About this mod
Gangs members are now able to drive trough NC.
Motorbikes are part of the traffic.
Civilians and NCPD are more aware, aggressive and reactive to what happen in NC.
- Requirements
- Permissions and credits
- Changelogs
Remember when traveling from a contract to an other was easy ? Or just going to a shop in a peaceful world ? Remember that Night City was static unless you do something ?
It's over now.
ZIGGY Q to Sarah KRAKOSKY (Police officer) : " When will people no longer need to carry a concealed weapon for a trip to the mall ? "

What Night City Alive focus on :
Gangs members will join traffic
Motorbikes are part of the traffic
Civilians are more aggressive, more responsive to your crimes AND gangs crimes
Relationship trough gangs is now active
Police react based on affiliation with gangs
INSTALLATION :
-Phantom Liberty DLC is required.
-You have to install Redmod
-Simply drag mods and archive folders in Cyberpunk2077 folder
-Then enable Mods with the Red prelauncher
Step By Step installation :
Download a main Night City Alive version, for example : Night City Alive STANDARD DENSITY
Open the .7z folder you will find a "mods" folder and "archive" folder.
Drag and drop this folders into your main Cyberpunk2077 folder.
When installed, correct path should be : Cyberpunk2077\mods\NIGHT CITY ALIVE
If you want optional files, repeat this step with one of the optional files for example : Sensitive Prevention and Pedestrian
Optional files should always be added after main file
After dropping the mods folder,
-Open redprelauncher.exe (in your main game folder, you can create a shortcut on your desktop by right clicking the .exe file)
-The red launcher will appear,
-click on the grey setting wheel
-enable mods
-click launch
It should compile the mod to 100% then the game will start
In game, you should see grey circles (enemies) driving around on your minimap.
Scan them to confirm they are gang members.
You can also confirm the mod is working when you see enemies indicator above cars roof.
The amount of enemies causing shootout depends of the density you chose
If you want to launch the game an other way and not use REDmod launcher, here is a solution thanks to @Stormie :
Use the command line option from your store or from a shortcut to the game's executable. Edit: keep in mind that if you add, remove or update a REDmod, you'll need to run the launcher again (unless you use Vortex, then it's not needed).
-modded --launcher-skip
Setting up MO2 for REDmod mods : (thanks to dabulldubs )
Setting up MO2 for REDmod mods:
- Ensure you have REDmod installed.
- In MO2 create an empty mod, and name it 'redmod'. Enable the empty 'redmod' mod.
- Click on the executables button (the button just left of the 'run' button). Click '<Edit...>'. Click 'Manually deploy REDmod' from the list of configured executables. Check the box for 'Create files in mod instead of overwrite', and from the drop-down list just right of this option select the empty 'redmod' mod. Click 'OK' at the bottom-right of the 'Modify Executables' window.
- Enable your REDmod mods. Run 'Manually deploy REDmod', and wait for the automatic process to finish. If you have more than one REDmod mods enabled; a new file 'r6\cache\modded\MO_REDmod_load_order.txt' will be generated by MO2 in 'overwrite'. Sync that to the 'redmod' mod (double-click 'overwrite', highlight the file and all folders it is contained within, then drag and drop on the the 'redmod' mod).
- You can now run 'Cyberpunk 2077' from MO2 and enjoy your REDmod mods.
Notes:
- You will need to run 'Manually deploy REDmod' each time you add/enable, remove/disable, or update a REDmod mod.
- Running 'Cyberpunk 2077' for the first time after installing REDmod mods may generate new files 'r6\cache\modded\final.redscripts.modded' and 'r6\cache\modded\final.redscripts.ts' in 'overwrite'. Sync both files to the 'redmod' mod (double-click 'overwrite', highlight both files and all folders they are contained within, then drag and drop on the the 'redmod' mod).
COMPATIBILITY :
-Not compatible with SP0 BODY MOD
-Responsive NPCs overwrite the Sensitive Pedestrian behavior. Delete the ReactionComponentOverrides from Responsive NPCs to keep Night City Alive behavior. To do so, go to : r6/scripts/responsive_npcs/ReactionComponentOverrides.reds
All system (gangs, civilians, police) are now aware and connected.
GANG PART :
Gang members using certain type of civilian cars to do there own things, they can be the driver, or a passenger (when they go out with their civilian or merc friends to hang out).
There is a low probability an entire crew is in the same car, and if it happen, better stay away.
The relationship trough gang have been added. Base game allow only Maelstrom and Scavenger to interact.
Now there is a nice flow trough all gangs driving the streets.
It is not a permanent war. They can be two different gangs in the same street and be peaceful. But if one of them taunt the other, they will act as expected.
ABOUT BADLANDS :
Armoured car is no longer driven by civilian, but by Aldecaldos and Wraiths. Wraiths will now be real bastards as they attack on sight. Badlands is no longer 100% peaceful and fit more the lore described in the game.
CIVILIAN PART :
Civilians are now more sensitive when they have been bump into, reducing the amount of bump needed to piss them off.
More civilians are able to be aggressive.
They now react to crime. And they will not stop being aggressive if you are in combat. Resulting in a really nice living NIGHT CITY.
Be careful when you steal a car, when you aim in the middle of the crowd. Don't do to much mess with police as some civilian gonna think they are Superman and try to stop you.
They 're no longer react only to YOU, but they now react to all the things happening in NIGHT CITY. Resulting in being aggressive with gangs or police too !
NCPD :
NCPD will be intolerant with certain gangs, and tolerant with other, depending of affiliation.
Three versions available :
Low density :
Night City will let you play as usual, don't be afraid of the streets.
-Maximum one aggressive civilian at a time
-Low probability of a gang member spawning in a car
-Firefight happen rarely
-Fit well for mods that add more cars and crowds, or players who want to be surprised rarely
-No performance cost
Standard density :
Night City will feel more organic and dangerous, you can play as usual, but be aware of your environment.
-Medium Density, the one i personally prefer
-Double the probability of spawn of low density
-Maximum two aggressive civilians at a time
-Firefight will happen but are still kind of rare
-Fit well in the general lore of Night City
-Really low performance cost (tested on potato PC)
High density :
Night City is now dangerous, living a day without being involved in a firefight is nearly impossible.
-Chance of gang members by car spawned is high (~1/3)
-Max aggressive civilians is still two, to prevent strange behavior
-Firefight can trigger at every corner of crowded streets
-Result in a more chaotic Night City, a bit extreme sometimes, can create warfare situations when gangs, police and civilians decide to interact
-Performance cost is non negligible, as aggressive AI cost more than simple civilian AI
-Fit well for good computers, players who want to experience kind of a "riot" atmosphere
Be aware, optional files require a main Night City Alive version (low density, standard density or high density)
To install an optional file, drag and drop it as you did with Night City Alive, and accept the file replacement
Sensitive Prevention :
Sensitive Prevention can trigger a wanted star when NPCs goes into panic (attacking them violently when they do not expect the player to be there) :
For example, when gang members are not alerted, firing a weapon directly at them or near them can cause them to panic and call the prevention system.
Putting them in a panic state (explosion, grenades, mayhem) can trigger that behavior too. It's not a 100% chance, they most of the time prefere to enter combat state and don't call the prevention system.
Also, if you enter combat with gangs by being first detected, they will not panic and don't trigger this feature.
It works with violent unexpected melee attacks from the player too.
Playing stealth / hack will not trigger this feature.
Civilians, in some case are able to call police about player attitude too. But they most of the time prefere to enter in the fear state.
Be aware, this is not a perfect feature, that is why I set it as an optional file. Some of you will not like that sometimes, the "call police" animation will pass the combat state. Resulting in gang members calling instead of instant response to incoming attack.
Require a main Night City Alive version
On foot civilians behavior is triggered by the first time player bump into them
This "new" feature stick with my idea of a violent Night City. Without Night City Alive, the vanilla on foot civilians need three bump in less than 20 seconds to trigger the behavior. With main Night City Alive it was reduce to two bump in less than 10 seconds. With Sensitive Pedestrian optional file, first time you bump into them it trigger the behavior.
That mean running or walking in crowded places can easily trigger a fight with an on foot aggressive civilian.
Require a main Night City Alive version
This optional file use both features, for players who want to experience the complete Night City Alive experience.
Be aware this file is the only way to play Sensitive Prevention and Sensitive Pedestrian at the same time.
Require a main Night City Alive version
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Got it ? Night City is now Alive, and you will never feel in a static world again.
Suggestion : use it with NCPD Prevention Police Enhancement for a real experience.
Big thanks to swurvGG for providing the Burnt/broken bikes fix !
Known issues :
-Raymond Chandler Evening quest mix not well with the mod as if it trigger an aggressive gang the target will be scared, resulting in a fail.
-Bikers spawn lately du to game engine, nothing I can do here. Resulting in ghost bike if you drive fast.
My other project :
SECTOR 92
Discord
My other mods :
NCPD PREVENTION POLICE ENHANCEMENT
VEHICLE LIGHTS
VEHICLE REPAIR COST
ROAMING MOTORCYCLES