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.

## <mark style="color:yellow;">Why doesn't using an arcade machine restore Nerve?</mark>

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.

## <mark style="color:yellow;">Does this mod update the cost of items, vehicles, or other services?</mark>

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.

## <mark style="color:yellow;">I don't like how much consumables weigh, or how much they restore. Can I change them?</mark>

As of Dark Future 1.1, you can modify the restoration, weight, and vendor price of nearly all consumables via Mod Settings.

## <mark style="color:yellow;">Does this mod update the availability, cost, or weight of ammo?</mark>

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.

## <mark style="color:yellow;">Can I sleep anywhere other than inside my apartments?</mark>

As of Dark Future 1.1, you can now [sleep in vehicles](/sleeping-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.

## <mark style="color:yellow;">Can accepting the whiff of Black Lace from Dum Dum kill me like other narcotics can?</mark>

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!

## <mark style="color:yellow;">Why do Addiction Withdrawal effects last so long, by default?</mark>

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.

## <mark style="color:yellow;">Who are you?</mark>

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 <mark style="color:yellow;"><darkfortuneteller@gmail.com></mark>.


# Credits

I would like to extend my heartfelt thanks to the following people, without which this mod would not have been possible. Your work, encouragement, and willingness to share your knowledge was invaluable.

* **Psiberx** - For many invaluable tools and shared knowledge on Discord.
* **Manavortex** - For encouragement and excellent UI documentation.
* **Di Crash** - For the **Survival System** mod, who showed that this kind of mod was even possible to make for Cyberpunk.
* **rmk** - For generously adding support for Dark Future in Custom Quickslots.


