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Here's a way to tweak it to your tastes. With this method, you can tweak spawns to fit your desire.
-go to : Cyberpunk 2077\mods\NIGHT CITY ALIVE_fe\tweaks\base\gameplay\static_data\database\vehicles\random_passengers.tweak -Openrandom_passengers.tweak
0.01 is the minimum value, 1 is the maximum value. So you can use 0.03, 0.7 etc..
Change the weight value under each gang member. For example, if the value is 0.1 . You can try 0.05 to lower it by 50%
Exemple :
{ fk< Character > character = "Character.scavenger_grunt2_ranged2_pulsar_ma"; weight = 0.1; }
Change it to :
{ fk< Character > character = "Character.scavenger_grunt2_ranged2_pulsar_ma"; weight = 0.05; }
For lowering value that already are at 0.01 witch is the minimum, delete the line of one of the gang members. For example, here is the code that spawn 6thstreets drivers, you want to drastically reduce the spawn, then lower the 0.03 value to 0.01 and/or remove some of them.
EXAMPLE :
CorporatDriverEntry : RandomPassengerEntry { role = "Driver"; probability = 1.0; validSlotNames = [ "seat_front_left" ]; fk< WeightedCharacter >[] characterRecords = [ { fk< Character > character = "Character.CorpoManCorporatDriver"; weight = 1; }, { fk< Character > character = "Character.CorpoWomanCorporatDriver"; weight = 1; }, { fk< Character > character = "Character.sixthstreet_hooligan_ranged1_saratoga_wa"; weight = 0.03; }, { fk< Character > character = "Character.sixthstreet_prepers3_shotgun3_carnage_ma_rare"; weight = 0.03; }, { fk< Character > character = "Character.sixthstreet_hooligan_ranged1_nova_wa"; weight = 0.03; } ]; }
Then here is the code after the reduction :
CorporatDriverEntry : RandomPassengerEntry { role = "Driver"; probability = 1.0; validSlotNames = [ "seat_front_left" ]; fk< WeightedCharacter >[] characterRecords = [ { fk< Character > character = "Character.CorpoManCorporatDriver"; weight = 1; }, { fk< Character > character = "Character.CorpoWomanCorporatDriver"; weight = 1; }, { fk< Character > character = "Character.sixthstreet_hooligan_ranged1_saratoga_wa"; weight = 0.01; } ]; }
You can also higher the probability of passengers spawning by cars by changing the fourth line in this example : Here the probability of a rear passenger is 0.1 (vanilla), you can change it to 1 if you want a 100% chance.
LowlifePassengerBackEntry : RandomPassengerEntry { role = "Passenger"; probability = 0.1; validSlotNames = [ "seat_back_right", "seat_back_left" ]; fk< WeightedCharacter >[] characterRecords = [ { fk< Character > character = "Character.LowlifeMaleDriver"; weight = 1; }, { fk< Character > character = "Character.LowlifeWomanDriver"; weight = 1; }, { fk< Character > character = "Character.scavenger_grunt2_ranged2_copperhead_wa"; weight = 0.1; }, { fk< Character > character = "Character.scavenger_elite2_shotgun_igla_ma"; weight = 0.1; } ]; }
you need to contact the developers of CDPR of your Mod Ideas like this...maybe they will add it in 2.3 version hurry while they working on it. same with They will remember mod.
It's highly unlikely they would. If it happened, it would probably be out of the blue like the integration of 'The Passenger' was. Not to mention, they would likely also reduce the complexity of this mod. From what I know, they didn't receive input from any of the original creators when implementing modded features, either.
this is a cool mod but i was having some issues so i had to uninstall, however the game keeps crashing on startup now without it... i deleted the NIGHT CITY ALIVE folder and bike_fix archive and it won't start now, and it is this mod because after reinstalling it it works fine? i thought maybe there was corrupted save data if it was trying to load data from this mod without the mod but even after deleting all affected saves it still won't start...
Hi, what was the issues you encountered that make you uninstall NCA ? NCA do not corrupt any file or save. There should be something else that trigger that issue in your mod list.
i use this mod with they will remember and reinforcements system, but sometimes what was happening was that when reinforcements were being called the reinforcements would fight the people who called the reinforcements, i wanted to test if it was this mod causing that. also i was finding bugs where sometimes civilians would be triggered hostile but were still acting like passive npcs
The issue about reinforcement attacking the caller can be caused in my opinion by or Night City Alive or They Will remember. As both mod adapt some of the attitude of the gangs. I will check on They Will remember and Reinforcement mods the post section. If someone talk about it.
Those definitely will trigger issue with the crowd triggered by Night City Alive. In case you still want Night City Alive, You can disable aggressive civilians in Night City Alive by following those steps :
Got to : Cyberpunk 2077\mods\NIGHT CITY ALIVE\tweaks\base\gameplay\static_data\database\ai\aigeneralsettings.tweak
Open aigeneralsettings.tweak Go to line 192, you will find : int aggressiveCiviliansLimit = 2; Change it to zero : int aggressiveCiviliansLimit = 0;
Hey man cool mod, but even on standard density, every two, three blocks, firefights break out, so no break in the city. My question is, I installed this mid-game, was that a safe thing to do?? And If I want to uninstall this or change the density, do I just delete the folders or are there any instructions on how to do a clean install?? Thank you
Hi, do you use some mods that change traffic density in general ? Like Nova traffic ? If it's the case, that cause an heavy amount of fight paired with NCA.
And yes it's totally safe to install / uninstall mid-game
To uninstall, delete the Night City Alive folder in mods folder + delete the bike_fix.archive in archive folder.
To change density, uninstall as explained and download the desired density.
Thanks for the answer boss. No I do not use any traffic density mods. I believe you said that the standard density is unbalanced and you are going to update. So I will wait for the update then download the mod. It is a very good and essential mod so thank you for making this, however, the city turns into a riot zone every 2 minutes with the standard density xd. So I will wait for the update. Thanks
hello, is barghest apart of the attitudes tweak file? i'd like to tweak their attitude but i cant seem to find them by searching "barghest". are they under a different name or just not in it?
You will find the two attitudes files that are related to DogTown.
Be aware those are the vanilla files soDO NOT CHANGE ANYTHING inside.
To tweak them, create the same path of folder inside Night City Alive folder. So you basically create an "attitude" folder after the database one following "ep1" folder ("ep1" is the name of the DLC). Then you copy / paste the vanilla files in it. Now you're good to tweak them. When the game launch, Night City Alive files take the lead above vanilla files.
In those attitudes files, there is still no "Barghest", but I think the game call them "army" or "Militia"
Here an example of what I've found in the attitudes_ow.tweak line 189 :
hello, since making that change my game seems to crash when i try to start the dog eat dog quest i copied and pasted both attitude files into the nca thing like you told me to, and the only change i did was Attitude_sa_ep1_kurtz_milita_Player : Attitude { fk< AttitudeGroup > group1 = "Attitudes.Group_sa_ep1_kurtz_militia"; fk< AttitudeGroup > group2 = "Attitudes.Group_Player"; string value = "Friendly"; }
since doing this my game crashes. i disabled it and now my game no longer crashes ive made no changes other than that is there something else im supposed to change aswell?
Nothing more, some groups are not mean to be Friendly / Hostile. Unfortunately you can't know if the game will handle it or not until testing. Never tested Barghest so I was not aware about them.
When I tested NCA I made NCPD Hostile, and the game crash every time.
Check if there is an other "Militia" or "Army" that the game allow you to change.
Heya! Just began modding CP2077, and wanted to pop in to voice how much I love Night City Alive!!! Really adds a lot of atmosphere and danger to my play throughs. Pairing it with They Will Remember is just *chef's kiss*.
I would say, as some others have pointed out, Standard Density is currently a bit too chaotic. Every time I stop in an area for more than a minute or two, a gang war breaks out. Bodies and burning cars are strewn about everywhere. It's just a bit much. I can't even imagine what High Density is like. I just barely switched to Low Density, so I'll see if that's more my speed. I did see your post with instructions on how to edit the spawn rates (thank you for that!), but I probably won't get into that until after CP Projekt Red releases their new version and mods have been updated.
Yes They Will Remember is the perfect mod to add with Night City Alive and the author is a real beast ! Considering I have no time to play CP77, I enjoyed playing They Will Remember only few hours when the 1.0 came out. Now I'm waiting few years to have more free time and start CP77 again !!!!!!
About Night City Alive Standard Density. I'm aware it's too chaotic. And that is my feeling too. Before NCA 2.0 it was perfectly balanced, but as I added some new characters to the pool and redistributed the districts, I did not balance as well as before. It's the first thing in my scope for the next update.
The only issue on my side as I can't play CP77 for long period anymore : it's hard to tell if every district is well balanced but I'll do my best. Now you're right, wait the CP77 official update then NCA update will come.
To be honest I took two days off just to work on CP77 and NCA update the 26 of June (yesterday), but CDPR delayed the official update... =D
I personally skip steam and use only the REDlauncher. Should work if anything is loading it. Using Redprelauncher or the command on description page of this mod
Hi, it's not working for me if I'm not using the prelauncher. I also added -modded --launcher-skip in the target text box of the shortcut I created from the exe file. Need help!
Hello, Chooms! I love this wonderful mod and the community. May I ask whether the Redmod compiling log below indicates that my NCPDPPE and NCA are disabled? Please help.
Copyright (c) 2022-23 CD Projekt Red. All Rights Reserved.Created in collaboration with CD Projekt Vancouver and Yigsoft LLC Core: App instance InitializeCore in 0.00 ms Continuing without global backend resource depot. Core: App instance InitializeResources in 0.00 ms [DEPLOY] Stage 1/5 - Initialization Found mod "Vehicle Repair Cost" (v1.1) in folder "Vehicle Repair Cost" (enabled; deployed (v1.1); TWEAKS; ) Found mod "UltimateMonowire" (v1.0.0) in folder "UltimateMonowire" (enabled; deployed (v1.0.0); CUSTOMSOUNDS) Found mod "Consumables Fix" (v2.1) in folder "Consumables Fix" (disabled; deployed (v2.1); TWEAKS; ) Found mod "NCPD Prevention Police Enhancement" (v2.6 FUGITIVE EDITION) in folder "NCPDPPE" (disabled; deployed (v2.6 FUGITIVE EDITION); TWEAKS; SCRIPTS; ) Found mod "NIGHT CITY ALIVE" (v2.0 STANDARD) in folder "NIGHT CITY ALIVE" (disabled; deployed (v2.0 STANDARD); TWEAKS; SCRIPTS; ) Needs deployment: true (FORCE) [DEPLOY] Stage 2/5 - Script Compilation Unknown opcode: SyntaxFloatConst Unknown opcode: SyntaxArrayPopBack Unknown opcode: SyntaxConstructor Unknown opcode: SyntaxArrayPopBack Unknown opcode: SyntaxBoolConst Unknown opcode: SyntaxBoolConst File 'D:\SteamLibrary\steamapps\common\Cyberpunk 2077\r6\cache\modded\final.redscripts' (15876972 bytes) written. [DEPLOY] Stage 3/5 - TweakDB Compilation
I’m checking my Redmod compiling log and noticed entries related to "NCPDPPE" and "NCA" showing as "disabled". Does this indicate the mods are inactive, and are there known conflicts or dependencies causing this? What do they mean and what should I do?
Try using the REDprelauncher.exe for the first launch and enable mods via the grey setting wheel.
To check if NCPDPPE mod is working, simply trigger a wanted star and check how many time it make to disappear when police lost sight on V. Vanilla timer is 12 seconds if I remember well.
For Night City Alive, look at your minimap if grey circles (gang members) are driving on road. Then check cars with your scanner to confirm gangs are in cars.
Yeah, I'm currently using Vortex. Emmm, so launching the game with mods deployed but disabled will make difference? Don't know the reason but just lemme try.
3488 comments
Creating my own video game, you can help me by just watching the videos.
I stay on Cyberpunk too =)
Follow the project on Discord
Credits to LiquidBronze for the VO
Trailer of both Night City Alive and NCPD Prevention Police Enhancement :
V 2.0 Major changes Main file :
V 2.0 Major changes Optional files :
Click on spoiler :
Here's a way to tweak it to your tastes. With this method, you can tweak spawns to fit your desire.
-go to : Cyberpunk 2077\mods\NIGHT CITY ALIVE_fe\tweaks\base\gameplay\static_data\database\vehicles\random_passengers.tweak
-Open random_passengers.tweak
0.01 is the minimum value, 1 is the maximum value. So you can use 0.03, 0.7 etc..
Change the weight value under each gang member. For example, if the value is 0.1 . You can try 0.05 to lower it by 50%
Exemple :
{
fk< Character > character = "Character.scavenger_grunt2_ranged2_pulsar_ma";
weight = 0.1;
}
Change it to :
{
fk< Character > character = "Character.scavenger_grunt2_ranged2_pulsar_ma";
weight = 0.05;
}
For lowering value that already are at 0.01 witch is the minimum, delete the line of one of the gang members.
For example, here is the code that spawn 6thstreets drivers, you want to drastically reduce the spawn, then lower the 0.03 value to 0.01 and/or remove some of them.
EXAMPLE :
CorporatDriverEntry : RandomPassengerEntry
{
role = "Driver";
probability = 1.0;
validSlotNames =
[
"seat_front_left"
];
fk< WeightedCharacter >[] characterRecords =
[
{
fk< Character > character = "Character.CorpoManCorporatDriver";
weight = 1;
},
{
fk< Character > character = "Character.CorpoWomanCorporatDriver";
weight = 1;
},
{
fk< Character > character = "Character.sixthstreet_hooligan_ranged1_saratoga_wa";
weight = 0.03;
},
{
fk< Character > character = "Character.sixthstreet_prepers3_shotgun3_carnage_ma_rare";
weight = 0.03;
},
{
fk< Character > character = "Character.sixthstreet_hooligan_ranged1_nova_wa";
weight = 0.03;
}
];
}
Then here is the code after the reduction :
CorporatDriverEntry : RandomPassengerEntry
{
role = "Driver";
probability = 1.0;
validSlotNames =
[
"seat_front_left"
];
fk< WeightedCharacter >[] characterRecords =
[
{
fk< Character > character = "Character.CorpoManCorporatDriver";
weight = 1;
},
{
fk< Character > character = "Character.CorpoWomanCorporatDriver";
weight = 1;
},
{
fk< Character > character = "Character.sixthstreet_hooligan_ranged1_saratoga_wa";
weight = 0.01;
}
];
}
You can also higher the probability of passengers spawning by cars by changing the fourth line in this example :
Here the probability of a rear passenger is 0.1 (vanilla), you can change it to 1 if you want a 100% chance.
LowlifePassengerBackEntry : RandomPassengerEntry
{
role = "Passenger";
probability = 0.1;
validSlotNames =
[
"seat_back_right", "seat_back_left"
];
fk< WeightedCharacter >[] characterRecords =
[
{
fk< Character > character = "Character.LowlifeMaleDriver";
weight = 1;
},
{
fk< Character > character = "Character.LowlifeWomanDriver";
weight = 1;
},
{
fk< Character > character = "Character.scavenger_grunt2_ranged2_copperhead_wa";
weight = 0.1;
},
{
fk< Character > character = "Character.scavenger_elite2_shotgun_igla_ma";
weight = 0.1;
}
];
}
NCA do not corrupt any file or save. There should be something else that trigger that issue in your mod list.
i also use ambient npcs, no crowd panic from using devices and no crowd panic from stealth activity so maybe it's 1 of those? idk i'm testing it
Those definitely will trigger issue with the crowd triggered by Night City Alive.
In case you still want Night City Alive, You can disable aggressive civilians in Night City Alive by following those steps :
Got to : Cyberpunk 2077\mods\NIGHT CITY ALIVE\tweaks\base\gameplay\static_data\database\ai\aigeneralsettings.tweak
Open aigeneralsettings.tweak
Go to line 192, you will find : int aggressiveCiviliansLimit = 2;
Change it to zero : int aggressiveCiviliansLimit = 0;
And yes it's totally safe to install / uninstall mid-game
To uninstall, delete the Night City Alive folder in mods folder + delete the bike_fix.archive in archive folder.
To change density, uninstall as explained and download the desired density.
Feel free to try the low density too ;)
If you want to include them intro NCA, go to :
Cyberpunk 2077\tools\redmod\tweaks\ep1\gameplay\static_data\database\attitude
You will find the two attitudes files that are related to DogTown.
Be aware those are the vanilla files so DO NOT CHANGE ANYTHING inside.
To tweak them, create the same path of folder inside Night City Alive folder. So you basically create an "attitude" folder after the database one following "ep1" folder ("ep1" is the name of the DLC). Then you copy / paste the vanilla files in it.
Now you're good to tweak them.
When the game launch, Night City Alive files take the lead above vanilla files.
In those attitudes files, there is still no "Barghest", but I think the game call them "army" or "Militia"
Here an example of what I've found in the attitudes_ow.tweak line 189 :
Attitude_sa_ep1_kurtz_milita_Player : Attitude
{
fk< AttitudeGroup > group1 = "Attitudes.Group_sa_ep1_kurtz_militia";
fk< AttitudeGroup > group2 = "Attitudes.Group_Player";
string value = "Neutral";
}
i copied and pasted both attitude files into the nca thing like you told me to, and the only change i did was
Attitude_sa_ep1_kurtz_milita_Player : Attitude
{
fk< AttitudeGroup > group1 = "Attitudes.Group_sa_ep1_kurtz_militia";
fk< AttitudeGroup > group2 = "Attitudes.Group_Player";
string value = "Friendly";
}
since doing this my game crashes. i disabled it and now my game no longer crashes
ive made no changes other than that
is there something else im supposed to change aswell?
When I tested NCA I made NCPD Hostile, and the game crash every time.
Check if there is an other "Militia" or "Army" that the game allow you to change.
I would say, as some others have pointed out, Standard Density is currently a bit too chaotic. Every time I stop in an area for more than a minute or two, a gang war breaks out. Bodies and burning cars are strewn about everywhere. It's just a bit much. I can't even imagine what High Density is like. I just barely switched to Low Density, so I'll see if that's more my speed. I did see your post with instructions on how to edit the spawn rates (thank you for that!), but I probably won't get into that until after CP Projekt Red releases their new version and mods have been updated.
Thanks again! Appreciate all you do!
Yes They Will Remember is the perfect mod to add with Night City Alive and the author is a real beast ! Considering I have no time to play CP77, I enjoyed playing They Will Remember only few hours when the 1.0 came out. Now I'm waiting few years to have more free time and start CP77 again !!!!!!
About Night City Alive Standard Density. I'm aware it's too chaotic. And that is my feeling too. Before NCA 2.0 it was perfectly balanced, but as I added some new characters to the pool and redistributed the districts, I did not balance as well as before.
It's the first thing in my scope for the next update.
The only issue on my side as I can't play CP77 for long period anymore : it's hard to tell if every district is well balanced but I'll do my best.
Now you're right, wait the CP77 official update then NCA update will come.
To be honest I took two days off just to work on CP77 and NCA update the 26 of June (yesterday), but CDPR delayed the official update... =D
Core: App instance InitializeCore in 0.00 ms
Continuing without global backend resource depot.
Core: App instance InitializeResources in 0.00 ms
[DEPLOY] Stage 1/5 - Initialization
Found mod "Vehicle Repair Cost" (v1.1) in folder "Vehicle Repair Cost" (enabled; deployed (v1.1); TWEAKS; )
Found mod "UltimateMonowire" (v1.0.0) in folder "UltimateMonowire" (enabled; deployed (v1.0.0); CUSTOMSOUNDS)
Found mod "Consumables Fix" (v2.1) in folder "Consumables Fix" (disabled; deployed (v2.1); TWEAKS; )
Found mod "NCPD Prevention Police Enhancement" (v2.6 FUGITIVE EDITION) in folder "NCPDPPE" (disabled; deployed (v2.6 FUGITIVE EDITION); TWEAKS; SCRIPTS; )
Found mod "NIGHT CITY ALIVE" (v2.0 STANDARD) in folder "NIGHT CITY ALIVE" (disabled; deployed (v2.0 STANDARD); TWEAKS; SCRIPTS; )
Needs deployment: true (FORCE)
[DEPLOY] Stage 2/5 - Script Compilation
Unknown opcode: SyntaxFloatConst
Unknown opcode: SyntaxArrayPopBack
Unknown opcode: SyntaxConstructor
Unknown opcode: SyntaxArrayPopBack
Unknown opcode: SyntaxBoolConst
Unknown opcode: SyntaxBoolConst
File 'D:\SteamLibrary\steamapps\common\Cyberpunk 2077\r6\cache\modded\final.redscripts' (15876972 bytes) written.
[DEPLOY] Stage 3/5 - TweakDB Compilation
Try using the REDprelauncher.exe for the first launch and enable mods via the grey setting wheel.
To check if NCPDPPE mod is working, simply trigger a wanted star and check how many time it make to disappear when police lost sight on V.
Vanilla timer is 12 seconds if I remember well.
For Night City Alive, look at your minimap if grey circles (gang members) are driving on road. Then check cars with your scanner to confirm gangs are in cars.
Read the Description on how to manually install this mod into your game.