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Releases: dr4lera/CyberpunkStreetChem

CyberTrap Release 3

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@dr4lera dr4lera released this 09 Oct 01:55

CyberTrap Release 3 — v0.3.0

Adds the Nivalis business bridge to the StreetChem crossover: Night City restaurant/bar managers identify their Nivalis businesses and offer V-style replies for status, menu pricing, opening hours, qualified crews, supplies, income/cost settlements and starting/pausing operations.

Nivalis retains native customers, recipes, stock, seating, equipment, staff, wages and rent. Continuous restocking covers every menu dish at every owned venue plus the complete shopping list; actual delivered stock is charged to V. Dedicated-save guards, pause/disconnection leases, durable receipts and isolated paper tests protect transfers. Profit is not guaranteed.

Downloads

Install each game-root ZIP into its matching game:

  • CyberTrap-Cyberpunk2077-v0.3.0.zip — both Cyberpunk host halves and StreetChem renderer.
  • CyberTrap-ScheduleI-v0.3.0.zip — native Schedule I guest.
  • CyberTrap-NivalisNights-v0.3.0.zip — native business guest and MIT ModKit 0.6.1 built from pinned upstream source.

Each package includes documentation and a file manifest. Download SHA256 files for verification. Source-code ZIPs are not playable packages.

Three-game installation · Nivalis guide · Controls · Verification/limits

Experimental Windows x64 solo release. Tested retail versions and required frameworks are listed in the installation guide. Load paired saves manually. The separate launcher/framework installer, automatic loading, hidden guests, multiplayer, apartments and shared Schedule I premises are not included. Manager locations outside the first tested restaurant still need broader in-game checks.

Existing StreetChem v0.2.0 growing, sales, runners, consumables and H10 vendor behavior is retained. No retail game assets, assemblies, saves, tokens or private transaction history are distributed. AI-assisted implementation by Codex for dr4lera; third-party authors retain their licenses and credit.

v0.2.0 — V is Using now

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@dr4lera dr4lera released this 06 Oct 22:00

V can use real Schedule I products through Cyberpunk’s inventory, buy them from an unlimited-supply H10 hallway dealer, and keep using the solo growing, civilian sales and runner loop.

Downloads

Install both game-specific ZIPs into their matching game roots:

  • StreetChem-Cyberpunk2077-v0.2.0.zip — Cyberpunk 2077 (eight host files).
  • StreetChem-ScheduleI-v0.2.0.zip — Schedule I (one guest DLL).
  • StreetChem-Solo-v0.2.0.zip — optional combined installer, docs and local icon converter. Use its installer instead of manually installing the two halves; the converter is also useful after split-ZIP installation.

Changes

  • Native backpack consumables with real product names, quality, package sizes and locally converted product icons.
  • Timed drug highs, buffs/debuffs and crashes; stronger meth saturation/contrast, tint and gentle pulse.
  • A normal Browse drugs interaction opening Cyberpunk’s vendor screen outside V’s original H10 apartment. Unlimited supply, real native stock purchases and a 25% retail markup.
  • Inventory eddy values aligned with actual civilian package selling prices.
  • Oversized native stack credits/debits, quiet inventory synchronization and saved purchase recovery.
  • No function-key gameplay bindings. Ctrl+Shift+Y visits the hallway dealer for testing.

Requirements and guides

Owned Windows copies of Cyberpunk 2077 2.31 and Schedule I 0.4.6f13 IL2CPP, running together. Install dependencies separately: RED4ext, redscript, TweakXL, Codeware 1.20.5, MelonLoader and ReShade with full add-on support. See the tested versions and setup steps in installation.

Controls · Drug effects and local icons · Dealer guide · Verification

Product artwork is generated locally from each player’s own Schedule I installation; no retail icons, NPC assets, saves or credentials are distributed. Core mod code is MIT; the separate IconCooker helper is GPL-3.0-only with source/license included.

This is the accepted solo build. Multiplayer is not included. Equipment still uses an image layer with Night City depth/collision limitations. Back up both paired saves and the StreetChem business folder; arbitrary one-sided save rollback is unsupported.

SHA-256

  • StreetChem-Cyberpunk2077-v0.2.0.zip: bc9661de70a3385d5eb9b9b22833d7c0fe0d4c363e60f5bb1b993ddbc7818ed7
  • StreetChem-ScheduleI-v0.2.0.zip: ed7e6cd3840c00c421bcfadda42fec36a8316fd0b94b214c5ca73403e6447978
  • StreetChem-Solo-v0.2.0.zip: 89e9b8600b6f4c09c556424b86389162dd486ee95b79bc85b54a72eefd33c83f

v0.1.0 — First experimental solo release

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@dr4lera dr4lera released this 05 Oct 06:37

Street Chem's first experimental solo release brings native Schedule I growing and stock into Night City while both games run on the same PC.

Download and install

For mod managers or game-specific imports, download both:

  • StreetChem-Cyberpunk2077-v0.1.0.zip → Cyberpunk 2077 installation root.
  • StreetChem-ScheduleI-v0.1.0.zip → Schedule I installation root.

These contain only their game's mod files, with no payload/ wrapper. The Cyberpunk half still needs the ReShade setup described in the installation guide. Both owned games and both halves are required.

Alternatively, StreetChem-Solo-v0.1.0.zip is the original combined download with an automatic installer and backups for both games. Use either the split pair or the combined installer. The .sha256 text file verifies the combined download; it is not an installable mod. Automatic source-code archives do not include playable binaries.

Included

Grow tents, weed planting/watering, native growth, automatic harvest and bagging, civilian sales, Cyberpunk NPC runners, a cash/stock menu, persistent anchors, and install/restore scripts with hashes. No function-key mod bindings. No personal test-money grants.

Supported setup and limits

Windows x64, Cyberpunk 2077 2.31 and Schedule I 0.4.6f13 IL2CPP. Both owned games must remain running with loaded saves; Schedule I must be unpaused. Required loaders and exact tested versions are in the installation guide.

This is solo only. Multiplayer is not shipped. Equipment renders through a camera-matched image layer; Night City depth occlusion and collision are unfinished. The sanitized public build compiled and its installer/restore/package checks passed; it has not received a separate full gameplay session. Development gameplay observations are documented. The repaired bounded runner cash collection still needs a live before/after check.

The ZIP includes only this mod, documentation and licenses. No retail assets, saves, dependency runtimes or credentials are distributed. Implementation was AI assisted with OpenAI Codex; see the credits.