Why wont the music stop? Why does it stack? This has everything to do with the current design intentions of the sound event trigger within the game engine. The "triggers" can be found in the games archive\base\sound\event\eventsmetadata.json This file is simply a collective java text database for the names of the sound events Sandevistan related sound event names are "time_dilation_sandevistan_enter" & "time_dilation_sandevistan_exit" These names are what I am using to tell the game to play a custom sound file. The sandevistan events are designed for a very short sound .wav to play with no "stop trigger" in mind. Ironically they did the exact opposite for berserker. Berserkers sound trigger is "w_cyb_berserker_activate" This trigger behaves like a toggle switch on/off. I'm currently exploring how to edit the event behaviors. Unfortunately redmods tutorials and documentation isn't very helpful to anyone new to modding or coding. If anyone here knows more on javascript/redmodding please feel free to help.
NEW VERSION HEY CHOOM! Now with every footstep and gonk you zero in slow motion your ears will be orgasmic-ally made love too with that sweet sweet nectar of reverb man. It's like, picture this choom – you're strolling through Night City, right? But it's not just any stroll; it's like having your own personal concert hall with every step you take. Preem, huh?
Posso fazer uma versão com Boney M. - Rasputin (Festival Sopot 1979)[Pode encontrar no youtube no canal original Boney M.] até posso colocar a música inteira que nunca mais sairei da areia kkk or can use this version[https://www.youtube.com/watch?v=HZsiToZ8zCI]
So ive figured out my issue of how to install the mod i installed it manually instead of with vortex but how do i acuttaly slow down time like forever like in the video is there a special sandevistan cause i have the audio on my current sandevistan but i dont know how to acuttaly slow down the time to where its basically like time has stopped someone please comment if you can help me and explain
try Time Dilation Overhaul, it lets you affect more than just the time slowing, you can change each type of Sandevistan separately changing the length of time you can use one for, to how slow the world becomes (the slowest being 0.001%-0.0001% aka basically stopping time) the Mitigation chance, the damage boost, though just know if you change settings while playing you need to reload a save for it to take effect
56 comments
This has everything to do with the current design intentions of the sound event trigger within the game engine.
The "triggers" can be found in the games archive\base\sound\event\eventsmetadata.json
This file is simply a collective java text database for the names of the sound events
Sandevistan related sound event names are "time_dilation_sandevistan_enter" & "time_dilation_sandevistan_exit"
These names are what I am using to tell the game to play a custom sound file.
The sandevistan events are designed for a very short sound .wav to play with no "stop trigger" in mind.
Ironically they did the exact opposite for berserker.
Berserkers sound trigger is "w_cyb_berserker_activate"
This trigger behaves like a toggle switch on/off.
I'm currently exploring how to edit the event behaviors.
Unfortunately redmods tutorials and documentation isn't very helpful to anyone new to modding or coding.
If anyone here knows more on javascript/redmodding please feel free to help.
btw, Im making a music mod for berserker
HEY CHOOM! Now with every footstep and gonk you zero in slow motion your ears will be orgasmic-ally made love too with that sweet sweet nectar of reverb man. It's like, picture this choom – you're strolling through Night City, right? But it's not just any stroll; it's like having your own personal concert hall with every step you take.
Preem, huh?
Cyberpunk 2077\mods\Quicksilver Time In A Bottle Sandevistan
Open info.json in notepad and edit the gain value > save relaunch