About this mod
Stops combat from auto-triggering when you use a silenced gun or throwing knife. Lets you use those weapons from stealth even when you don't one-shot kill enemies.
- Requirements
- Permissions and credits
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Translations
- Russian
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- Changelogs
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This mod stops the combat state from triggering when you shoot enemies with silenced weapons or throw knives at them. The enemies will still become alerted and look around for you, but if you stay hidden you can continue to harass them from stealth. If the attack applies a status effect then the enemies will use Reveal Position hack on you to try to find you (damaging them again usually cancels it). I didn't add this, it's just the game doing that because it's the same as when you hack them from stealth. NO, I will not disable reveal position in this mod. Get yourself some self-ICE. V should really stop broadcasting her SSID.
By default, if you are within 2 meters of them them when you attack the combat state will be triggered. However, I also added a sound stimulus (defaulted to 20m) which makes enemies search for you. This is my attempt to balance a bit, and all values is configurable in the mod menu (see below).
Why?
I know that silencers do not actually make guns silent in real life (or so I've heard, it doesn't matter), but in video game logic that is usually how they work. I think this is more fun, and makes them more useful. It's hard to one-shot someone unless they're lower leveled, which never happens for me. I find this makes silenced weapons very powerful, but I also often get found by enemies looking around for me.
Configuration:
This mod is configured from the "Mods" menu in the Settings menu, under the "RMK" or "RMK MODS" tab. This can be done any time, including in the middle of gameplay.
The minimum ranges are the range you have to be from the enemy to stay in stealth. Decrease these values to stay hidden even when right next to the enemies. Increase the values to make it so you have to be far away in order not to be heard.
New in 1.2.0: Added 4 configurable options for controlling when you are detected if you don't kill an NPC:
- Hits until auto-detection: NPC will detect you after this number of silent hits.
- Base detection chance: percentage change of being detected on every hit.
- Per hit detection chance: percentage change to be detected per previous hit. So if you set this to 10%, your first hit has 0% chance to be detected, second hit has 10%, third hit has 20%, and so on. This chance is added to the base chance (which can be 0%).
- Seconds to detection: If the NPC is still conscious after this number of seconds from your first attack, you are detected.
New in 1.3.0:
- Enemy sound stimulus range (m): Enemies in range of you and in the same squad as your target may search in your vicinity.
- IMPORTANT: This mod depends on redscript, Cyber Engine Tweaks, and Native Settings UI. Download and install them first!
- To install this mod, extract the zip file into the Cyberpunk 2077 installation folder.
Credits
- jekky for redscript
- psiberx for amazing CET utilities this mod uses
- Cyber Engine Tweaks
- keanuWheeze for Native Settings UI
Check out my other mods:
- Stealthrunner - Stealth Gameplay Expansion
- AI Netrunners Enhanced
- Sensible Stamina & Athletics
- Custom Quickslots for Consumables and Cyberware Abilities
- Lifepath Bonuses and Gang/Corp Traits
- Toxicity
- Lynx Paws Reimagined
- Level Scaling and Balance
- Simple XP Multiplier
- Silent Silencers and Throwing Knives
- Challenging Breach Minigame
- Convo Skill Check Scaling
- Smarter Target Analysis
- Status Bar Bug Fixes
- Optical Camo Bug Fixes
- Proximity Mine Audio Bug Fix
- Hacking Bug Fixes
- Armor Fix for All Weapons
- Cool Vs Don't Die From Explosions (AKA Explosion Nerf)
- Non-lethal Blunt Weapons
- Weather Probability Rebalance
- Crafting Quality of Life
- Filter Saves by Lifepath and Type
- Clear Skill Checks
New Features/Systems