Thank you all for your feedback and kind words - much appreciated! As stated in the description, this is a WIP (work in progress) mod - just getting started with the low-hanging fruit, and I definitely see room for expansion. Thanks for bringing other cases to my attention - there are clearly opportunities and possible exceptions to look into. Let’s see how it pans out. Thanks. Be seein’ ya.
Literally a week ago I searched for a mod with the title of "Mod that lets V say goodbye at the end of dialogue for Cyberpunk 2077". I could not find anything at all because I assumed that maybe it was just a really hidden and niche mod. And now here we are with this! Thank you so much, I've been wanting something like this for a long time!
Hey after I installed the mod and entered V's apartment I didn't get anything saying that it was activated, called Regina and checked to see if the mod was enable and yes it was. After all that I went to a vendor bought a few things but she never sayed anything, tried again with a different vendor but it was a no go... Do you know what it could be? Thanks <3
No idea. The description is too general to assess anything. I’d likely need your game save, along with precise instructions on where to go and what to do - ideally captured close to the vendor, but at a distance where the interaction menu hasn’t appeared yet. Additionally please check if there are no errors recorded in the mod's log file: "...\Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\Say_Something_Damn_It\Say_Something_Damn_It.log"
Thank you for your feeedback. Currently, this mod supports game native vendors only. Support for custom vendors introduced by other mods may be added in future.
I think my V thanked a street vendor after she bought food at his hot dog stand and also one of Deceptious' TwinTone Store vendors and she also said good bye to them. I thought they are custom vendors, they are considered native?
Nice little mod, choom. I've noticed this in real life that many people don’t say anything when they’re done shopping, they just leave. I’ve always said something before leaving a store, been that way since I was a kid.
Thank you, that’s absolutely true. And it would probably work fine in this game if there weren’t a prompt to open the vendor menu through an on-screen dialogue option (like "Show me what you’ve got"), sometimes even accompanied by one of V’s voiceovers, not to mention doing it in front of the vendor. Turning back and walking away silently in that case just doesn’t feel like expected behavior.
Yeah, "I should go" or "should be gone" would definitely fit nicely. Unfortunately, they seem to be absent from the base game voiceover sets.
I’m limited to using existing voiceovers from the base game to maintain compatibility and language consistency - without introducing complex config conditions or requiring large custom voiceover downloads. Not to mention, generated voiceovers might stick out against the game’s real, actor-recorded dialogue and break immersion. And on top of that, there are language-specific nuances - idioms and cultural phrases that differ across localizations, even when conveying the same meaning.
That’s why I’ve chosen to keep it simple on the user’s end and stick with the base game v2.0 voiceover set, which carries over into all subsequent v2.x versions - regardless of whether the Phantom Liberty DLC is installed.
I don't think the mod added extra new spoken dialogue. The mod creator just reuse some existing vanilla dialogues to slap onto this. So whatever language you are using will be the language you will hear.
This mod uses vanilla game voice lines with original voiceovers to make sure it plays correctly in all supported languages. Please note that while the game currently supports 19 languages for text, the voiceovers are limited to 11, and the actual language choices are even narrower and depend on the game’s sales region. The final result depends on your selection in the game user settings.
This mod is fantastic, we need V to say some more lines on different aspects of the game outside of main missions, side quests and such. Would love to hear it makes her feel more alive in night city.
41 comments
As stated in the description, this is a WIP (work in progress) mod - just getting started with the low-hanging fruit, and I definitely see room for expansion.
Thanks for bringing other cases to my attention - there are clearly opportunities and possible exceptions to look into.
Let’s see how it pans out.
Thanks. Be seein’ ya.
Do you know what it could be?
Thanks <3
The description is too general to assess anything.
I’d likely need your game save, along with precise instructions on where to go and what to do - ideally captured close to the vendor, but at a distance where the interaction menu hasn’t appeared yet.
Additionally please check if there are no errors recorded in the mod's log file:
"...\Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\Say_Something_Damn_It\Say_Something_Damn_It.log"
Currently, this mod supports game native vendors only.
Support for custom vendors introduced by other mods may be added in future.
If it follows the game's design, it shouldn't be distinguishable from native ones.
But i appreciate this mod for my personal roleplay, very cool idea
And it would probably work fine in this game if there weren’t a prompt to open the vendor menu through an on-screen dialogue option (like "Show me what you’ve got"), sometimes even accompanied by one of V’s voiceovers, not to mention doing it in front of the vendor.
Turning back and walking away silently in that case just doesn’t feel like expected behavior.
Amazing !!!
Unfortunately, they seem to be absent from the base game voiceover sets.
I’m limited to using existing voiceovers from the base game to maintain compatibility and language consistency - without introducing complex config conditions or requiring large custom voiceover downloads.
Not to mention, generated voiceovers might stick out against the game’s real, actor-recorded dialogue and break immersion.
And on top of that, there are language-specific nuances - idioms and cultural phrases that differ across localizations, even when conveying the same meaning.
That’s why I’ve chosen to keep it simple on the user’s end and stick with the base game v2.0 voiceover set, which carries over into all subsequent v2.x versions - regardless of whether the Phantom Liberty DLC is installed.
Please note that while the game currently supports 19 languages for text, the voiceovers are limited to 11, and the actual language choices are even narrower and depend on the game’s sales region.
The final result depends on your selection in the game user settings.