The
scripting mod authors have carried on plugging away since the early days, they were busy in December apparently, and there's now a
"train your skills" mod (in alpha) you can try it out with it (e.g. you can now bump up your Athletics from Coach Fred
).
I remember there was an attempt at this shortly after the game launched, but it was a bit too janky and tricky to use, and I guess they had to rework it to cope with CDPR's changes. I wonder if this attempt will have legs. It should be easier for end users with the native settings UI mod that CET mods now have, and the quest feedback, etc., seems to be fully integrated into the UI (the quests seem like normal quests, with dialogue, etc.), the only difference is that you need to assign a special interact button for the scripting mod's quests.
Still playing with the Drone mod, it's actually rather cool to have a "proper" techie (I'm having fun with grenades too atm, with a minor in the tech weapons)
There are even "tech hacks" for it (such as repair and other little tricks).
Responding to Deep Ocean above, re the usefulness of the combat mods, I've been finding that they don't need much personal tweaking (YMMV ofc), they work fine on basic settings out of the box, and mostly they have presets too (more/less difficult), so you don't have to tweak loads of individual parameters. The Full Game Rebalance that I tried about a year ago was brilliant, but now that that's gone (for the moment), the combination of the Ped damage overhaul, the scaling and rebalance mod, the Scissors difficulty mod and the netrunner enhanced mods, the toxicity mod (so you have to be careful re. hoovering up heals) all work together nicely, to give a tougher and more thoughtful gameplay experience, where you and the mobs are more on a level, without making it so difficult that every trivial encounter takes ages. I think the basic combat loop in the game was always decent enough, and with the bit of refinement from these mods, it's actually a lot of fun, quite a bit more "realistic." There's even a mod that staggers you slightly when you're hit, just like you can stagger the mobs, so you can't afford to be out in the open, and you
certainly can't afford to be flanked, which the AI tries to do quite regularly.
To put it another way, with Skyrim mods I found they were so tricky and janky that I spent so much time fiddling with them that it wasn't worth it in the end. With this game it's different, I've just installed the ranked mods, spent like a few hours fiddling and getting used to them, and now I've forgotten about them and am playing the game.
With some of the other types of mods, like say the third person mod, they're a lot more janky, but with the combat mods at least, they do seem to work smoothly.