Note. The mod supporting and development have been paused since I finished playing Cyberpunk 2077. It will be resumed when I'll play the game next time.
Hello, I asked in the other mod comment section, but I think it would be useful to know this here too. I was wondering if this mod and Disappearing NPC and Vehicle Fix are compatible or if they overlap in some ways. Thanks to anyone who would care to answer.
As far as I can tell, still working as advertised, with the recent/new Patch 2.13 (+2.2 and 2.21) update, woohoo!! \o/ ♥ :)
Make sure you update all your core-mods (aka Requirement mods; ArchiveXL, Codeware, CET, etc etc), as those are typically the ones that always/usually (some/most of them) need updating whenever a new game Patch update drops! :)
Again, THANK YOU for this hella awesome mod, Rivarez!! Still appreciatin' ya, choombatta!! ♥
This mod may not be needed anymore, maaaaaybe. Since updating/reinstalling my game (Steam) to Patch 2.2, I have been re-installing my mods gradually, one-at-a-time, when/IF I feel like I need them---I started a New Game from scratch, and I'm trying to stick to vanilla as close as possible (which is a losing battle, lol!), to see if I can notice the changes/improvements/newlyaddedthings that came with 2.2...and...so far I have not yet re-installed this mod...and...I've noticed that dead bodies are not disappearing right away (nor soon-ish after). I have observed (to my surprise!) that dead bodies have remained on the ground even after a little while, and even when I have moved farther/far away from said bodies---still doing more testing, and will report back when I'm done testing. :)
Update regarding the game Update 2.2 and Patch 2.21 updates...
Okey-dokey, I'm finally getting around to posting my findings. Truth be told, I kinda forgot I was testing this (lol, sorry for the delay *nervous giggle* xP). Welp, at least I have a good excuse for such a delayed reply (in the form of good/surprising vanilla test results)...while the mod is still definitely working with the latest/current game Patch 2.21...I've discovered that it seems CDPR has done some fine tuning/improvements with how corpses were despawning rather quickly, prior to Update 2.2.
With the current game Patch 2.21, and without this mod installed (aka vanilla), freshly unalived NPCs are no longer despawning too quickly. I've observed some corpses to not despawn even after a few minutes (which varied anywhere from over a minute to several minutes+), whereas prior to Patch 2.2 they would despawn in under a minute (sometimes even after just a few seconds, lol). I've also observed corpses are no longer despawning when you get too far away. I've tested distances going as far away as 3 and 5+ car lengths away, and corpses still did not despawn (which also seemed to vary each time, in distances).
I've also done testing with the mod installed with Patch 2.21, and the results are almost the same as not installed, with just a bit longer despawn times and distances, so this mod is still beneficial if you still like your forever-nappers to stick around a little longer than vanilla's new behaviors, hehe. (on Steam; Manual installs)
Gonna add a note on the current (2.21) vanilla despawning behavior: Bodies will still despawn into loot packets or disappear if you are too far away from them, however I've also found that bodies that appear to have despawned return if you load a game. This mod remains useful.
Is there a way to drastically increase the distance before the bodies despawn? I'm often a netrunner who likes to scale high buildings, before wiping out gangs. Then I climb down, go all the way around to to loot and finish them off and they've all turned into bags of loot :(.
I checked the Redscript to see, and this mod doesn't simply change the despawn distance to a greater number, it removes the check entirely. So the only restriction you'd be dealing with here is the distance at which the game unloads area chunks from memory. I don't think you'll have any problems using this mod with your playstyle.
(Major, major props to the mod author for properly commenting their code, even though it's only two lines long. I would hire them for a coding job without a moment's hesitation based on that alone, knowing nothing else about them.)
A mod that did the opposite would have helped me so much. There are ten or so cases in the game where the bodies don't disappear, which destroys the immersive aspect of the game.
I'd love to see this mod expanded on how the vanilla game handles its dead bodies clean-up in Night City, ( Well for some of the areas anyway) to where a clean-up crew would show up and border off the area and the clean-up would just slowly happen over time. Because for one, the bodies need to be cleaned up over time for performance reasons of course but to have them all cleaned up in a nice and immersive way and would be a nice addition for sure :)
you're not understanding how it works; it sets a single boolean condition, IsBodyDisposalPossible=false, eg. all of these corpses are important and none of them are something you can cull. Doesn't set range, or any conditions. it's just one variable.
Having said that, if you think standing on a rooftop and triggering a 5 badge response slaughterfest will pile up the bodies like cord wood and tank your FPS to single-digits, this does not happen. There's more at play here, there's clearly a pool of allowable NPCs per cell or region that has to be tuned, outside of this; it's hilariously funny, but just spinning 180 and leaving them out of your view for a few seconds and spinning back, and eventually some will be culled, just like vanilla. It just takes a lot more dead people. Sometimes the next MaxTac "wave" will descend right where the bodies were, it looks like they "resurrected".
I was hoping to spend 30 minutes making a psychopath's cyberpsychosis playground, dismembered bodies laid against burning wreckage and daisy-chain corpses to write words in flaming bodies in the street... well, you can maybe do ~24~32 before you'll see disappearing; the more spread out, the more it seems it'll let em stay. And I have my crowd and vehicle density set much higher than vanilla, about double. I'd rather have persistence than performance, and am quite content with 30 fps and a properly crowded Night City than 100fps and an scattered dozen or two of people.
If you're looking for something that absolutely, positively will never delete something, even if you drop to 0.125 fps and chew up 32G RAM and 22G VRAM, it's not going to happen with this alone. It's only one part of the culling equation.
What you are describing is likely beyond simple .lua redscripting at this time. But I agree, the meat wagon coming to collect em, that would be one immersive mod, for sure! ----
edit: whoops! this is threaded wrong, the top part isn't to josh, but the person who is worried about the performance hit and wanted real-world feedback! Makes it look like the whole answer is directed at joshx336! It is not! ^.^ Apologies I'm a forum monkey.
You either have a mod conflict, or you installed something incorrectly, or you need to make sure your mods are compatible/updated to latest game Patch 2.12 (or whatever game version you're using).
If your game is updated to the recent/new game Patch 2.12:
Make sure all your mods, dependencies, and core-mods (ie. ArchiveXL, Codeware, CET, etc etc, which ever ones you are using) are updated to be compatible with recent/new game Patch 2.12.
DO NOT use any mods not updated or confirmed working with Patch 2.12.
Make sure installs are done correctly, specially if you do manual installs---mods not working are primarily due to human error.
If you use Vortex/MO2, make sure they are configured properly, and are installing correctly---they are known for occasionally messing up installs and uninstalls (leaving left-over files that can cause errors).
EDIT: Only after I finished typing all this, I noticed your post date is prior to when CDPR dropped the game Patch 2.12 update (Feb.29), lol. Oh wells, still applies I guess, lol. xP
Woohoo! Still working as advertised, with game Update 2.1 +PL! \o/
Thank the reptilian gods of Alpha Centauri I found this! Vanilla despawn time for corpses is waaay too fast---such an immersion breaker! This is the only mod on the Nexus for Cp77 that fixes this! Hella preem work on this, Rivarez! THANK YOU for this, my choomba! Endorsed! ♥
53 comments
I was wondering if this mod and Disappearing NPC and Vehicle Fix are compatible or if they overlap in some ways.
Thanks to anyone who would care to answer.
Make sure you update all your core-mods (aka Requirement mods; ArchiveXL, Codeware, CET, etc etc), as those are typically the ones that always/usually (some/most of them) need updating whenever a new game Patch update drops! :)
Again, THANK YOU for this hella awesome mod, Rivarez!! Still appreciatin' ya, choombatta!! ♥
This mod may not be needed anymore, maaaaaybe. Since updating/reinstalling my game (Steam) to Patch 2.2, I have been re-installing my mods gradually, one-at-a-time, when/IF I feel like I need them---I started a New Game from scratch, and I'm trying to stick to vanilla as close as possible (which is a losing battle, lol!), to see if I can notice the changes/improvements/newlyaddedthings that came with 2.2...and...so far I have not yet re-installed this mod...and...I've noticed that dead bodies are not disappearing right away (nor soon-ish after). I have observed (to my surprise!) that dead bodies have remained on the ground even after a little while, and even when I have moved farther/far away from said bodies---still doing more testing, and will report back when I'm done testing. :)
Okey-dokey, I'm finally getting around to posting my findings. Truth be told, I kinda forgot I was testing this (lol, sorry for the delay *nervous giggle* xP). Welp, at least I have a good excuse for such a delayed reply (in the form of good/surprising vanilla test results)...while the mod is still definitely working with the latest/current game Patch 2.21...I've discovered that it seems CDPR has done some fine tuning/improvements with how corpses were despawning rather quickly, prior to Update 2.2.
With the current game Patch 2.21, and without this mod installed (aka vanilla), freshly unalived NPCs are no longer despawning too quickly. I've observed some corpses to not despawn even after a few minutes (which varied anywhere from over a minute to several minutes+), whereas prior to Patch 2.2 they would despawn in under a minute (sometimes even after just a few seconds, lol). I've also observed corpses are no longer despawning when you get too far away. I've tested distances going as far away as 3 and 5+ car lengths away, and corpses still did not despawn (which also seemed to vary each time, in distances).
I've also done testing with the mod installed with Patch 2.21, and the results are almost the same as not installed, with just a bit longer despawn times and distances, so this mod is still beneficial if you still like your forever-nappers to stick around a little longer than vanilla's new behaviors, hehe.
(on Steam; Manual installs)
Bodies will still despawn into loot packets or disappear if you are too far away from them, however I've also found that bodies that appear to have despawned return if you load a game. This mod remains useful.
(Major, major props to the mod author for properly commenting their code, even though it's only two lines long. I would hire them for a coding job without a moment's hesitation based on that alone, knowing nothing else about them.)
Having said that, if you think standing on a rooftop and triggering a 5 badge response slaughterfest will pile up the bodies like cord wood and tank your FPS to single-digits, this does not happen. There's more at play here, there's clearly a pool of allowable NPCs per cell or region that has to be tuned, outside of this; it's hilariously funny, but just spinning 180 and leaving them out of your view for a few seconds and spinning back, and eventually some will be culled, just like vanilla. It just takes a lot more dead people. Sometimes the next MaxTac "wave" will descend right where the bodies were, it looks like they "resurrected".
I was hoping to spend 30 minutes making a psychopath's cyberpsychosis playground, dismembered bodies laid against burning wreckage and daisy-chain corpses to write words in flaming bodies in the street... well, you can maybe do ~24~32 before you'll see disappearing; the more spread out, the more it seems it'll let em stay. And I have my crowd and vehicle density set much higher than vanilla, about double. I'd rather have persistence than performance, and am quite content with 30 fps and a properly crowded Night City than 100fps and an scattered dozen or two of people.
If you're looking for something that absolutely, positively will never delete something, even if you drop to 0.125 fps and chew up 32G RAM and 22G VRAM, it's not going to happen with this alone. It's only one part of the culling equation.
What you are describing is likely beyond simple .lua redscripting at this time. But I agree, the meat wagon coming to collect em, that would be one immersive mod, for sure!
----
edit: whoops! this is threaded wrong, the top part isn't to josh, but the person who is worried about the performance hit and wanted real-world feedback! Makes it look like the whole answer is directed at joshx336! It is not! ^.^ Apologies I'm a forum monkey.
Kudos
If your game is updated to the recent/new game Patch 2.12:
EDIT: Only after I finished typing all this, I noticed your post date is prior to when CDPR dropped the game Patch 2.12 update (Feb.29), lol. Oh wells, still applies I guess, lol. xP
Woohoo, still working as advertised, with new game Patch 2.11! \o/ ♥
Thank the reptilian gods of Alpha Centauri I found this! Vanilla despawn time for corpses is waaay too fast---such an immersion breaker!
This is the only mod on the Nexus for Cp77 that fixes this!
Hella preem work on this, Rivarez!
THANK YOU for this, my choomba! Endorsed! ♥