Update for 2024-06-09: - Added Russian translation (Thanks Bivis9801!) - Increased price of the Flathead to 50,000 eddies - Reduced timer for first call with Takemura to 3 days
About quest delays for some NPC phone calls
- Give the mod time. It will feel like things are not working at first but trust me, the quests will trigger eventually. We are just not used to that kind of pace from playing the base game :) - The timing will not change if your quest timer is already engaged. For example, if you install the mod after Takemura has left Tom's diner, he will still call you in 6 hours and not the new 48 hours.
Does the mod support multiple languages?
The quest objectives changes are in an english-us localization file inside the mod archive, so it is possible to extract it, edit it for another language and pack it again. Right now the mod is English only, but I am happy to add translations if anyone is interested. I can even provide the source JSON file if you need it.
The Russian language did not work. I don't know if it's important, but in the LiveALittle.xl there is no line for Russian localization. Question: Will the description of the quest that has ALREADY been taken change?
I added a line to both files and everything worked. The question above is closed. However, Victor's price tag is 58500 for some reason, probably some kind of conflict with other economic mods.
It should.. but I didn't test that part yet. I only found the variable that is used to catch the value of the bot and changed it. I am assuming the chip is using the same variable since I didn't find anything related to the chip itself.
If I download only the timers files for main game (takemura fix), and PL, will it contain all the timer changes but nothing else and will work fine?
I peeked at the archive files in WolvenKit and I see now where the timers are, and understand a bit better how this works, but I haven't compared it to your main file. edit: sorry maybe i didn't explain this well, what i mean is i looked at it and saw how the quest work and where the timers are, but i'm not a modder and i don't know how to compare the values to vanilla values and i haven't dug so much to see if there are more timer changes that are left out that are only in the main file.
I changed some of the prices and removed the vik price in the LiveALittle.yaml file to my own taste.
Im using both the main files and the timers and everything has been working except its been about a week in game since I met Takemura in the diner and have done all the Panam quests, almost all the Judy quests and Im almost finished Phantom Liberty main quest and still havent heard from Takemura and was wondering if this is normal or if something may have gone wrong.
I am experiencing the same thing. I am running out of things to do in the game (most gigs, Phantom Liberty and main biz done) and still no Takemura call. I adore this mod, but I am starting to worry something might have gone wrong at some point.
Its been over 3 in game weeks and Ive done everything I can except a few gigs and some of the police things and still no call so Im going to try a new game with out the Timer file. I had 0 issues with the Phantom Liberty Timer file so not sure whats happening. Maybe the wait time need to be shortened from a week to just a few days. Its to bad you couldnt add mod settings where we chose how long it will take and maybe a debug button that would force which ever one is stuck. But I still love the mod and hopefully something can be figured out
Thanks. I will double check the timers. I know some were keyed on realtime duration as opposed to game time duration. Maybe I missed one. Which call from Takemura are you waiting for? The first one for the meet under the bridge? Or one of the later ones?
I tried waiting in the H10 apartment for four days and tried spending a few days in Kabuki as well, sadly with no luck. I believe the call that isn't triggering is the one where Takemura ask you to meet him by the waterside to meet Oda (essentially the Down on the Street quest never triggers)
Ya I finally gave up and used the Phantom Liberty ending. Is it possible a week is to long for him to call for the meeting with Oda and once you get to a certain point it just wont activate any more. I wonder if you set it to 48 hours after Hands calls you back would be better. But the rest of the timers seemed to work fine with Panam and Mr. Hands. Im just using the main folder with out the timer folder and man now everything is to quick
It won't help you much but I reduced the timer to 3 days now. I will keep an eye on this when I play test it in my own game and see if anyone still has an issue with it. Edit: Just noticed I already replied to you in another comment :) ... getting late, time for bed.
Ok well Im going to do an experiment Im going to put the timers back in with the first Live A Little and stay away from the Voodoo Boys quest and Phantom Liberty till I get the call to meet Takamura and Oda and finish his quest line. But I personally think the Takamura call should come about 24 to 48 hours after Hands calls you back because a week seems to long and if in fact starting the Voodoo Boys quest and/or Phantom Liberty quest line screws up the timer its very easy to break Takamuras quest.I now find that I cant play with out the timers because everything is to rushed even with the Live A Little file by its self LOL
It probably won't help unless you start a game before meeting Takemura at the diner but I reduced the timer down to 3 days to see if that helps future playthroughs.
Interesting this thing with the timers actually something I've been considering trying to do but i wouldn't know where to start. It's something i always found weird in the game you leave aldecados camp first time and 4 minutes later Panam calls and you can ask her if she misses night city? How can you miss something that happened hours ago or maybe a day in the game i'm not sure, but still.
Would it be possible you make one that only does extended timers, because i already have a mod that changes vik's debt (ripperdoc service charge) and I wouldn't mind the vanilla messages as long as there is more time between them.
I'm 40 hours into my first playthrough with this mod and just wanted to write some thoughts down now while they're fresh.
Takemura's storyline feels absolutely perfect. Couple of days for Down On The Street and Gimme Danger to trigger each feels right, as does the shorter trigger after that for Play It Safe. Makes sense that Gimme Danger takes place at most a day or two before the parade, you'd want to strike at the last possible moment. Perfect, no notes.
Panam's story still feels a bit rushed. At the end of Life During Wartime she says she's going to go back to Night City, but even with this mod installed it was barely a day before she was calling me about Saul being missing. V is surprised to hear that she's back with the Aldecaldos, so it feels like narratively this should take more time. Same with the call about ambushing the Militech convoy, she drives off having gotten back onto good terms with Saul and then barely two days later she's calling V to go behind his back again.
Now, it probably doesn't help that I'm also playing with a survival mod and I love to roleplay things pretty hard, so I'm going back to an apartment to sleep at night when I can, so 8 of the 24 hours it takes for a call to trigger (for example) is spent sleeping, so I notice the rush. But it just feels like if Panam's quests were even more pushed apart, it would really help with the narrative and feeling like Panam and the Aldecaldos are having their own story happening out in the Badlands that V drops into occasionally, instead of it seeming like they can't get anything done without V.
Also, I'm not sure if this is possible/within the scope of this mod, but I've always had an issue with how many quests suddenly open up after Life During Wartime. You finish that quest, then immediately you've got the Peralez questline calls coming in, Wakako calls about Sinnerman, and with Panam also calling so quickly about Saul it gets overwhelming. If just one of those could either be delayed or brought forward to trigger after Double Life instead, it would really help.
Sorry for the wall of text - I adore this game and the story of this game and I've been trying to figure out the 'ideal' pathway through all the content in a satisfying way ever since my first playthrough and this mod is a huge step in that direction for me.
Thanks. I feel the same about Sinnerman and the Perales. I am still hoping to find a way to delay them too. For panam, I can try extending the timers a bit more. I play with my own Santa Muerte and every time I revive, I lose 6 to 12 hours, which isn’t great to accurately get a feel for the timer :)
186 comments
Update for 2024-06-09:
- Added Russian translation (Thanks Bivis9801!)
- Increased price of the Flathead to 50,000 eddies
- Reduced timer for first call with Takemura to 3 days
About quest delays for some NPC phone calls
- Give the mod time. It will feel like things are not working at first but trust me, the quests will trigger eventually. We are just not used to that kind of pace from playing the base game :)
- The timing will not change if your quest timer is already engaged. For example, if you install the mod after Takemura has left Tom's diner, he will still call you in 6 hours and not the new 48 hours.
Does the mod support multiple languages?
The quest objectives changes are in an english-us localization file inside the mod archive, so it is possible to extract it, edit it for another language and pack it again. Right now the mod is English only, but I am happy to add translations if anyone is interested. I can even provide the source JSON file if you need it.
Question: Will the description of the quest that has ALREADY been taken change?
localization:
onscreens:
en-us: base\localization\en-us\onscreens\LiveALittle.json
pt-br: base\localization\pt-br\onscreens\LiveALittle.json
de-de: base\localization\de-de\onscreens\LiveALittle.json
However, Victor's price tag is 58500 for some reason, probably some kind of conflict with other economic mods.
ru-ru: base\localization\ru-ru\onscreens\LiveALittle.json
I will send an update soon.
Make sure to download version 2024-06-10a.
The previous one I posted just before it still had an issue.
I only found the variable that is used to catch the value of the bot and changed it.
I am assuming the chip is using the same variable since I didn't find anything related to the chip itself.
I peeked at the archive files in WolvenKit and I see now where the timers are, and understand a bit better how this works, but I haven't compared it to your main file.
edit: sorry maybe i didn't explain this well, what i mean is i looked at it and saw how the quest work and where the timers are, but i'm not a modder and i don't know how to compare the values to vanilla values and i haven't dug so much to see if there are more timer changes that are left out that are only in the main file.
I changed some of the prices and removed the vik price in the LiveALittle.yaml file to my own taste.
Each file can work without the others.
I know some were keyed on realtime duration as opposed to game time duration. Maybe I missed one.
Which call from Takemura are you waiting for? The first one for the meet under the bridge? Or one of the later ones?
I will keep an eye on this when I play test it in my own game and see if anyone still has an issue with it.
Edit: Just noticed I already replied to you in another comment :) ... getting late, time for bed.
It's something i always found weird in the game you leave aldecados camp first time and 4 minutes later Panam calls and you can ask her if she misses night city? How can you miss something that happened hours ago or maybe a day in the game i'm not sure, but still.
Would it be possible you make one that only does extended timers, because i already have a mod that changes vik's debt (ripperdoc service charge) and I wouldn't mind the vanilla messages as long as there is more time between them.
Cyberpunk 2077 Gameplay Reveal — 48-minute walkthrough (2018)
I will add that to my list of things to fix :)
Takemura's storyline feels absolutely perfect. Couple of days for Down On The Street and Gimme Danger to trigger each feels right, as does the shorter trigger after that for Play It Safe. Makes sense that Gimme Danger takes place at most a day or two before the parade, you'd want to strike at the last possible moment. Perfect, no notes.
Panam's story still feels a bit rushed. At the end of Life During Wartime she says she's going to go back to Night City, but even with this mod installed it was barely a day before she was calling me about Saul being missing. V is surprised to hear that she's back with the Aldecaldos, so it feels like narratively this should take more time. Same with the call about ambushing the Militech convoy, she drives off having gotten back onto good terms with Saul and then barely two days later she's calling V to go behind his back again.
Now, it probably doesn't help that I'm also playing with a survival mod and I love to roleplay things pretty hard, so I'm going back to an apartment to sleep at night when I can, so 8 of the 24 hours it takes for a call to trigger (for example) is spent sleeping, so I notice the rush. But it just feels like if Panam's quests were even more pushed apart, it would really help with the narrative and feeling like Panam and the Aldecaldos are having their own story happening out in the Badlands that V drops into occasionally, instead of it seeming like they can't get anything done without V.
Also, I'm not sure if this is possible/within the scope of this mod, but I've always had an issue with how many quests suddenly open up after Life During Wartime. You finish that quest, then immediately you've got the Peralez questline calls coming in, Wakako calls about Sinnerman, and with Panam also calling so quickly about Saul it gets overwhelming. If just one of those could either be delayed or brought forward to trigger after Double Life instead, it would really help.
Sorry for the wall of text - I adore this game and the story of this game and I've been trying to figure out the 'ideal' pathway through all the content in a satisfying way ever since my first playthrough and this mod is a huge step in that direction for me.
I feel the same about Sinnerman and the Perales. I am still hoping to find a way to delay them too.
For panam, I can try extending the timers a bit more.
I play with my own Santa Muerte and every time I revive, I lose 6 to 12 hours, which isn’t great to accurately get a feel for the timer :)