Q: The mod doesn't work - I see red lines in the CET console:
A: Check your redscript log (r6/logs/redscript_rCURRENT.log) to make sure the mod is actually loading, redscript is compiling, etc. Update redscript to latest version. Make sure either red4ext or cybercmd (just one though) is installed to get redscript to work.
Q: My texture mod is not working correctly when this mod is installed:
A: Some mods that use -KS- UV Texture Framework can be broken by other mods with archives in them since patch 2.0. I had a report of -KS- ARASAKA cyberware for Unique V having wrong textures when the archive file from this mod is installed. I confirmed this happens, and apparently there are a number of mods that can break the texture framework. It's an issue that needs to be resolved there, not with this mod. This mod's archive just has some localization files for the new status effect. It's not a direct conflict and there is nothing wrong with how this mod is implemented. It's safe to just delete that archive file if it's interfering with your texture mod.
These are the custom settings I put in to make the mod more functional for me but not overpowered.
Minimum range for silenced gunshots (m): 4 Minimum range for thrown knives (m): 4 (cover/visibility debuff default)
Hits until auto detection: 3 base detection chance: 3 per hit detecion chance: 15 Seconds to detection: 18
The game does allow stealth kills with silencers by default but it is dependent on line of sight and proximity of other enemies to the one being taken down, so these settings compliment the vanilla behavior while also requiring you to take down enemies within a few hits and quickly, otherwise you're automatically detected. 3% base detection means there's a small chance you get detected after the first shot which I think is realistic but rare enough and then you have 3 hits to take down any enemy that might be looking for you, with detection chance going up to 18% after first shot and 33% after the second, and after 3 shots you're auto detected.
Coming back to the game on a fresh install after a year, and I no longer seem to have the mod's settings menu under Mod settings? Ie. my Mod settings menu is empty other than Virtual Atelier, the only other mod I have that uses it.
Double-checked I have all the dependencies, which would all be up-to-date as of 2025.
EDIT: for any other dummies like me, it's the Mod menu above Settings, not Mod Settings below Settings
This mod does not work. Tested multiple times, only worked with CET 1.34.
Using latest CET, everytime I headshot someone using silencer, the enemy is alerted instantly. I tweaked the mod setting to 50 metres and it is still the same. Please fix this mod for version 2.2.
Also is there any conflict with stealthrunner mod??
You need to be using a version of CET that matches your game version. The mod works fine on the latest CET and game patch. No conflict with any of my other mods (e.g. Stealthrunner).
It seems like this mod is incompatible with SynthDose(https://www.nexusmods.com/cyberpunk2077/mods/14094). Couldn't tell you why. All I can say for sure is that my game doesn't load with both enabled and crashes to desktop any time I try. Repeatable and reproducible on my system at least. Uninstalling either mod fixes the problem, with all of my mods then working. It seems like I can only have either this mod or SynthDose working at once. Again, no idea why, but wanted to put this here in case anyone else gets stuck trying to figure it out.
There's no issue with the two mods. I think you have an unrelated crash that is intermittent and by chance it just didn't happen when you uninstalled one of these two mods.
Tested an additional 20 times to be sure. It is reproducible at least on my game and only happens when both mods are installed. It also happens immediately, crashing before even getting to the intro videos. With one of the two disabled however(doesn't matter which one), the game not only loads, but also can be played for or even just left open for 20+ hours consistently.
So not an intermittent crash, no. Couldn't tell you why it happens with these two mods, but it does happen consistently and definitely comes from one of the two mods. Statistically impossible for me to only be experiencing issues on my 60+ hour save file where I've crashed exactly once with only one of the two installed(which was an out of memory issue since I'd left the game open for about two days on accident) and then had it just happen to crash repeatedly over and over when trying to start it with both enabled.
At best, it might just be that there's another mod somehow managing to conflict with both and *only* break things enough to crash if both are installed with it, but that's a lot less likely than an incompatibility. If it works for you, awesome. I'm not going to complain if it works fine for other people. Just wanted to note here that it was causing problems for me at least in case anyone else also ended up spending half an hour trying to figure out why their game might be breaking.
Hey sorry bud but it's not that. I've been using Synthdose since the day it came out, and just installed this mod and have no issues whatsoever.
I also use over 200 mods. I also use most of rmk's mods. The ONLY conflict I can think of, is SDO's mod that toggles silencers aggro'ing or not, but flipping it on and off with this enabled caused me no problems.
Maybe a weird setting within one of the synthdose drugs, no idea, I don't have experience modding CP2077. But as it stands, this mod, and synthdose, work fine together.
If it works for you, awesome. I'm not going to complain if it works fine for other people. Just wanted to note here that it was causing problems for me at least in case anyone else also ended up spending half an hour trying to figure out why their game might be breaking.
Having restated that, it might be some weird setting with Synthdose as you suggested. I didn't care enough to start toggling settings around between restarts. Ultimately, I didn't use the content from Synthdose enough to find it warranted further testing of that level, so I just turned it off and have been playing with this one. After all, it very, very verifiably does not work with Synthdose in my copy of the game, and this mod ultimately is more useful to me anyway, so the easier solution was just to keep using this one on its own.
This mod has no effect on shooting cameras. It does whatever it says it does in the description. In patch 2.0 they changed how shooting cameras works and now it alerts enemies in cases where it didn't before.
To be clear for anyone else looking at this comment, the above posters are using an older version of the game. There is no issue with this mod and the latest CET version on the latest version of the game.
Thanks for this mod. One suggestion. Add 'optional' to the Native Settings UI requirement. You don't need it if you are fine with the default settings. I already have a similar Mod Settings and didn't want to add another mod.
is this script "heavy", / potential script lag? would it induce micro stutter / frame jitter in areas full of opponents ? i'm seeking which mods induce cpu latency on my 5800x3d and many mods relying on script seem to slow the game more than any lod extension. With a bunch of thoses, it's quite choppy in some areas and it's not directly related to crowd/settings.
So yeah, are SST and stealthrunner performance free? :o Skyrim had similar issues.
No, this mod only changes some behaviour in code that would already be running at that time, and is not doing anything that would be slow. Also this mod's code is only being used when you hit someone with an attack, not all the time.
I didn't see your question about Stealthrunner. That one is heavier. It is running additional code every time an NPC is spawned or despawned into the world, which is happening all the time. The code is efficient given what needs to be done, and I think for a game engine you'd be more worried about things that get updated every frame. There may be some mods where they want to check some condition constantly and so they are doing something expensive every frame.
Anyway for Stealthrunner I developed it on a 5800x mostly and never noticed any issues. One more mod with a little extra work could lead to some noticeable change I guess, but I wouldn't expect stutter from that. It should have an impact on RAM usage, but unless you have less than 16GB it shouldn't be a problem.
it's my fault, i edited my post slightly before your answer, i re read myself and wanted to add some more. You probably were writting your answer at that time. Okey, i will check how stealthrunner reacts, it was very informative, thanks again for your time. :)
653 comments
F.A.Q.
Q: The mod doesn't work - I see red lines in the CET console:
A: Check your redscript log (r6/logs/redscript_rCURRENT.log) to make sure the mod is actually loading, redscript is compiling, etc. Update redscript to latest version. Make sure either red4ext or cybercmd (just one though) is installed to get redscript to work.
Q: My texture mod is not working correctly when this mod is installed:
A: Some mods that use -KS- UV Texture Framework can be broken by other mods with archives in them since patch 2.0. I had a report of -KS- ARASAKA cyberware for Unique V having wrong textures when the archive file from this mod is installed. I confirmed this happens, and apparently there are a number of mods that can break the texture framework. It's an issue that needs to be resolved there, not with this mod. This mod's archive just has some localization files for the new status effect. It's not a direct conflict and there is nothing wrong with how this mod is implemented. It's safe to just delete that archive file if it's interfering with your texture mod.
Minimum range for silenced gunshots (m): 4
Minimum range for thrown knives (m): 4
(cover/visibility debuff default)
Hits until auto detection: 3
base detection chance: 3
per hit detecion chance: 15
Seconds to detection: 18
The game does allow stealth kills with silencers by default but it is
dependent on line of sight and proximity of other enemies to the one
being taken down, so these settings compliment the vanilla behavior
while also requiring you to take down enemies within a few hits and
quickly, otherwise you're automatically detected. 3% base detection
means there's a small chance you get detected after the first shot which
I think is realistic but rare enough and then you have 3 hits to take
down any enemy that might be looking for you, with detection chance
going up to 18% after first shot and 33% after the second, and after 3
shots you're auto detected.
Coming back to the game on a fresh install after a year, and I no longer seem to have the mod's settings menu under Mod settings? Ie. my Mod settings menu is empty other than Virtual Atelier, the only other mod I have that uses it.
Double-checked I have all the dependencies, which would all be up-to-date as of 2025.
EDIT: for any other dummies like me, it's the Mod menu above Settings, not Mod Settings below Settings
Using latest CET, everytime I headshot someone using silencer, the enemy is alerted instantly. I tweaked the mod setting to 50 metres and it is still the same. Please fix this mod for version 2.2.
Also is there any conflict with stealthrunner mod??
So not an intermittent crash, no. Couldn't tell you why it happens with these two mods, but it does happen consistently and definitely comes from one of the two mods. Statistically impossible for me to only be experiencing issues on my 60+ hour save file where I've crashed exactly once with only one of the two installed(which was an out of memory issue since I'd left the game open for about two days on accident) and then had it just happen to crash repeatedly over and over when trying to start it with both enabled.
At best, it might just be that there's another mod somehow managing to conflict with both and *only* break things enough to crash if both are installed with it, but that's a lot less likely than an incompatibility. If it works for you, awesome. I'm not going to complain if it works fine for other people. Just wanted to note here that it was causing problems for me at least in case anyone else also ended up spending half an hour trying to figure out why their game might be breaking.
I also use over 200 mods. I also use most of rmk's mods. The ONLY conflict I can think of, is SDO's mod that toggles silencers aggro'ing or not, but flipping it on and off with this enabled caused me no problems.
Maybe a weird setting within one of the synthdose drugs, no idea, I don't have experience modding CP2077. But as it stands, this mod, and synthdose, work fine together.
Having restated that, it might be some weird setting with Synthdose as you suggested. I didn't care enough to start toggling settings around between restarts. Ultimately, I didn't use the content from Synthdose enough to find it warranted further testing of that level, so I just turned it off and have been playing with this one. After all, it very, very verifiably does not work with Synthdose in my copy of the game, and this mod ultimately is more useful to me anyway, so the easier solution was just to keep using this one on its own.
Successfully loaded in CET
Mods : 1.6.2
GAME VERSION : 2.21
CET : 1.35.1
Seems weird because shooting a camera alert NPCs ?
One suggestion. Add 'optional' to the Native Settings UI requirement.
You don't need it if you are fine with the default settings.
I already have a similar Mod Settings and didn't want to add another mod.
So yeah, are SST and stealthrunner performance free? :o
Skyrim had similar issues.
Anyway for Stealthrunner I developed it on a 5800x mostly and never noticed any issues. One more mod with a little extra work could lead to some noticeable change I guess, but I wouldn't expect stutter from that. It should have an impact on RAM usage, but unless you have less than 16GB it shouldn't be a problem.