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KataneUploaded by
Katane1991Virus scan
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This page was last updated on 03 February 2025, 10:13AM
- Changelogs
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Version 2.0
- Compatibility for 2.2 CP77 official update
- Fix Kusanagi Crystal Coat
- City Center should be more peaceful (unless you use HIGH GANG DENSITY)
- NCPD Merrimac with enforced units in it will patrol the City Center and Charter Hill to be sure it's calmer than other districts
- More corpos and private security have been added to the pool, they are mainly neutrals and roam in City Center
- More gang members have been added in general to improve the diversity
- Increase the probability of gang members in passenger seats, resulting in more car chases between gangs
- Tweak Ai radius for calling reinforcement
- Fix a bug in Sensitive Prevention Optional File that prevent the gang member to be interrupted while calling police
- Reduced the chance for gang members calling police in Sensitive Prevention Optional File
- Enhance on foot NCPD reaction
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Version 1.9
- Fix an error where player was stuck in passenger seat when stealing a car
- Vortex should now be able to install optional files
- Added Moxes low probability of spawn on Kusanagi
- Added some security NPC faction, low probability to drive bikes
- Added some generic NPC faction, low probability to drive bikes
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Version 1.8
- Added a New feature, in car aggressive characters can now trigger a chase with the player based on how hard the player hit their car
- Psycho can now use Berserk or Sandevistan
- Added two new optional files
- Revamped Fugitive Edition, it's now called "Sensitive Prevention"
- Optional SENSITIVE PREVENTION : more realistic, less chance of call, player can interrupt call
- Optional SENSITIVE PEDESTRIAN : On foot civilians behavior is triggered by the first time player bump into them
- Added the optional Sensitive Prevention and Sensitive Pedestrian to regroup the whole optional feature
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Version 1.7
- Burnt bikes fix provided by swurvGG
- Broken bikes 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.
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Version 1.6
- Provide compatibility with 2.11 Cyberpunk 2077 official update
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Version 1.5
- Hotfix for 1.4, fixed an error in script that trigger police on player in rare case when gangs kill civilians
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Version 1.4
- Cyberpsycho quest "Phantom of Night City" is fixed, no more crash
- Apollo bike will no longer replace the Tanishi car that player can call
- Fixed Wraiths behaviour during rave party, they will no longer kill everybody
- Fixed Stealth mechanics, enemies now react normally and no longer detect you trough walls after a silent kill
- Added an other Wraiths character to armoured cars in Badlands
- Enhance the reactivity of the NCPD during AI shootout
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Version 1.3
- Added Motorcycle to traffic
- Limited the searching status to gang member, preventing NCPD or quest character to be stuck in search mod
- Fixed the issue where Claire was stuck in search mode
- Filtered aggressive NPCs to prevent wrong animation issue
- Adjusted relation trough Tyger Claws and NCPD to fit NCPDPPE mod
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Version 1.2
- Removed Mantis Blade, there were not attacking at all (civilian attitude issue)
- Last version (1.1) placed lot of handgun character to test the mod. They are now replaced by a more variety of gang members with different weapons.
Not to much to test how it behave in 1.2. But enough to see nice firefights.
Normal difficulty level character were only for 1.1. They still exist and now are mixed with rare and elite - Gang members will now search around after a firefight, they should no stand and still as it was in 1.1. It can still happen in rare occasions.
This attitude apply for all gang members in the game at the moment, as i struggle to isolate the gangs spawned by the mod.
That mean, if you trigger a firefight in a side mission / contract / etc.. when the enemies goes back to "safe" they will mostly turn back to there basic behavior. But, if they have nothing to do, they will search the area after the instigator of the fight. Not a big trouble as it feel more realistic in a way. Report your troughs - Civilian now use there phones to call the police on player if you steal their car and stay in front of them. They will have the time to share your description to the NCPD, and it will trigger the prevention system.
If you steal the car and go away, no problem - TygerClaws will have more women
- Tweaked relationship trough tygerclaws and NCPD to fit NCPD Prevention Police Enhancement mod
- Totally removed melee NCPD during patrol caused by NCPD Prevention Police Enhancement mod, to fit Night City Alive. As now the city trigger firefights, it was a pain to see a NCPD officer trying to stop gang members with melee weapon. Melee NCPD will still spawn after the player at first star with the NCPD mod enabled
- Enhanced NCPD reaction in general to the open world
- Very little chance to crowd to call police on player during a terrifying fight on the streets
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Version 1.1
- 3 versions now available featuring low, standard and high gang density, to fit maximum players desire.
- Badlands :
-Armoured cars are no longer driven by civilians
-They are driven by Aldecaldos most of the time and Wraiths (little chance)
-Wraiths will attack player on sight, and all other things they don't like. - Maelstrom truck drivers are now only passengers as they were glitching as crazy in driver seat during firefight.
- Civilian trigger distance adjusted, aiming a weapon should non longer trigger an aggressive civilian 100 meters away
- Tygerclaws will no longer trigger a fight with scavengers until scavengers did it first
- Fixed some errors in script
- Reduced pool of gang members available for each seat to test performance at high density
- Reduced the amount of aggressive civilian at low gang density
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- Author's activity
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February 2025
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03 Feb 2025, 10:13AM | Action by: Katane1991
Attribute change
'Description changed.'
January 2025
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23 Jan 2025, 11:43AM | Action by: Katane1991
Attribute change
'Description changed.'
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21 Jan 2025, 9:51PM | Action by: Katane1991
Attribute change
'Description changed.'
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18 Jan 2025, 10:33AM | Action by: Katane1991
Changelog added
'Change log added for version 2.0'
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18 Jan 2025, 9:48AM | Action by: Katane1991
Attribute change
'Description changed.'
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18 Jan 2025, 9:47AM | Action by: Katane1991
Attribute change
'Description changed.'
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18 Jan 2025, 9:47AM | Action by: Katane1991
Attribute change
'Description changed.'
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18 Jan 2025, 9:43AM | Action by: Katane1991
Attribute change
'Description changed.'
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18 Jan 2025, 9:29AM | Action by: Katane1991
Changelog added
'Change log added for version 2.0'
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18 Jan 2025, 9:09AM | Action by: Katane1991
Mod image added
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18 Jan 2025, 9:09AM | Action by: Katane1991
Mod image added
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18 Jan 2025, 9:09AM | Action by: Katane1991
Mod image added
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18 Jan 2025, 9:07AM | Action by: Katane1991
Attribute change
'Description changed.'
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18 Jan 2025, 9:06AM | Action by: Katane1991
Changelog added
'Change log added for version 2.0'
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18 Jan 2025, 8:59AM | Action by: Katane1991
Attribute change
'File \'NCA Sensitive Prevention and Sensitive Pedestrian\' version changed to 2.0.'
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18 Jan 2025, 8:59AM | Action by: Katane1991
Attribute change
'File \'NCA Sensitive Prevention 2.0\' description changed.'
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18 Jan 2025, 8:59AM | Action by: Katane1991
Attribute change
'File \'NCA Sensitive Pedestrian 2.0\' description changed.'
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18 Jan 2025, 8:58AM | Action by: Katane1991
File added
'NCA Sensitive Prevention and Sensitive Pedestrian [version 2.0]'
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18 Jan 2025, 8:57AM | Action by: Katane1991
File added
'NCA Sensitive Prevention 2.0 [version 2.0]'
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18 Jan 2025, 8:56AM | Action by: Katane1991
File added
'NCA Sensitive Pedestrian 2.0 [version 2.0]'
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