Going to give this a shot. Cyberpunk has such overwhelming audio overlap with all the tech playing all the time, and the background combat music that plays over everything. It's such an unpleasant assault of sounds haha. I've just turned off combat music now. This might be a good addition.
Love it. I think it might have broken the quest "Playing For Time" for me. Doubt it considering what I've read from an older patch from someone with a similar issue. But your warning suggests its possible. The mod might have turned off the tv in the diner, preventing the report in the diner from playing. Takemura was just staring at an off tv so the quest would never progress.
Sounds like a risky bug. It fried my brain figuring this thing out.
it is possible, but unlikely, that the vanilla settings will override quest-related stuff. there are specific play-routines for quest items/events in the game that the mod will not override normally. of course, the game is a bit of a mess in some ways, so possible that the quest-functions were not utilized in that particular quest. also, were you using the experimental options? those MAY interfere more with the game's script of course. ps: my time is less these days, but will investigate if/when i find the time.
No, I was not using any experimental options as I recall. I only ever stuck with the on/pff chance and after several rounds and testing, it was the mod not considering this specific quest that caused the freeze up. Agreed the game is a bit of a mess, and I've honestly fallen off this last month. All my time now has been on Baldur's Gate. But I come back every now and then. However, even with mods, despite enjoying the changes, this game is whoo yeah, it's a rough design. So many good elements juggled so poorly.
There are several other, mostly redscript based, mods that do the same but the problem with all of them is that they're either on or off instead of chance setting like with this one.
i (or someone) would have to investigate that particular radio, but the intent/workings of the mod is not to NEVER have any radio play - instead, when a radio device is spawned in-game (usually when you get into a certain range), it will set/change its state, to e.g. OFF.
this means that any change happening after this will still take place, i.e. in-game events - when the radio is already spawned - can turn ON/OFF the radio as well. so any scripted events, for example. this is also why the radio can still turn on after you sleep. the assumption is that this way it may harm less quests etc.
but i will take a look when i get the chance. question: does the radio stay off if you turn it off by interacting with it? or does it turn on as well in this case?
PS: i still recommend trying to turn floodlights ON! :) PPS: also, be assured that patched devices are completely independent! so you only need to turn off those you need to be off.
Ok, I see what you mean. I misunderstood the actual workings. To answer your question; I can switch the radio off in-game, go elsewhere and when I return the radio will be on again. Obviously if I remain in the vicinity of the radio it stays off. Thanks for the quick answer!
ok, that indicates a game event or script etc. is turning the radio on. when i have some time i will investigate a bit further, but it might not be possible to come up with a 'clean' solution.
ok, i have added two options to version 0.05 to turn off radios more forcefully, be aware method 2 will probably affect quest-related events. also game restart may be required after turning on method 2. method 1 is perhaps less 'harsh', but the blue gfx overlay will still turn on.
I've tried the two options you've added. Option 2 really does work; it kills all the radios everywhere! Very effective, but not what I was hoping for. Option 1 seems to work as you describe, but... ...after much testing, I think the problem is just confined to the radio in the Watson penthouse (just south of H10). I've done a lot of fast travelling between apartments (I could teleport with AMM but I wanted to be sure I was doing things "correctly") and the radios all seem to remember how they were left on my previous visits. So, although I have a few places left to test, it seems it's just that one location that isn't working properly. I guess I can live with that!
The radio in the H10 apartment is the single most annoying radio in the entire game. It CONSTANTLY turns itself back on, it uses its own playlist so none of your song blocks work on it, and it seems to only want to play the most repetitive and obnoxious songs in the game's soundtrack, the ones that you only need to hear fifteen seconds of in order to have heard the whole rest of the song. It's your apartment, there should be peace and quiet there by default.
CDPR did a great job with the broad strokes of the plot, the game systems, etc., but there are hundreds of little design choices like this that constantly make me wonder what in the world were they thinking?
i have to assume the penthouse counts as a quest location, and the radio there is hardcoded by quest-related scripts
there are specific events/functions related to in-game media devices such as 'QuestSetChannel' - so changing quest-related devices would probably have to be for one/each specific device, or will affect all quest-devices, or all devices (such as the two current 'force' options)
i don't have the penthouse unlocked yet, maybe when i reach it i will investigate more
as fun as the game can be, design-wise i consider the game rather mismanaged unfortunately...
I dunno if this idea is possible, but if it is possible, it would be very desirable for this mod to be the one to do it, and it would also be such a huge change to the game that you'd probably have to change the name of the mod.
All radios on the same subnet should always be tuned to the same station. It baffles me that they are not. One radio played loudly is fine, as long as the music isn't just completely terrible, but all that competing noise, even at a much lower volume, will drive anyone crazy. All of the radios and other devices in the game are already sectioned off from each other in a manner that makes this possible because their corresponding subnets have to be structured so that quickhacks like ping can work the way they're supposed to.
Another change that would go well with the one above is if the big box speakers all over the place could be switched offwhen the player switches off the radio nearest to them. Right now there is no way to turn some of those things off at all. They don't have a manual control prompt, they don't respond to any quickhack, and when you shoot them, they only stop playing about half the time. Even then, you have to shoot out each individual speaker cone to make them shut up.
thanks for this!! Imma throw this out here, would it be possible to create a mod that turns on all the hackable lights around the city? they are mostly off by default, id say less than 5% are on. the effect at night is transformative. thx, have a good weekend
do you mean the floodlights? the ones you can walk up to and they give you a prompt to turn on/off/distract? if so, yes, that is possible, will put it in the next version
you can try version 0.03 to turn lights on, be careful turning them off however, can have some unintended side effects it seems recommend having turn off % for floodlights at 0 for now
edit -- version 0.04 is up, hopefully slightly better floodlight control i don't really see the need for a separate mod tbh, if you only want the floodlights on, set patched devices only to floodlights in settings (checkmark in floodlights), set 'try to turn on' checkmark, and set floodlight percentage to 100 - this will only patch and affect floodlights then, not the other devices
if you mean for the mod, look at the second pic, right now 70% if you mean the devices in-game, that question cannot be easily answered; each device has its own state, so each is basically hardcoded as far as i can tell
As of Dec 2024, this is the ONLY working mod that will stop In-World Radios that I have found, though there are several deprecated ones that exist in Nexus. All you have to do besides installation, is edit the two text files so their % Chance for "Off" changes from 0.80 to 1.00 for all fields.
If anyone else out there is also tired of the In-World Radios, particularly when they are cranked up in volume to insane levels, this is the best way to get rid of the radio sounds blaring.
Thank you, yes you can edit the settings.json text file manually if the CET overlay is not working for you for whatever reason. Consider the numbers percentages divided by 100, so 1.00 is 100% chance of radio/jukebox/speaker being off. 0.00 would be untouched/vanilla settings.
this seems sooo cool, i'm rly interested in how you managed to do this- i haven't played around much at all with the modding tools available for this game, but the idea of being able to change radio behavior is something i'm particularly interested in- i hope you don't mind me opening this up at some point to see how you did this?
nope i don't mind at all, tinker away! the radio channels are hardcoded, and the in-game devices that use them are all programmed in different ways, which gets really confusing at first. i have been trying to think of the best way to replace/expand the radio backend to e.g. remove/add channels.
YES that's exactly what i've been wanting to do! i loveee the idea of radioext and someone even made cyberradioassistant to make that part easier, but i've been wanting to add stations that would actually be used on the in-game radios in lore-appropriate contexts- are you in the cyberpunk modding discord by chance?
not at the moment, no. maybe i should check it out. but feel free to ask me any question or whatever.
edit: i was also thinking about something similar, e.g. having speakers/radios close to each other playing the same music instead of random music from each radio.
29 comments
I think it might have broken the quest "Playing For Time" for me. Doubt it considering what I've read from an older patch from someone with a similar issue. But your warning suggests its possible.
The mod might have turned off the tv in the diner, preventing the report in the diner from playing. Takemura was just staring at an off tv so the quest would never progress.
Sounds like a risky bug. It fried my brain figuring this thing out.
also, were you using the experimental options? those MAY interfere more with the game's script of course.
ps: my time is less these days, but will investigate if/when i find the time.
There are several other, mostly redscript based, mods that do the same but the problem with all of them is that they're either on or off instead of chance setting like with this one.
Thank you!
I can't see how, looking at my CET settings here.
this means that any change happening after this will still take place, i.e. in-game events - when the radio is already spawned - can turn ON/OFF the radio as well. so any scripted events, for example. this is also why the radio can still turn on after you sleep. the assumption is that this way it may harm less quests etc.
but i will take a look when i get the chance. question: does the radio stay off if you turn it off by interacting with it? or does it turn on as well in this case?
PS: i still recommend trying to turn floodlights ON! :)
PPS: also, be assured that patched devices are completely independent! so you only need to turn off those you need to be off.
Thanks for the quick answer!
when i have some time i will investigate a bit further, but it might not be possible to come up with a 'clean' solution.
also game restart may be required after turning on method 2.
method 1 is perhaps less 'harsh', but the blue gfx overlay will still turn on.
...after much testing, I think the problem is just confined to the radio in the Watson penthouse (just south of H10). I've done a lot of fast travelling between apartments (I could teleport with AMM but I wanted to be sure I was doing things "correctly") and the radios all seem to remember how they were left on my previous visits.
So, although I have a few places left to test, it seems it's just that one location that isn't working properly. I guess I can live with that!
well, thanks for testing and commenting!
CDPR did a great job with the broad strokes of the plot, the game systems, etc., but there are hundreds of little design choices like this that constantly make me wonder what in the world were they thinking?
there are specific events/functions related to in-game media devices such as 'QuestSetChannel' - so changing quest-related devices would probably have to be for one/each specific device, or will affect all quest-devices, or all devices (such as the two current 'force' options)
i don't have the penthouse unlocked yet, maybe when i reach it i will investigate more
as fun as the game can be, design-wise i consider the game rather mismanaged unfortunately...
All radios on the same subnet should always be tuned to the same station. It baffles me that they are not. One radio played loudly is fine, as long as the music isn't just completely terrible, but all that competing noise, even at a much lower volume, will drive anyone crazy. All of the radios and other devices in the game are already sectioned off from each other in a manner that makes this possible because their corresponding subnets have to be structured so that quickhacks like ping can work the way they're supposed to.
Another change that would go well with the one above is if the big box speakers all over the place could be switched offwhen the player switches off the radio nearest to them. Right now there is no way to turn some of those things off at all. They don't have a manual control prompt, they don't respond to any quickhack, and when you shoot them, they only stop playing about half the time. Even then, you have to shoot out each individual speaker cone to make them shut up.
i have been thinking of something similar to this, have not started seriously looking into it yet
Imma throw this out here,
would it be possible to create a mod that turns on all the hackable lights around the city?
they are mostly off by default, id say less than 5% are on.
the effect at night is transformative.
thx, have a good weekend
the ones you can walk up to and they give you a prompt to turn on/off/distract?
if so, yes, that is possible, will put it in the next version
thx so much
recommend having turn off % for floodlights at 0 for now
edit -- version 0.04 is up, hopefully slightly better floodlight control
i don't really see the need for a separate mod tbh, if you only want the floodlights on, set patched devices only to floodlights in settings (checkmark in floodlights), set 'try to turn on' checkmark, and set floodlight percentage to 100 - this will only patch and affect floodlights then, not the other devices
if you mean the devices in-game, that question cannot be easily answered; each device has its own state, so each is basically hardcoded as far as i can tell
As of Dec 2024, this is the ONLY working mod that will stop In-World Radios that I have found, though there are several deprecated ones that exist in Nexus. All you have to do besides installation, is edit the two text files so their % Chance for "Off" changes from 0.80 to 1.00 for all fields.
If anyone else out there is also tired of the In-World Radios, particularly when they are cranked up in volume to insane levels, this is the best way to get rid of the radio sounds blaring.
yes you can edit the settings.json text file manually if the CET overlay is not working for you for whatever reason.
Consider the numbers percentages divided by 100, so 1.00 is 100% chance of radio/jukebox/speaker being off. 0.00 would be untouched/vanilla settings.
the radio channels are hardcoded, and the in-game devices that use them are all programmed in different ways, which gets really confusing at first.
i have been trying to think of the best way to replace/expand the radio backend to e.g. remove/add channels.
edit: i was also thinking about something similar, e.g. having speakers/radios close to each other playing the same music instead of random music from each radio.