Stops combat from auto-triggering when you use a silenced gun or throwing knife. Lets you use those weapons from stealth even when you don't one-shot kill enemies.
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- Fix issue with silenced gunshots within 8m triggering combat
Version 1.6.1
Minor change to fix red text error in CET console.
Version 1.6.0
- New requirements (Red4ext, ArchiveXL, TweakXL) - Moves the menu to a new "Silent Silencers" category instead of under "RMK Mods". - Adds a new configurable temporary cover/visibility debuff after shooting enemies silently. Defaulted to on. See description.
Version 1.5.0
- Updated for 2.0! CET isn't updated yet, so don't install CET until it is, and that means the settings menu for this mod is not available. For now you can use default options, or open up the .reds file in a text editor to edit manually. - Disabled the "sound stimulus" option, since the stimulus I was using now triggers combat. Enemies seem to be reacting a lot better by default now anyway (maybe what they mentioned in the stream), so it doesn't seem to be needed. - Once the various mod frameworks are updated I will add a new option to increase visibility on the player after firing, which I think will work well with the way the enemies look around for you, making it challenging.
Version 1.4.1
Better support for silenced weapons made with other mods, for example Unlocked Attachments.
Version 1.4.0
Adds checks for common redscript errors using feature in latest redscript.
Version 1.3.0
- Added option for a sound stimulus centered on the player when you make a silenced attack that doesn't kill the enemy. Defaulted to ON at a modest 20m. Makes enemies investigate near you. - If there's interest I could make an option to turn this on even when you kill in one hit. - Reduced default ranges for not being detected from 8m to 2m.
Version 1.2.1
Fixed small bug with the 4 new options. Previously when you opened the menu it would show the default values (0) instead of your saved settings (which worked, but you would just see the wrong values for them).
Version 1.2.0
Added 4 configurable options for controlling when you are detected if you don't kill an NPC: - Hits until auto-detection, - Base detection chance, - Per hit detection chance, - Seconds to detection
Version 1.1.1
Fixed a copy and paste bug in the settings that caused the knife min distance setting to change the gunshot min distance instead.
Version 1.1.0
Overwatch silencer is now also silenced! (It wasn't covered by the original version because it's a built-in silencer and it doesn't work exactly the same as ones you attach)
This mod stops the combat state from triggering when you shoot enemies with silenced weapons or throw knives at them. In the unmodded game enemies will all know where you are (combat state is triggered) when you shoot someone from stealth but don't one-shot kill them, event with a silenced weapon. With this mod, the enemies may still become alerted and look around for you, but you stay hidden and can continue to harass them from stealth.
By default, if you are within 2 meters of them them when you attack the combat state will be triggered.
As a way to balance Your cover protection is removed and your visibility to enemies increases if you don't kill the target in one shot. This is configurable in the mod's options menu.
Why?
I know that silencers do not actually make guns silent in real life (or so I've heard, it doesn't matter), but in video game logic that is usually how they work. I think this is more fun, and makes them more useful. It's hard to one-shot someone on Very Hard. I find this makes silenced weapons very powerful, but I also often get found by enemies looking around for me.
Configuration:
This mod is configured from the "Mods" menu in the Settings menu, under "Silent Silencers". This can be done any time, including in the middle of gameplay.
Core Functionality The minimum ranges are the range you have to be from the enemy to stay in stealth. Decrease these values to stay hidden even when right next to the enemies (though they can still turn and see you of course). Increase the values to make it so you have to be far away in order not to be heard.
Cover/Visibility Debuff Adds a short status effect that cancels the benefits of peeking out from behind cover anytime you make a stealth attack.
Detection Chance
Hits until auto-detection: NPC will detect you after this number of silent hits.
Base detection chance: percentage change of being detected on every hit.
Per hit detection chance: percentage change to be detected per previous hit. So if you set this to 10%, your first hit has 0% chance to be detected, second hit has 10%, third hit has 20%, and so on. This chance is added to the base chance (which can be 0%).
Seconds to detection: If the NPC is still conscious after this number of seconds from your first attack, you are detected.
Installation:
IMPORTANT: This mod depends on several other required mods. Download and install them first!
To install this mod, extract the zip file into the Cyberpunk 2077 installation folder.
Credits:
Thanks to the maintainers of, and all contributors to, Wolvenkit