60 comments
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LockedStickyIt 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 :) -
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
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hate this...
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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.
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Edit: My bad, really useful mod!
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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. -
people still panic from stealth actions.
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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
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Could you add that silenced pistols also do not trigger crowd panic?
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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.
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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.
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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.
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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... -
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.
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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? -
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