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.
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. :)
I like the mod, however every time I’m crouching and take a shot my character stands up. Doesn’t matter if I’m in stealth or normal combat. Does anyone have any ideas on that?
I've confirmed that it weirdly is this mod that causes it, had the same issue and remember seeing this comment so I tried uninstalling this mod and that fixed it, can add that I play with a xbox controller.
Nothing's permanent, you can uninstall the mod at any time. If you mean options that are equivalent to not having the mod installed, then turning all toggles to "off" would do it.
Weirdly enough, this mod fixed Overwatch for me. Without the mod, even with 1-shot kills across vast distances, enemies immediately initiate combat after I take one down. With it, Overwatch behaves like other silenced weapons and doesn't trigger combat on kills. Don't know if this "fix" was intended or not, but thanks anyway!
Seems glitchy when it comes to attacking cameras. I throw a knife at the camera from stealth and half the enemies instantly go on alert/search. On very hard difficulty if it makes any difference.
Well yeah, without this mod throwing a knife at a camera causes nearby enemies to go on alert. I was hoping a mod that makes throwing knives silent also affects taking out cameras. I suppose you can always just quickhack cameras but throwing a knife to disable them is much more satisfying.
Yeah that's something I could possibly change. I think this changed in patch 2.0, where before that enemies wouldn't notice if you attacked a camera with silent weapons. If they're going into full combat now then I think this mod should change it. If they're just being "alerted" where they start looking around I'm not sure. Might be a thing where the stim radius should be reduced but not eliminated.
Well, combat is initiated on sight of the player. Hitting something while stealthed shouldn't initiate combat immediately unless they're able to spot the player, even on vanilla. They are put on alert and start searching, though.
I wouldn't mind if those in the immediate vicinity goes on alert after taking out a camera. It does produce a sound, after all. But the current radius feels all kinds of wrong. On gigs, I've taken out a camera on one side of a big warehouse that immediately puts guards two buildings away on alert. The pinged model is barely larger than a pixel but immediately starts asking for the player to come out with their hands up. I've hit cameras in stairways and have had enemies on other sides of the door/wall immediately go into alert. Current implementation feels really bad and I was hoping for a mod to fix it so you can play a stealth knife thrower that doesn't need to also be a netrunner.
Maybe it assumes there's a big, destructive explosion every time a piece of equipment (camera, turrets, etc) are "destroyed", but that shouldn't be the case with a thrown knife.
My head cannon is that they know if a device was taken out physically. But don’t digitally. So.. ehm. That’s all I got. Debating keeping this cause I use better net running and can be a serious pain not having the option to just hack it. Which is cool but with this mod not so cool.
I would agree that taking out a camera with a bullet or knife would be a lot more obvious than with a hack. But people with no visibility, or even close auditory range, are going on alert.
Like I said, i can take out a camera that's behind a wall and enemies, not only on the other side of the wall, but all the way at the other end of the entire complex go on alert. It definitely feels like a bug.
646 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.
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.
I wouldn't mind if those in the immediate vicinity goes on alert after taking out a camera. It does produce a sound, after all. But the current radius feels all kinds of wrong. On gigs, I've taken out a camera on one side of a big warehouse that immediately puts guards two buildings away on alert. The pinged model is barely larger than a pixel but immediately starts asking for the player to come out with their hands up. I've hit cameras in stairways and have had enemies on other sides of the door/wall immediately go into alert. Current implementation feels really bad and I was hoping for a mod to fix it so you can play a stealth knife thrower that doesn't need to also be a netrunner.
Maybe it assumes there's a big, destructive explosion every time a piece of equipment (camera, turrets, etc) are "destroyed", but that shouldn't be the case with a thrown knife.
Like I said, i can take out a camera that's behind a wall and enemies, not only on the other side of the wall, but all the way at the other end of the entire complex go on alert. It definitely feels like a bug.