File information

Last updated

Original upload

Created by

anygoodname

Uploaded by

anygoodname

Virus scan

Safe to use

60 comments

  1. anygoodname
    anygoodname
    • premium
    • 353 kudos
    Locked
    Sticky
    It looks like the bug in the game has been fixed by CDPR so this mod is no longer needed in the game v2x

    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 :)
  2. Giaa97
    Giaa97
    • member
    • 0 kudos
    Hi, its possible a similar mod but for the trafic? in some cases the trafic lights works fine and if the trafic vehicles are stoped for 30 seconds the idiot npc  behind you turn crazy. they Crashes and causes disasters
    1. Youngsatan702
      Youngsatan702
      • member
      • 0 kudos
      hate this...
    2. anygoodname
      anygoodname
      • premium
      • 353 kudos
      Vehicles are a completely different story, and crowd vehicles, in particular, are hardly controllable through scripting.
      Rule #1 – Don't use vehicles in this game. It's a nightmare, even with specialized controllers. As a real-world driver, I can't stand how they (mis)behave here, let alone the complete nonsense traffic.
      Rule #2 – If you really, really have to drive, use bikes. They're easier to control and can pass through all those bugged traffic jams
    3. AustinJ352
      AustinJ352
      • member
      • 0 kudos
      Night City Alive + Advanced Driving Controls fixes this issue completely. I have no idea how NCA will interact with this mod, as it revamps the AI of most NPCs.

      NCA for the NPC driving issues, and ADC so driving isn't clunky as sin.
  3. NotMelGibson
    NotMelGibson
    • member
    • 1 kudos
    Edit: My bad, really useful mod! 
  4. Braeko
    Braeko
    • member
    • 2 kudos
    Hey,

    is this mod still needed in 2.13? 

    I experimented a bit with npcs on the street but they don't panic when I grab a dead body. They will occasionally move faster but don't panic like when I shoot.
    1. anygoodname
      anygoodname
      • premium
      • 353 kudos
      There are still instances where it causes widespread crowd panic, while nearby hostile NPCs remain calm. Occasionally, it might also trigger combat prematurely.
    2. Bidiguilo
      Bidiguilo
      • member
      • 1 kudos
      Could you provide an example?
    3. anygoodname
      anygoodname
      • premium
      • 353 kudos
      This information is based on user reports I’ve received.
      I don’t experience the issue myself since I always have the mod installed, so I can’t provide a repeatable example anymore.
    4. anygoodname
      anygoodname
      • premium
      • 353 kudos
      I disabled this mod for testing and soon encountered an issue:
      Kabuki - The Ho-Oh Club in the Monster Hunt quest (one of the first from Regina). Taking down gangers standing out of the crowd's sight can trigger crowd panic inside the club, subsequently alerting other gangers.
      Since this location is packed with enemies, engaging in an outright fight is not the best idea.
    5. hplaserjet4250
      hplaserjet4250
      • member
      • 1 kudos
      Heavy Hearts club in Dogtown is another example
  5. danko22
    danko22
    • member
    • 0 kudos
    people still panic from stealth actions. 
  6. IndulgenceDaemon
    IndulgenceDaemon
    • premium
    • 36 kudos
    Just dropping by to say that I really appreciate you still keeping an eye on this mod when there are major updates like 2.2
    1. anygoodname
      anygoodname
      • premium
      • 353 kudos
      Thanks a lot for yor warm words and support!
  7. Polankaaa
    Polankaaa
    • member
    • 0 kudos
    Could you add that silenced pistols also do not trigger crowd panic?
    1. anygoodname
      anygoodname
      • premium
      • 353 kudos
      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?
    2. Polankaaa
      Polankaaa
      • member
      • 0 kudos
      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.
    3. anygoodname
      anygoodname
      • premium
      • 353 kudos
      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....
    4. anygoodname
      anygoodname
      • premium
      • 353 kudos
      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...
    5. deleted2456547
      deleted2456547
      • account closed
      • 24 kudos
      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.

      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.
  8. Asterra
    Asterra
    • member
    • 393 kudos
    Could really use a similar tweak to stop crowds from panicking when you punch air.  This used to be A-OK before 2.0, but now they run for the hills.
    1. anygoodname
      anygoodname
      • premium
      • 353 kudos
      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?
    2. Asterra
      Asterra
      • member
      • 393 kudos
      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...
    3. anygoodname
      anygoodname
      • premium
      • 353 kudos
      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.
    4. Asterra
      Asterra
      • member
      • 393 kudos
      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.
    5. Asterra
      Asterra
      • member
      • 393 kudos
      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.
  9. Too0bias
    Too0bias
    • member
    • 0 kudos
    great mod, works perfect.

    would it be possible to add a feature that prevents NPCs from reacting to being aimed while optical camo is active? 
    1. anygoodname
      anygoodname
      • premium
      • 353 kudos
      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.
  10. SinfulRxven
    SinfulRxven
    • supporter
    • 1 kudos
    Maybe it's a conflict on my end but when i do a kill that is no' stealth. Npc's don't seem to react at all. Any help would be appreciated. :D 
  11. anygoodname
    anygoodname
    • premium
    • 353 kudos
    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.