Happy to see this mod is still being updated! The DJs in CP2077 add so much immersion to the world and I can't believe CD Projekt RED still hasn't fixed this bug!
I'm curious about your recommendation to use your mod with Sound of Silence - Radio Muted. Is that recommendation purely for immersion, or do those other radios playing somehow contribute to the DJs breaking? Same question for your recommendation to turn off radioport settings and not using it in the open world. Purely for immersion, or does using radioport in the open world break the DJs in some way?
Love the mod and appreciate all the work you've done!
Hi, MrLuckyDevil! At this point, I've come to the conclusion that the ‘Sound of Silence’ mod is not the best solution for disabling sound devices. Since it breaks some quest devices. I'm making my own mod that does it much better.
In the last version 1.63 (before version 2.0 was released), the game did not have such a huge number of playing radios and other sound devices. All of this is highly cantrasted with what they did in 2.0. This greatly overloads the overall sound background. You will hear the same tracks over and over again in different apartments and other locations, sometimes it even interferes with the storytelling. Sometimes it's stupid and illogical. Here will be a quest in the game where you need to hide in a dilapidated abandoned building, and when loud cheerful music plays from the radio, it's strange. The same goes for the radioport. It was also added to the game in one of the versions after 2.0. And it was because of the radioport that the developers reworked the radio logic so that you would not hear the DJs too often when using it. But in my case, this led to the fact that almost all of the radiohosts' lines disappeared. If you use radioport, I would say this mod is not for you.
Thanks for the response! I'm excited to see what you come up with as a replacement for Sound of Silence!
As for radioport, before I recently started modding CP2077, I used it like 75% of the time during my playthrough. This game has so many great tunes! However, even listening to radioport A LOT, I would completely stop hearing DJs at some point (except for Growl FM, the DLC station DJ always works for some reason). It's been awhile, so I don't remember exactly what point they stopped, but I believe it was shortly after completing Act 1, not sure. Then when I spoke to Songbird the first time to get the DLC quest, the DJs would sometimes start playing again, but not always, and sometimes they'd stop again later. It was really unpredictable, though that could have been because of the different changes being made in each new CP2077 update. There were other weird things too, like Good Morning Stanley would play really often in the Badlands, but never in the city. Anyway, I guess that's just a long-winded way of saying, whatever CD Projekt RED did, listening to radioport more often is not the solution to hearing the DJs, as they will eventually completely stop regardless.
I'm currently playing with your mod and both recommendations (though I might turn off Sound of Silence if it breaks quests), and hearing the DJs much more. I just reached Act 2, and I'm excited to see if the DJs continue playing where they'd usually bug out. Thanks again!
I have a problem, its not related to this mod but I am at a loss as how to fix the problem.
Its related to Growl FM.
At the listening party in Pacifica, the part where you can sit down and listen to all the tracks on the radio, well its always playing Vexelstrom instead of Growl and it will not change or stop when I choose different tracks.
Has anyone come across this and if so do you have a fix?
Had the EXACT same issue, no idea what could cause or fix it. There was a 'radio fix' mod for V's H10 apartment, I am wondering if that borks a save file. My old save files, where I had already been to the party, was fine.
It is definitely caused by something in RadioExt. I bet you are using it, if you disable it, the Growl party works as it is supposed to. I really wish keanuWheeze returns to that mod one day.
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.
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.
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!
89 comments
I'm curious about your recommendation to use your mod with Sound of Silence - Radio Muted. Is that recommendation purely for immersion, or do those other radios playing somehow contribute to the DJs breaking? Same question for your recommendation to turn off radioport settings and not using it in the open world. Purely for immersion, or does using radioport in the open world break the DJs in some way?
Love the mod and appreciate all the work you've done!
At this point, I've come to the conclusion that the ‘Sound of Silence’ mod is not the best solution for disabling sound devices.
Since it breaks some quest devices. I'm making my own mod that does it much better.
In the last version 1.63 (before version 2.0 was released), the game did not have such a huge number of playing radios and other sound devices. All of this is highly cantrasted with what they did in 2.0. This greatly overloads the overall sound background. You will hear the same tracks over and over again in different apartments and other locations, sometimes it even interferes with the storytelling. Sometimes it's stupid and illogical. Here will be a quest in the game where you need to hide in a dilapidated abandoned building, and when loud cheerful music plays from the radio, it's strange.
The same goes for the radioport. It was also added to the game in one of the versions after 2.0. And it was because of the radioport that the developers reworked the radio logic so that you would not hear the DJs too often when using it. But in my case, this led to the fact that almost all of the radiohosts' lines disappeared.
If you use radioport, I would say this mod is not for you.
As for radioport, before I recently started modding CP2077, I used it like 75% of the time during my playthrough. This game has so many great tunes! However, even listening to radioport A LOT, I would completely stop hearing DJs at some point (except for Growl FM, the DLC station DJ always works for some reason). It's been awhile, so I don't remember exactly what point they stopped, but I believe it was shortly after completing Act 1, not sure. Then when I spoke to Songbird the first time to get the DLC quest, the DJs would sometimes start playing again, but not always, and sometimes they'd stop again later. It was really unpredictable, though that could have been because of the different changes being made in each new CP2077 update. There were other weird things too, like Good Morning Stanley would play really often in the Badlands, but never in the city. Anyway, I guess that's just a long-winded way of saying, whatever CD Projekt RED did, listening to radioport more often is not the solution to hearing the DJs, as they will eventually completely stop regardless.
I'm currently playing with your mod and both recommendations (though I might turn off Sound of Silence if it breaks quests), and hearing the DJs much more. I just reached Act 2, and I'm excited to see if the DJs continue playing where they'd usually bug out. Thanks again!
Its related to Growl FM.
At the listening party in Pacifica, the part where you can sit down and listen to all the tracks on the radio, well its always playing Vexelstrom
instead of Growl and it will not change or stop when I choose different tracks.
Has anyone come across this and if so do you have a fix?
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?
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.
So no randomization and it works. :)