Big thanks to swurvGG for providing the Burnt/broken bikes fix !
V 1.7 Major changes : -Burnt bike fix provided by swurvGG -Broken bike fix provided by swurvGG -Fixed some attitude relation trough gangs, thanks to KoticR for saying it to me in bug section -Added a chance a NCPD patrol car carry a third officer in the back seats -Added a low chance NCPD patrol car carry a prisoner in the back seats -Bright White/pink kusanagi is removed for now. Replaced with normal Kusanagi in different colors. Avoiding same bike repetition. -Added a lot of variety in the gang members that can spawns -Added a little chance of a "Cyberpsycho" spawning, should engage all gangs, ncpd, player and less often civilians.
-Optional file : Fugitive Edition. This one is for player that want a more intrusive Prevention system. V 1.7 is experimental, really sensitive to aggression, sometimes NPCs will prefer to call the police instead of starting a fight. This was designed for my style of gameplay. But I decided to share it as an optional file. Fit really well with NCPDPPE.
Three versions of the mod available to fit your desire.
Low density :
Night City will let you play as usual, don't be afraid of the streets.
Spoiler:
Show
-Maximum one aggressive civilian at a time -Low probability of a gang member spawning in a car -Firefight happen rarely -Fit well for mods that add more cars and crowds, or players who want to be surprised rarely -No performance cost
Standard density : Night City will feel more organic and dangerous, you can play as usual, but be aware of your environement.
Spoiler:
Show
-Medium Density, the one i personally prefer -Double the probability of spawn of low density -Maximum two aggressive civilians at a time -Firefight will happen but are still kind of rare -Fit well in the general lore of Night City -Really low performance cost (tested on potato PC)
High density :
Night City is now dangerous, living a day without being involved in a firefight is nearly impossible.
Spoiler:
Show
-Chance of gang members by car spawned is high (~1/3) -Max aggressive civilian is still two, to prevent strange behavior -Firefight can trigger at every corner of crowded streets -Result in a more chaotic Night City, a bit extreme sometimes, can create warfare situations when gangs, police and civilians decide to interact -Performance cost is non negligible, as aggressive AI cost more than simple civilian AI -Fit well for good computers, players who want to experience kind of a "riot" atmosphere
Known issues : -Bikers spawn lately du to game engine, nothing I can do here. Resulting in ghost bike if you drive fast.
-REDmod issue at loading screen ? It seems to be related to Phantom Liberty DLC non owners. You need this DLC to run REDmod.
My own experiences :
Spoiler:
Show
Just a scene that surprise me so well, i was chased by the cops and accidentally hit a car with two Valentinos inside at city center. They recieve a shot from the NCPD, they were angry and they decide to join the chase, but firing at NCPD xD It was one of a chase i never had before.
An other scene that i take a screenshot and it's the one at the top of this page. It just randomly trigger a chase trough two vans mounted with Tygerclaw against a car of 6thstreet. =D
Or else, scripted crime scene of NCPD just shoot at a random hostile civilian =D
Here's a way to tweak it to your tastes. With this method, you can tweak spawns to fit your desire.
-go to : Cyberpunk 2077\mods\NIGHT CITY ALIVE_fe\tweaks\base\gameplay\static_data\database\vehicles\random_passengers.tweak -Openrandom_passengers.tweak
0.01 is the minimum value, 1 is the maximum value. So you can use 0.03, 0.7 etc..
Change the weight value under each gang member. For example, if the value is 0.1 . You can try 0.05 to lower it by 50%
Exemple :
{ fk< Character > character = "Character.scavenger_grunt2_ranged2_pulsar_ma"; weight = 0.1; }
Change it to :
{ fk< Character > character = "Character.scavenger_grunt2_ranged2_pulsar_ma"; weight = 0.05; }
For lowering value that already are at 0.01 witch is the minimum, delete the line of one of the gang members. For example, here is the code that spawn 6thstreets drivers, you want to drastically reduce the spawn, then lower the 0.03 value to 0.01 and/or remove some of them.
EXAMPLE :
CorporatDriverEntry : RandomPassengerEntry { role = "Driver"; probability = 1.0; validSlotNames = [ "seat_front_left" ]; fk< WeightedCharacter >[] characterRecords = [ { fk< Character > character = "Character.CorpoManCorporatDriver"; weight = 1; }, { fk< Character > character = "Character.CorpoWomanCorporatDriver"; weight = 1; }, { fk< Character > character = "Character.sixthstreet_hooligan_ranged1_saratoga_wa"; weight = 0.03; }, { fk< Character > character = "Character.sixthstreet_prepers3_shotgun3_carnage_ma_rare"; weight = 0.03; }, { fk< Character > character = "Character.sixthstreet_hooligan_ranged1_nova_wa"; weight = 0.03; } ]; }
Then here is the code after the reduction :
CorporatDriverEntry : RandomPassengerEntry { role = "Driver"; probability = 1.0; validSlotNames = [ "seat_front_left" ]; fk< WeightedCharacter >[] characterRecords = [ { fk< Character > character = "Character.CorpoManCorporatDriver"; weight = 1; }, { fk< Character > character = "Character.CorpoWomanCorporatDriver"; weight = 1; }, { fk< Character > character = "Character.sixthstreet_hooligan_ranged1_saratoga_wa"; weight = 0.01; } ]; }
could you make a version with an even lower spawn probability im using nova traffic and getting shoot outs very frequently because i have so much traffic and pedestrians. i tried adjusting manually like you say but havent had any luck. thanks
Hi man, I will not do an other version, but following the tweaks in third pinned post should work. Try totally removing some line of gang members, like letting just one line of them with 0.01 chance of spawn.
For example (line 51) :
Spoiler:
Show
LowlifeDriverEntry : RandomPassengerEntry { role = "Driver"; probability = 1.0; validSlotNames = [ "seat_front_left" ]; fk< WeightedCharacter >[] characterRecords = [ { fk< Character > character = "Character.LowlifeMaleDriver"; weight = 1; }, { fk< Character > character = "Character.LowlifeWomanDriver"; weight = 1; } ]; } LowlifePassengerFrontEntry : RandomPassengerEntry { role = "Passenger"; probability = 0.3; validSlotNames = [ "seat_front_right" ]; fk< WeightedCharacter >[] characterRecords = [ { fk< Character > character = "Character.LowlifeMaleDriver"; weight = 1; }, { fk< Character > character = "Character.LowlifeWomanDriver"; weight = 1; }, { fk< Character > character = "Character.scavenger_grunt2_ranged2_copperhead_ma"; weight = 0.01; } ]; } LowlifePassengerBackEntry : RandomPassengerEntry { role = "Passenger"; probability = 0.1; validSlotNames = [ "seat_back_right", "seat_back_left" ]; fk< WeightedCharacter >[] characterRecords = [ { fk< Character > character = "Character.LowlifeMaleDriver"; weight = 1; }, { fk< Character > character = "Character.LowlifeWomanDriver"; weight = 1; } ]; }
In this example, just one gang passenger (front passenger = 0.3 chance of spawn) can spawn in this type of car, and the gang member have only 0.01 chance of spawn.
I got a potato PC, and only High density is causing FPS drop when cars with gang members spawn. Aggressive Gang AI are heavier than civilian AI that are heavier than Drivers AI.
Hi I'm currently using standard but I'd like to try High density. Some files from standard can be deleted entirely, but I'm afraid some of those items in the file list modify vanilla files. I dont want to delete more than the mod. Is it possible to just overwrite one version with another? I want to swap to high and back to standard if I dont like it.
Hi, nothing modify vanilla game file. Just delete the NIGHT CITY ALIVE folder in /mods folder. Then download High density and install it as you did before. And so on ;)
I don't think the NCA Low-density version is working, I know that because the fugitive version is also not working while on gun fights, etc and I never see a gangster roaming the streets... While everything is working fine with the standard edition, even the fugitive part, which is odd.
The standard version for me just makes Night City too chaotic almost all the time (just my preference) that's why I tried the low version, but it doesn't seem to be working, I switched back to standard and everything is working again
Hi, tested right now with low density and fugitive edition, all is working well on my side. Be sure to delete and install manually, not by vortex. If you don't succeed, try to follow the third pinned post to tweak the spawn value by yourself, to create something to fit your taste.
Is there a way to disable the motorcycle spawns? 90% of the time they're empty because the npcs haven't loaded in yet, and honestly I can do without them
-Cyberpunk 2077\mods\NIGHT CITY ALIVE\tweaks\base\gameplay\static_data\database\vehicles -Delete the "cars" folder -Go to : Cyberpunk 2077\archive\pc\mod -Delete the "bike_fix.archive" file
Greetings, Thank you for this mod. I really enjoy this.
I have been trying this out for a while at medium. Have not found if this was asked or discussed before.
Here is what I would like to see.
When playing medium traffic is really nice but I still see too few gang boys on the side or corners. I would like them to be in groups of 8+ instead of the 3 they are.
When you crank up to High setting, the fights on the street go really ham, its really like a riot scene and you can not move a bit before another crossfire starts.
In short, I would like a medium version where the groups are spawned bigger. Can anyone point to me how I can change that? Hell, if you could turn this mod into a possible crimespot like gathering it would be the BEST.
It's not easy to do without triggering a total warfare. The only way to do it is to use two specific vehicles that spawn in a specific area. Why ? Because NCA add passengers in certain type of cars (rich, poor, industrial, etc..) or it can replace passengers by specific car (including different skins too).
So the only way I have in my mind to do it should be to use the trucks. There is two type of them Big ones and small ones. They spawn mainly in NORTHSIDE / SANTO DOMINGO. Replacing those trucks by two gang cars full of gang members can trigger at minimum 4 vs 4 encounter in those areas. Downside is truck will disappear from the Night City traffic.
Actually I have no more time to try it. I'm actually working on the final version of NCA before going in a next project. But if you are really interested in the truck example, I can try to spend a day to create an optional file for it.
Tell me here, I will answer.
--
Other than that, look at the third pinned post, if you can tweak it to your tastes by yourself using the explained method and digging into code.
Hi man, just realizing you can try those settings in random_passengers.tweak.
The probability line say if passenger should spawn or not, then tweak the passengers itself to achieve what you want.
Example (line 51 to 140) :
Spoiler:
Show
LowlifeDriverEntry : RandomPassengerEntry { role = "Driver"; probability = 1.0; /// Do not change validSlotNames = [ "seat_front_left" ]; fk< WeightedCharacter >[] characterRecords = [ { fk< Character > character = "Character.LowlifeMaleDriver"; weight = 1; }, { fk< Character > character = "Character.LowlifeWomanDriver"; weight = 1; }, { fk< Character > character = "Character.scavenger_grunt2_ranged2_pulsar_ma"; weight = 0.08; }, { fk< Character > character = "Character.scavenger_grunt1_ranged1_pulsar_wa"; weight = 0.08; } ]; } LowlifePassengerFrontEntry : RandomPassengerEntry { role = "Passenger"; probability = 0.3; /// Higher this one to 1.0 (100% chance of spawn) validSlotNames = [ "seat_front_right" ]; fk< WeightedCharacter >[] characterRecords = [ { fk< Character > character = "Character.LowlifeMaleDriver"; weight = 1; /// Lower this one }, { fk< Character > character = "Character.LowlifeWomanDriver"; weight = 1; /// Lower this one }, { fk< Character > character = "Character.scavenger_grunt2_ranged2_copperhead_ma"; weight = 0.08; /// Higher this one }, { fk< Character > character = "Character.scavenger_grunt1_ranged1_slaughtomatic_wa"; weight = 0.08; /// Higher this one }, { fk< Character > character = "Character.scrappers_ma_NCA"; weight = 0.01; /// Higher this one } ]; } LowlifePassengerBackEntry : RandomPassengerEntry { role = "Passenger"; probability = 0.1; /// Higher this one to 1.0 (100% chance of spawn) validSlotNames = [ "seat_back_right", "seat_back_left" ]; fk< WeightedCharacter >[] characterRecords = [ { fk< Character > character = "Character.LowlifeMaleDriver"; weight = 1; /// Lower this one }, { fk< Character > character = "Character.LowlifeWomanDriver"; weight = 1; /// Lower this one }, { fk< Character > character = "Character.scavenger_grunt2_ranged2_copperhead_wa"; weight = 0.1; /// Higher this one }, { fk< Character > character = "Character.scavenger_elite2_shotgun_igla_ma"; weight = 0.1; /// Higher this one } ]; }
Hi, is there a way to only raise the chance of multiple gang members per car? I have read and changed the chances per instructions provided by mod author, but I am still wondering is there a chance for example for much more cars being full (4 gang members)?
Staying in therandom_passengers.tweak file, like described in third pinned post :
-higher the probability of passenger and back entry passenger spawn, -In each Passenger and Back entry Passenger group, reduce the chance of the civilian spawn and higher the chance of Gang members spawns.
Example (line 51 to 140) :
Spoiler:
Show
LowlifeDriverEntry : RandomPassengerEntry { role = "Driver"; probability = 1.0; /// Do not change validSlotNames = [ "seat_front_left" ]; fk< WeightedCharacter >[] characterRecords = [ { fk< Character > character = "Character.LowlifeMaleDriver"; weight = 1; /// Lower this one }, { fk< Character > character = "Character.LowlifeWomanDriver"; weight = 1; /// Lower this one }, { fk< Character > character = "Character.scavenger_grunt2_ranged2_pulsar_ma"; weight = 0.08; /// Higher this one }, { fk< Character > character = "Character.scavenger_grunt1_ranged1_pulsar_wa"; weight = 0.08; /// Higher this one } ]; } LowlifePassengerFrontEntry : RandomPassengerEntry { role = "Passenger"; probability = 0.3;/// Higher this one to 1.0 (100% chance of spawn) validSlotNames = [ "seat_front_right" ]; fk< WeightedCharacter >[] characterRecords = [ { fk< Character > character = "Character.LowlifeMaleDriver"; weight = 1; /// Lower this one }, { fk< Character > character = "Character.LowlifeWomanDriver"; weight = 1; /// Lower this one }, { fk< Character > character = "Character.scavenger_grunt2_ranged2_copperhead_ma"; weight = 0.08; /// Higher this one }, { fk< Character > character = "Character.scavenger_grunt1_ranged1_slaughtomatic_wa"; weight = 0.08; /// Higher this one }, { fk< Character > character = "Character.scrappers_ma_NCA"; weight = 0.01; /// Higher this one } ]; } LowlifePassengerBackEntry : RandomPassengerEntry { role = "Passenger"; probability = 0.1; /// Higher this one to 1.0 (100% chance of spawn) validSlotNames = [ "seat_back_right", "seat_back_left" ]; fk< WeightedCharacter >[] characterRecords = [ { fk< Character > character = "Character.LowlifeMaleDriver"; weight = 1; /// Lower this one }, { fk< Character > character = "Character.LowlifeWomanDriver"; weight = 1; /// Lower this one }, { fk< Character > character = "Character.scavenger_grunt2_ranged2_copperhead_wa"; weight = 0.1; /// Higher this one }, { fk< Character > character = "Character.scavenger_elite2_shotgun_igla_ma"; weight = 0.1; /// Higher this one } ]; }
Can someone tell me how to uninstall Night City Alive? It was giving me some troubles with realistic traffic density so i decided to delete NCA, but even deleting all the files of NCA i still have the gang wars at every second and gang people roaming around.
1796 comments
Trailer of both Night City Alive and NCPD Prevention Police Enhancement :

V 1.7 Major changes :
-Burnt bike fix provided by swurvGG
-Broken bike fix provided by swurvGG
-Fixed some attitude relation trough gangs, thanks to KoticR for saying it to me in bug section
-Added a chance a NCPD patrol car carry a third officer in the back seats
-Added a low chance NCPD patrol car carry a prisoner in the back seats
-Bright White/pink kusanagi is removed for now. Replaced with normal Kusanagi in different colors. Avoiding same bike repetition.
-Added a lot of variety in the gang members that can spawns
-Added a little chance of a "Cyberpsycho" spawning, should engage all gangs, ncpd, player and less often civilians.
-Optional file : Fugitive Edition.
This one is for player that want a more intrusive Prevention system.
V 1.7 is experimental, really sensitive to aggression, sometimes NPCs will prefer to call the police instead of starting a fight.
This was designed for my style of gameplay. But I decided to share it as an optional file.
Fit really well with NCPDPPE.
-----------------------------------------------------------------------------------------------------------------------------------------------------
Three versions of the mod available to fit your desire.
Low density :
Night City will let you play as usual, don't be afraid of the streets.
-Low probability of a gang member spawning in a car
-Firefight happen rarely
-Fit well for mods that add more cars and crowds, or players who want to be surprised rarely
-No performance cost
Standard density :
Night City will feel more organic and dangerous, you can play as usual, but be aware of your environement.
-Double the probability of spawn of low density
-Maximum two aggressive civilians at a time
-Firefight will happen but are still kind of rare
-Fit well in the general lore of Night City
-Really low performance cost (tested on potato PC)
High density :
Night City is now dangerous, living a day without being involved in a firefight is nearly impossible.
-Max aggressive civilian is still two, to prevent strange behavior
-Firefight can trigger at every corner of crowded streets
-Result in a more chaotic Night City, a bit extreme sometimes, can create warfare situations when gangs, police and civilians decide to interact
-Performance cost is non negligible, as aggressive AI cost more than simple civilian AI
-Fit well for good computers, players who want to experience kind of a "riot" atmosphere
-----------------------------------------------------------------------------------------------------------------------------------------------------
-If you want to use, and i suggest, NCPD Prevention Police Enhancement fit really well this mod.
-----------------------------------------------------------------------------------------------------------------------------------------------------
Known issues :
-Bikers spawn lately du to game engine, nothing I can do here. Resulting in ghost bike if you drive fast.
-REDmod issue at loading screen ? It seems to be related to Phantom Liberty DLC non owners. You need this DLC to run REDmod.
My own experiences :
It was one of a chase i never had before.
An other scene that i take a screenshot and it's the one at the top of this page. It just randomly trigger a chase trough two vans mounted with Tygerclaw against a car of 6thstreet. =D
Or else, scripted crime scene of NCPD just shoot at a random hostile civilian =D
Method to tweak spawn values here :
Here's a way to tweak it to your tastes. With this method, you can tweak spawns to fit your desire.
-go to : Cyberpunk 2077\mods\NIGHT CITY ALIVE_fe\tweaks\base\gameplay\static_data\database\vehicles\random_passengers.tweak
-Open random_passengers.tweak
0.01 is the minimum value, 1 is the maximum value. So you can use 0.03, 0.7 etc..
Change the weight value under each gang member. For example, if the value is 0.1 . You can try 0.05 to lower it by 50%
Exemple :
{
fk< Character > character = "Character.scavenger_grunt2_ranged2_pulsar_ma";
weight = 0.1;
}
Change it to :
{
fk< Character > character = "Character.scavenger_grunt2_ranged2_pulsar_ma";
weight = 0.05;
}
For lowering value that already are at 0.01 witch is the minimum, delete the line of one of the gang members.
For example, here is the code that spawn 6thstreets drivers, you want to drastically reduce the spawn, then lower the 0.03 value to 0.01 and/or remove some of them.
EXAMPLE :
CorporatDriverEntry : RandomPassengerEntry
{
role = "Driver";
probability = 1.0;
validSlotNames =
[
"seat_front_left"
];
fk< WeightedCharacter >[] characterRecords =
[
{
fk< Character > character = "Character.CorpoManCorporatDriver";
weight = 1;
},
{
fk< Character > character = "Character.CorpoWomanCorporatDriver";
weight = 1;
},
{
fk< Character > character = "Character.sixthstreet_hooligan_ranged1_saratoga_wa";
weight = 0.03;
},
{
fk< Character > character = "Character.sixthstreet_prepers3_shotgun3_carnage_ma_rare";
weight = 0.03;
},
{
fk< Character > character = "Character.sixthstreet_hooligan_ranged1_nova_wa";
weight = 0.03;
}
];
}
Then here is the code after the reduction :
CorporatDriverEntry : RandomPassengerEntry
{
role = "Driver";
probability = 1.0;
validSlotNames =
[
"seat_front_left"
];
fk< WeightedCharacter >[] characterRecords =
[
{
fk< Character > character = "Character.CorpoManCorporatDriver";
weight = 1;
},
{
fk< Character > character = "Character.CorpoWomanCorporatDriver";
weight = 1;
},
{
fk< Character > character = "Character.sixthstreet_hooligan_ranged1_saratoga_wa";
weight = 0.01;
}
];
}
I was gonna search the past comments instead of asking but Nexus removed the thread feature so I can't....
For example (line 51) :
LowlifeDriverEntry : RandomPassengerEntry
{
role = "Driver";
probability = 1.0;
validSlotNames =
[
"seat_front_left"
];
fk< WeightedCharacter >[] characterRecords =
[
{
fk< Character > character = "Character.LowlifeMaleDriver";
weight = 1;
},
{
fk< Character > character = "Character.LowlifeWomanDriver";
weight = 1;
}
];
}
LowlifePassengerFrontEntry : RandomPassengerEntry
{
role = "Passenger";
probability = 0.3;
validSlotNames =
[
"seat_front_right"
];
fk< WeightedCharacter >[] characterRecords =
[
{
fk< Character > character = "Character.LowlifeMaleDriver";
weight = 1;
},
{
fk< Character > character = "Character.LowlifeWomanDriver";
weight = 1;
},
{
fk< Character > character = "Character.scavenger_grunt2_ranged2_copperhead_ma";
weight = 0.01;
}
];
}
LowlifePassengerBackEntry : RandomPassengerEntry
{
role = "Passenger";
probability = 0.1;
validSlotNames =
[
"seat_back_right", "seat_back_left"
];
fk< WeightedCharacter >[] characterRecords =
[
{
fk< Character > character = "Character.LowlifeMaleDriver";
weight = 1;
},
{
fk< Character > character = "Character.LowlifeWomanDriver";
weight = 1;
}
];
}
In this example, just one gang passenger (front passenger = 0.3 chance of spawn) can spawn in this type of car, and the gang member have only 0.01 chance of spawn.
Hope it's help.
Aggressive Gang AI are heavier than civilian AI that are heavier than Drivers AI.
Then download High density and install it as you did before. And so on ;)
The standard version for me just makes Night City too chaotic almost all the time (just my preference) that's why I tried the low version, but it doesn't seem to be working, I switched back to standard and everything is working again
Be sure to delete and install manually, not by vortex.
If you don't succeed, try to follow the third pinned post to tweak the spawn value by yourself, to create something to fit your taste.
Is there a way to disable the motorcycle spawns? 90% of the time they're empty because the npcs haven't loaded in yet, and honestly I can do without them
-Cyberpunk 2077\mods\NIGHT CITY ALIVE\tweaks\base\gameplay\static_data\database\vehicles
-Delete the "cars" folder
-Go to : Cyberpunk 2077\archive\pc\mod
-Delete the "bike_fix.archive" file
Should be good.
I have been trying this out for a while at medium.
Have not found if this was asked or discussed before.
Here is what I would like to see.
When playing medium traffic is really nice but I still see too few gang boys on the side or corners. I would like them to be in groups of 8+ instead of the 3 they are.
When you crank up to High setting, the fights on the street go really ham, its really like a riot scene and you can not move a bit before another crossfire starts.
In short, I would like a medium version where the groups are spawned bigger. Can anyone point to me how I can change that?
Hell, if you could turn this mod into a possible crimespot like gathering it would be the BEST.
It's not easy to do without triggering a total warfare. The only way to do it is to use two specific vehicles that spawn in a specific area.
Why ? Because NCA add passengers in certain type of cars (rich, poor, industrial, etc..) or it can replace passengers by specific car (including different skins too).
So the only way I have in my mind to do it should be to use the trucks. There is two type of them Big ones and small ones. They spawn mainly in NORTHSIDE / SANTO DOMINGO.
Replacing those trucks by two gang cars full of gang members can trigger at minimum 4 vs 4 encounter in those areas.
Downside is truck will disappear from the Night City traffic.
Actually I have no more time to try it. I'm actually working on the final version of NCA before going in a next project.
But if you are really interested in the truck example, I can try to spend a day to create an optional file for it.
Tell me here, I will answer.
--
Other than that, look at the third pinned post, if you can tweak it to your tastes by yourself using the explained method and digging into code.
If this is the only method that comes to your mind, then it is fine.
I might try to tinker a bit, as you mentioned in the 3rd post.
This is already a great addition. Wish you the best for future projects.
The probability line say if passenger should spawn or not, then tweak the passengers itself to achieve what you want.
Example (line 51 to 140) :
LowlifeDriverEntry : RandomPassengerEntry
{
role = "Driver";
probability = 1.0; /// Do not change
validSlotNames =
[
"seat_front_left"
];
fk< WeightedCharacter >[] characterRecords =
[
{
fk< Character > character = "Character.LowlifeMaleDriver";
weight = 1;
},
{
fk< Character > character = "Character.LowlifeWomanDriver";
weight = 1;
},
{
fk< Character > character = "Character.scavenger_grunt2_ranged2_pulsar_ma";
weight = 0.08;
},
{
fk< Character > character = "Character.scavenger_grunt1_ranged1_pulsar_wa";
weight = 0.08;
}
];
}
LowlifePassengerFrontEntry : RandomPassengerEntry
{
role = "Passenger";
probability = 0.3; /// Higher this one to 1.0 (100% chance of spawn)
validSlotNames =
[
"seat_front_right"
];
fk< WeightedCharacter >[] characterRecords =
[
{
fk< Character > character = "Character.LowlifeMaleDriver";
weight = 1; /// Lower this one
},
{
fk< Character > character = "Character.LowlifeWomanDriver";
weight = 1; /// Lower this one
},
{
fk< Character > character = "Character.scavenger_grunt2_ranged2_copperhead_ma";
weight = 0.08; /// Higher this one
},
{
fk< Character > character = "Character.scavenger_grunt1_ranged1_slaughtomatic_wa";
weight = 0.08; /// Higher this one
},
{
fk< Character > character = "Character.scrappers_ma_NCA";
weight = 0.01; /// Higher this one
}
];
}
LowlifePassengerBackEntry : RandomPassengerEntry
{
role = "Passenger";
probability = 0.1; /// Higher this one to 1.0 (100% chance of spawn)
validSlotNames =
[
"seat_back_right", "seat_back_left"
];
fk< WeightedCharacter >[] characterRecords =
[
{
fk< Character > character = "Character.LowlifeMaleDriver";
weight = 1; /// Lower this one
},
{
fk< Character > character = "Character.LowlifeWomanDriver";
weight = 1; /// Lower this one
},
{
fk< Character > character = "Character.scavenger_grunt2_ranged2_copperhead_wa";
weight = 0.1; /// Higher this one
},
{
fk< Character > character = "Character.scavenger_elite2_shotgun_igla_ma";
weight = 0.1; /// Higher this one
}
];
}
I have read and changed the chances per instructions provided by mod author, but I am still wondering is there a chance for example for much more cars being full (4 gang members)?
Thanks in advance.
Staying in the random_passengers.tweak file, like described in third pinned post :
-higher the probability of passenger and back entry passenger spawn,
-In each Passenger and Back entry Passenger group, reduce the chance of the civilian spawn and higher the chance of Gang members spawns.
Example (line 51 to 140) :
LowlifeDriverEntry : RandomPassengerEntry
{
role = "Driver";
probability = 1.0; /// Do not change
validSlotNames =
[
"seat_front_left"
];
fk< WeightedCharacter >[] characterRecords =
[
{
fk< Character > character = "Character.LowlifeMaleDriver";
weight = 1; /// Lower this one
},
{
fk< Character > character = "Character.LowlifeWomanDriver";
weight = 1; /// Lower this one
},
{
fk< Character > character = "Character.scavenger_grunt2_ranged2_pulsar_ma";
weight = 0.08; /// Higher this one
},
{
fk< Character > character = "Character.scavenger_grunt1_ranged1_pulsar_wa";
weight = 0.08; /// Higher this one
}
];
}
LowlifePassengerFrontEntry : RandomPassengerEntry
{
role = "Passenger";
probability = 0.3; /// Higher this one to 1.0 (100% chance of spawn)
validSlotNames =
[
"seat_front_right"
];
fk< WeightedCharacter >[] characterRecords =
[
{
fk< Character > character = "Character.LowlifeMaleDriver";
weight = 1; /// Lower this one
},
{
fk< Character > character = "Character.LowlifeWomanDriver";
weight = 1; /// Lower this one
},
{
fk< Character > character = "Character.scavenger_grunt2_ranged2_copperhead_ma";
weight = 0.08; /// Higher this one
},
{
fk< Character > character = "Character.scavenger_grunt1_ranged1_slaughtomatic_wa";
weight = 0.08; /// Higher this one
},
{
fk< Character > character = "Character.scrappers_ma_NCA";
weight = 0.01; /// Higher this one
}
];
}
LowlifePassengerBackEntry : RandomPassengerEntry
{
role = "Passenger";
probability = 0.1; /// Higher this one to 1.0 (100% chance of spawn)
validSlotNames =
[
"seat_back_right", "seat_back_left"
];
fk< WeightedCharacter >[] characterRecords =
[
{
fk< Character > character = "Character.LowlifeMaleDriver";
weight = 1; /// Lower this one
},
{
fk< Character > character = "Character.LowlifeWomanDriver";
weight = 1; /// Lower this one
},
{
fk< Character > character = "Character.scavenger_grunt2_ranged2_copperhead_wa";
weight = 0.1; /// Higher this one
},
{
fk< Character > character = "Character.scavenger_elite2_shotgun_igla_ma";
weight = 0.1; /// Higher this one
}
];
}