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The targeting parameters were fine, but I needed to add the field <onlyApplyToSelf>True</onlyApplyToSelf> to the give hediff comp. Enemies should no longer give your pawns the active sandevistan buff.
Just a wild guess but is the sandevistan implant's targeting not restricted to self only?
It allows you to retain the ability to customize your hacking loadout to a reasonable extent, without overly bloating the game and adding an obscenely large amount of items, along with being much simpler and more manageable for me to code in, avoiding the hassle of having to create custom C# assemblies.
Even so, Cyberdecks and their associated quickhacks were still by far the most complicated and time-consuming to create out of all the content included in this mod.
I would then have to add items for each of those individual quickhacks, which will bloat whatever production table is used to make them, which reduces quality of life.
Theoretically, there may be a way to produce a quickhack item that, when installed, behaves slightly differently depending on which cyberdeck is implanted. However, this will require a level of assembly coding that is definitely beyond my skills.
The diskette system with individual hacks is cool, no doubt. Being able to install individual quickhacks on a cyberdeck was something I had mulled over before, but decided against it for many reasons.
#1 being: it complicates things. A lot. As it stands, each quickhack already has ~4 or so different variants, depending on how many different cyberdecks it's installed on. This is because each cyberdeck's version of a quickhack has different stats, based on that individual cyberdeck's modifiers in Cyberpunk. I would have to also make individual implantable shards for each quickhack. Then I would have to add a way to check which cyberdeck is installed on the pawn, and make sure that you can't install e.g. Blackwall Gateway or the Arasaka Shadow version of Memory Wipe onto a Biotech Sigma, or several Detonate Grenades on a Militech Paraline.