About this mod
Mod relaxes the rules for AI joining combat and increases the range of reactions to gunshots and explosives.
Check before and after in videos section.
- Requirements
- Permissions and credits
- Changelogs
Hey, I was an expert gameplay designer working on Cyberpunk 2077 and its expansion pack.
Phantom Liberty expansion added the Dogtown area to the game. It is densely populated with potential enemies, much denser than other districts in the game. With pre-patch 2.0 reaction settings, starting combat with one group of enemies in Dogtown often dragged the attention of another group and could potentially result in a long chain of encounters. This lead to restricting the rules for how NPCs join combat. Unfortunately, something that at that point was deemed needed for expansion pack area, affected the entire game. You can often see groups of NPCs from the same faction standing relatively close to each other (other side of the street). You'd expect that entering combat with one group would draw the attention of the other, so they help each other but that's not what is happening. This mod improves such situations.
TLDR, changes:
- Relaxed the rules of reactions to aggression where unless player aimed at the NPC they only entered combat when below 12 meters from the stimuli. 12m range restriction is increased to 35m for gunshots and removed from explosion stimuli.
- In vanilla game NPCs entering combat can draw other NPCs from their squad (3 person combat squad) or attitude group (ie. this specific 10 person quest group of Arasaka soldiers) in combat to help them. Mod relaxes this rule so it applies not only to squad and attitude group but also to the same faction (ie. Arasaka in general will help other Arasaka if they hear each other in combat).
- Increased gunshot stimuli range from 30 to 50 meters and explosions from 25 to 50 meters. The 35m rule from first bulletpoint applies for gunshots on top of it, so 50m applies when player is aiming at an NPC or group + they receive the audio stimuli, which could be blocked behind the walls, etc.
What does the mod do?
This mod will often result in bigger combat engagements drawing the attention of nearby groups into combat. This applies for both the player and AI vs AI combat, so you could witness more mayhem in the city.
What this mod doesn't do?
This mod won't fix each and every case. Regardless of general gameplay rules, there are also quest and level settings that can override them. NPCs spawned in certain areas could have their reactions disabled, different affiliation, attitude group, squad and security area. These are case by case issues which this mod won't be covering unless a general gameplay rule could be found to fix it globally.
Compatibility
I'm not aware of any other mod changing these scripts and settings, so should be compatible with everything, I guess.
Mods that go well along this one
- Enemy Rarity Fixes main and optional file
- Gunsensical
- corrected Weapon Damage Scaling Rebalance
- Futuristic Silencers Overhaul (with Ashura and Chao add-on)
Regarding the missing required mod: there's only a single reference to required mod in the only yaml file present in Futuristic Silencers Overhaul. It's at the top of the file and mentions a perk. You can safely remove it. The mod will work with and without it. There are issues with item descriptions but stat-wise, as far as I know it works fine.