A question out of scientific interest: how is the radio generally structured in the game, and by what principle are the hosts’ performances inserted between the musical blocks?
I'm wondering about this too, and I've done several tests without finding a clear answer. As for Ash on Growl FM and Mike on Morro Rock, I can hear them pretty easily, even without the mod. There's a trick that sometimes works: just switch to another station and then back again, and it can force their spots to play. But when it comes to Stanley’s spots or news flashes on other stations, things get trickier. I tried starting a new game with only this mod installed. In that case, I managed to hear the spots roughly every 10 minutes, but only if I loaded a save from before meeting Victor. If I saved and then loaded a new game before meeting Dex, the spots completely disappeared, even after waiting for hours. On the other hand, if I resumed the previous save and reached the same point without saving and reloading in between, I could hear the spots again — but not always. And if I load a different character at the same point (just before meeting Vic), the spots don’t always come back. I also tested by starting a new game with Phantom Liberty. If I saved right after Songbird’s call and reloaded that save, I could hear the spots. After a few reloads, though, they stopped playing again for no obvious reason. Another strange thing: when switching between saves, the same song always plays on the radio — even though the saves are totally different. It’s like the game just resumes the music from where it left off, regardless of the save file. And even weirder: I downloaded the mod author’s save, and I could hear the spots even without the mod installed — as long as I used the same trick mentioned earlier (switching stations and switching back for Ash and Mike). Honestly, I have no idea how this damn radio works anymore.
There is an ingame file called "radio_content.questphase". This is basically a logical graph that describes the logic for radio. It includes different operations like comparison, randomizer, pause.
Each radio station has its own phase with its own logic. Game determines what host announcement to play based mostly on facts. Say if you completed quest for compeki plaza - fact "s13_completed" will be set to 1. And next iteration of the flow will recognize that and play specific host announcement related to that fact. There are also generic announcements by the hosts that are determined by a randomizer and not a fact. Some like "This is 103 morro rock radio, blah blah".
There is a timeout for announcements, once in 12 minutes.
I believe I’ve found a method that reliably brings back the radio hosts. Start by downloading the Cyber Engine Tweaks mod (you probably already have it installed since it's essential for most other mods to work). Make sure you're in the open world and not currently in a quest. Open the CET console and enter the following commands one after the other:
Do I have to do this every time I boot up the game or just once in a save?
I’m not sure, choom. I think you might need to do it every time you boot the game, but maybe the mod could help automate it. Personally, I often use this method to "reset" the radio — if you do it while the radio is on, it cuts the music and forces a host to start talking. If you end up testing it more, feel free to share your results with us!
Thanks! That might help. I'll add this to the next version.
You're very welcome — glad to help! Looking forward to the next version!
Found this fact some time ago, these commands will reset the fact effectively restarting the radio questphase file. Unfortunately they won't fix the root cause, which seems to be related to queueing of songs somehow.
Been trying to troubleshoot this problem for weeks back in 2.1. Couldn't even find a piece of code responsible for queueing logic. So far reliable way is to use this mode to disable queueing and commands to restart the questphase.
Anyone have issues with this mod and the Growl FM party radio not working? When I show up on my current playthrough, it is playing Vexelstrom and the 'listen to songs' buttons do nothing. Previous save files are fine.
Been testing it. It's sorta yes, sorta no? If I play any songs that are on the same radio station sequentially, then the DJ will speak up in between. But it's randomized, then it may go to a different song on a different station and switch accordingly.
Holy smokes, Choom. After 800 hours I just heard Stanley for what seems like the first time ever on the radio. I am on a pretty fresh save with Car Sync OFF and ver 1.3 of the mod. Thanks for this!
Does this mod fix the Stanley broadcasts? I hear Max Mike and Ash from Growl FM just fine but whenever Stanley interrupts to give a newscast he just says "Good morning Night City!!" and gets cut off immediately, even with this mod installed. I don't have any other mods that should be affecting the radio...
Version 1.3 is not working for me on 2.2. Version 1.2 is working just fine, just a small nitpick can it have the subtitle for each narrations thing? Before I installed this all I have is DJ Ash on Growl FM, and every time she talks it has subtitles now every time she talks there is none(just like with other DJs). Thanks for this mod though!
Just wanted to add my two cents that this mod works amazing for me. Just as advertised. As soon as I installed it, I began to hear radio hosts all the time on all the radio stations. It adds so much to the game being able to hear this content, so much so I began to drive everywhere instead of fast travel to get to hear more of them.
I know some people have said they had issues getting it to work. I installed it just before going into the major story mission at the end of Act 1. Going into Act 2 it worked perfectly. 10/10
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As for Ash on Growl FM and Mike on Morro Rock, I can hear them pretty easily, even without the mod. There's a trick that sometimes works: just switch to another station and then back again, and it can force their spots to play.
But when it comes to Stanley’s spots or news flashes on other stations, things get trickier.
I tried starting a new game with only this mod installed. In that case, I managed to hear the spots roughly every 10 minutes, but only if I loaded a save from before meeting Victor. If I saved and then loaded a new game before meeting Dex, the spots completely disappeared, even after waiting for hours.
On the other hand, if I resumed the previous save and reached the same point without saving and reloading in between, I could hear the spots again — but not always. And if I load a different character at the same point (just before meeting Vic), the spots don’t always come back.
I also tested by starting a new game with Phantom Liberty. If I saved right after Songbird’s call and reloaded that save, I could hear the spots. After a few reloads, though, they stopped playing again for no obvious reason.
Another strange thing: when switching between saves, the same song always plays on the radio — even though the saves are totally different. It’s like the game just resumes the music from where it left off, regardless of the save file.
And even weirder: I downloaded the mod author’s save, and I could hear the spots even without the mod installed — as long as I used the same trick mentioned earlier (switching stations and switching back for Ash and Mike).
Honestly, I have no idea how this damn radio works anymore.
Each radio station has its own phase with its own logic. Game determines what host announcement to play based mostly on facts. Say if you completed quest for compeki plaza - fact "s13_completed" will be set to 1. And next iteration of the flow will recognize that and play specific host announcement related to that fact.
There are also generic announcements by the hosts that are determined by a randomizer and not a fact. Some like "This is 103 morro rock radio, blah blah".
There is a timeout for announcements, once in 12 minutes.
Start by downloading the Cyber Engine Tweaks mod (you probably already have it installed since it's essential for most other mods to work).
Make sure you're in the open world and not currently in a quest.
Open the CET console and enter the following commands one after the other:
Game.GetQuestsSystem():SetFactStr("radio_on", 0)
Game.GetQuestsSystem():SetFactStr("radio_on", 1)
Then, restart the radio. The hosts should come back on air.
I’m not sure, choom. I think you might need to do it every time you boot the game, but maybe the mod could help automate it. Personally, I often use this method to "reset" the radio — if you do it while the radio is on, it cuts the music and forces a host to start talking. If you end up testing it more, feel free to share your results with us!
You're very welcome — glad to help! Looking forward to the next version!
Been trying to troubleshoot this problem for weeks back in 2.1. Couldn't even find a piece of code responsible for queueing logic. So far reliable way is to use this mode to disable queueing and commands to restart the questphase.
Is the problem still present in 2.21?
So no randomization and it works. :)
I know some people have said they had issues getting it to work. I installed it just before going into the major story mission at the end of Act 1. Going into Act 2 it worked perfectly. 10/10