I bet it is possible in one way or another... It's been a long time since I used silencers (since game version 2 turned the weapon system upside down), so I don't really recall how they work. To me, it sounds like a conditional behavior: if crowds are not supposed to hear a gunshot or witness a body being hit by a bullet, they should not react. But if any of them is close enough to hear your weapon firing or see your opponent get hit and fall to the ground, they should panic. How does it work in the new game?
I don't know exactly how it works but its extremely immersion breaking having enemies not react at all to your silenced pistol while the crowds are screeching and running all around for seemingly no reason whatsoever. I would prefer if they wouldn't react at all (excluding for if a civilian gets dropped) than them screeching around with guards not caring the slightest.
Yup. That's how it works: - when you shoot, the game broadcasts so called stim (stimulation) signal to all NPCs around within some range. - once an NPC receives the stim, its Reaction Manager processes it which then results in some reaction (or not). - then there are various NPC types and each type has a different so called Reaction Manager Preset that defines what it should do if it receives a given stim type. - and now we get to the point: crowd NPCs presets make them panic on witnessing a gun shot or receiving a gun shot sound stim regardless of a weapon type and modifications used, while enemies have different presets that make them ignore silenced weapons or ignore everything depending on additional conditions. On top of that, some NPCs may be locked in so called workspots forcing them to play some animations and ignore stims which in turn may add to absurd scenes like most of the crowd running out in panic while some of them staying calm occupied with some activity.
This could be handled by slightly modifying the game code in the Reaction Manager area. Need to refresh my memory on the Reaction Manager component and weapon system in this game....
I think I found it: there the game may send silenced gunshot stims multiple times on each shot and there is some inconsistency as they may be limited to 1 or 10m range on the same event. Or... limitless... I could amend it keep it within 10m range though I'm not really confident that range is ok. for silenced weapons - I have never witnessed such a gunshot so I cannot asses it as real you know ;) On the other hand it's hart to talk about resembling reality in this game if crowds panic while police stands still when you go on a shootout with gangers...
Even when I go full invisible with Truly Invisible Optical Camo mod, civilian NPCs will panicked and run away as long as combatants are dropping dead in their vicinity.
When I tested it like drawing hands and punching air in front of a walking crowd NPCs, it made the NPCs turn and fast walk away rather than run in panic. Unlike shooting in front of the crowd. IMO this is the expected behavior. Unless there are some other conditions to check?
Just what I outlined. Prior to 2.0, the crowds did not react at all. As a logical consideration, this made sense to me—after all, you're punching air, doing some shadow boxing or cardio boxing. As a practical consideration, this was very convenient, as it allowed me to raise up a stat while running around town. The only other way to raise said stat was to beat on people, and not everyone necessarily wants to spend a great deal of their time using a playstyle that may not be for them.
But I think the most pertinent point is that the change took something away from players, and reverting it would open some doors back up, fair and square. This wouldn't be the only big change CDPR made which proved contentious—the way that skill checks are now tied to the player's level is another biggie. That's all the legitimization I need. Besides, the reaction really is more significant than people simply going cautious. Drivers react by promptly wrecking into one another, for example. It's really not possible to train up Solo with shadow boxing without being an absolute menace at the same time.
I've already poked around a couple of times but I wasn't able to pin down any flag tied to melee attacks themselves which may be prompting the reaction. Unlike with a lot of other activities such as pointing weapons at people or doing takedowns...
I've just checked it in the game v1.61 and v1.63 and got the same crowd reaction: turning and fast walking away when punching in the air in front of them. This is gamedataOutput.WalkAway reaction to gameFearStage.Stressed on gamedataStimType.MeleeAttack, no panic yet: https://nativedb.red4ext.com/e/563122194493620 https://nativedb.red4ext.com/e/2603436613595507 https://nativedb.red4ext.com/e/2371257109777991 It's the same in game 1.6+ and 2.+ - I used the same game save and the same sequence of events. UPDATE: there is a certain radius within which NPCs react this way, which is reasonable and expected behavior. Nothing to amend here.
Fair enough. I didn't play the game more than a month after its 2020 launch so I couldn't say for certain when they made the change, but 2.0 was an easy scapegoat since almost all the biggest changes happened there.
I maintain a launch day iteration of the game for scrutinizing purposes. Maybe the mistake I'd been making was that I was looking for flags that included "Illegal." Self-evidently, "panic" isn't a necessary flag to cause drivers to attempt to collide their way out of dodge.
It looks like the telling difference is that melee attacks are tagged with SpreadFear. Best I could do is suppress the MeleeAttack broadcast itself, and that works for my purposes. I'll sort out the difference between unarmed and mantis blades/monowire melee later.
Thank you for your feedback! Well, I guess it’s possible, but it would require some research on how the game handles it vs how players would expect it to behave in a "realistic" way. Honestly, I’m not very familiar with using camo myself - I’ve never really had the need for it, you know The only time I tried it was when I added it to an NPC in front of me. The NPC became almost invisible, but its weapon was still clearly visible, floating in the air and shooting at me While I can't promise anything right now, I’m noting your point anyway.
Game 2.1 and Cyber Engine Tweaks 1.29.0 compatibility headsup: due to numerous issues CET 1.29.0 is deemed unsupported. Please update to the CET 1.29.1 at least.
Cyber Engine Tweaks 1.29.0 has issues resulting in game crashes. Please use the redscript edition instead or stay on the game v2.02 until the CET is patched.
That's why I wrote "it looks like it is fixed" instead of "it is fixed". The results of tests I did on known examples without any mods were positive for the game. But it's still possible they don't cover all cases.
I cannot confirm that Tyger and Vulture quest case as a bug in the game. I played it again and there was no false alarm without any mods. However, this particular NPC is in such a location, that surrounding NPCs or cameras can catch the player performing stealth grab. Also, there may be some other bugs in this place that can make NPC's "see through walls" - it happens if invisible colliders that should block "sight" are misaligned this game.
Yeah it's not fixed. Crowd panics when you turn off cameras or open doors using your tech skill. Or when you grab a body. Not only that, when you quickload, all "scripted" crowd (like the people dancing in the 7th Hell gig) disappears. I got caught, reloaded and the club became abandoned lol, it was pretty bumming.
I cannot confirm that. I checked the quests in the game v2.0+ and I could not observe anything outstanding when performing various device use, non-alarming hack or grab actions. Maybe caused by some other mods?
Mmm, yeah, it's not fixed. I'm seeing a ton of crowd panic from all kinds of actions even when no enemies are around, you're out of line of sight, and are crouching. Militech terminals in dogtown, for example. And everything else in the base game from doors to access points and so on and so forth. Annoying bug.
46 comments
UPDATE: there are still false panic cases in the game v2 that this mod can eliminate.
Thank you all who downloaded this mod and thanks a lot for your endorsements :)
It's been a long time since I used silencers (since game version 2 turned the weapon system upside down), so I don't really recall how they work.
To me, it sounds like a conditional behavior: if crowds are not supposed to hear a gunshot or witness a body being hit by a bullet, they should not react.
But if any of them is close enough to hear your weapon firing or see your opponent get hit and fall to the ground, they should panic.
How does it work in the new game?
- when you shoot, the game broadcasts so called stim (stimulation) signal to all NPCs around within some range.
- once an NPC receives the stim, its Reaction Manager processes it which then results in some reaction (or not).
- then there are various NPC types and each type has a different so called Reaction Manager Preset that defines what it should do if it receives a given stim type.
- and now we get to the point: crowd NPCs presets make them panic on witnessing a gun shot or receiving a gun shot sound stim regardless of a weapon type and modifications used, while enemies have different presets that make them ignore silenced weapons or ignore everything depending on additional conditions.
On top of that, some NPCs may be locked in so called workspots forcing them to play some animations and ignore stims which in turn may add to absurd scenes like most of the crowd running out in panic while some of them staying calm occupied with some activity.
This could be handled by slightly modifying the game code in the Reaction Manager area.
Need to refresh my memory on the Reaction Manager component and weapon system in this game....
I could amend it keep it within 10m range though I'm not really confident that range is ok. for silenced weapons - I have never witnessed such a gunshot so I cannot asses it as real you know ;)
On the other hand it's hart to talk about resembling reality in this game if crowds panic while police stands still when you go on a shootout with gangers...
Using No crowd panic from stealth activity CET with rmk1234's Silent Silencers and Throwing Knives is good enough for me.
All working great together on Patch 2.13 with anygoodnames's No crowd panic from using devices CET.
Unless there are some other conditions to check?
But I think the most pertinent point is that the change took something away from players, and reverting it would open some doors back up, fair and square. This wouldn't be the only big change CDPR made which proved contentious—the way that skill checks are now tied to the player's level is another biggie. That's all the legitimization I need. Besides, the reaction really is more significant than people simply going cautious. Drivers react by promptly wrecking into one another, for example. It's really not possible to train up Solo with shadow boxing without being an absolute menace at the same time.
I've already poked around a couple of times but I wasn't able to pin down any flag tied to melee attacks themselves which may be prompting the reaction. Unlike with a lot of other activities such as pointing weapons at people or doing takedowns...
This is gamedataOutput.WalkAway reaction to gameFearStage.Stressed on gamedataStimType.MeleeAttack, no panic yet:
https://nativedb.red4ext.com/e/563122194493620
https://nativedb.red4ext.com/e/2603436613595507
https://nativedb.red4ext.com/e/2371257109777991
It's the same in game 1.6+ and 2.+ - I used the same game save and the same sequence of events.
UPDATE: there is a certain radius within which NPCs react this way, which is reasonable and expected behavior. Nothing to amend here.
I maintain a launch day iteration of the game for scrutinizing purposes. Maybe the mistake I'd been making was that I was looking for flags that included "Illegal." Self-evidently, "panic" isn't a necessary flag to cause drivers to attempt to collide their way out of dodge.
would it be possible to add a feature that prevents NPCs from reacting to being aimed while optical camo is active?
Well, I guess it’s possible, but it would require some research on how the game handles it vs how players would expect it to behave in a "realistic" way.
Honestly, I’m not very familiar with using camo myself - I’ve never really had the need for it, you know
The only time I tried it was when I added it to an NPC in front of me. The NPC became almost invisible, but its weapon was still clearly visible, floating in the air and shooting at me
While I can't promise anything right now, I’m noting your point anyway.
due to numerous issues CET 1.29.0 is deemed unsupported.
Please update to the CET 1.29.1 at least.
Please use the redscript edition instead or stay on the game v2.02 until the CET is patched.
The results of tests I did on known examples without any mods were positive for the game.
But it's still possible they don't cover all cases.
I played it again and there was no false alarm without any mods.
However, this particular NPC is in such a location, that surrounding NPCs or cameras can catch the player performing stealth grab.
Also, there may be some other bugs in this place that can make NPC's "see through walls" - it happens if invisible colliders that should block "sight" are misaligned this game.
Not only that, when you quickload, all "scripted" crowd (like the people dancing in the 7th Hell gig) disappears. I got caught, reloaded and the club became abandoned lol, it was pretty bumming.
I checked the quests in the game v2.0+ and I could not observe anything outstanding when performing various device use, non-alarming hack or grab actions.
Maybe caused by some other mods?
Maybe there are cases that I have not stumbled upon yet.
Anyway, the mod still works so anyone who finds needed can use it in the new game.
It means it works with any game v1.6x version. Including the latest 1.6301.