This is perhaps the last major update that finalizes NC_Ambient_NPCs for good. I do think of this as the most comprehensive pedestrian and traffic behavior overhaul available right now. Every aspect of NPC pathing, movementflow, and environmental interaction has been refined for maximum immersion and balance. Why This Update Matters It is DONE! No really done. I now fully understand all these parameters and even added a few hidden ones. Night City should feel alive, dynamic, and unpredictable— without being immersion-breaking.
If you’ve been enjoying NC Ambient NPCs, consider endorsing the mod!
Installing Use a Mod Manager or manually at your root folder:..\common\Cyberpunk 2077\engine\config\platform\pc\
so should i install those file to Cyberpunk 2077\ or Cyberpunk 2077\engine\config\platform\pc\ ? installing with MO2 offers me to install to Cyberpunk 2077\. should di change it to Cyberpunk 2077\engine\config\platform\pc\ ?
Go ahead and put it in: common\Cyberpunk 2077\engine\config\platform\pc
Afaik global .ini config parameters can also be read from the root directory like that, but i think it's best putting it all the way into the subfolder incase certain parameters require it. Some of it is really tricky to tell, there are certain .ini values and functions that are just turned off. However i think post-processing pathing is working now because i'm seeing different results coming back in 2025 with my crowd tests after turning it on and releasing the last update.
just asking if i understood correctly, this mod changes nothing about the NPC behaviour in vehicles? it affects only the behaviour of the ones on foot? im just asking because ive been looking for a mod that would prevent impatient NPC vehicles ramming into me after like 20 seconds of me waiting at a red light in front of them
Correct. This is only for foot-traffic. But maybe I'll look into this also & see what i can do. I've noticed that too and it's pretty annoying. I apologize for the mix up. I'm more familiar with all the NPC parameters since returning to modding. How NPC foot traffic is interconnected to the 'vehicle traffic' requires some of the traffic settings to be tweaked as well. Think of it like this: (NPC's are also in the car & that requires them to "tap" into the same .ini settings as the NPC's crossing the streets.)
Thats as basic as i can put it here & will sticky for others.
As of V.3.0 and stated in the changelogs, this will effect vehicles in this regard.
I'm still awaiting conformation on whether these would cause conflict at all, very hard to tell with these kind of mods but I will update you once I know.
I see the difference in AI behavior good job, but I feel like the crowd density have decreased, is it normal or just a placebo effect? None the less thank you for making NPC less dumb!
I have too Gibson & to be honest it is a placebo due to the following:
[ The way that this is intended to "feel" has roots in - # of npcs - route length - and the amount of local "things" they can do ]
When you combine the higher rate of these to give an "Ambient" passing feel; like the world "breaths" around you instead of spawns in flocks of bird where ever you are.
You have to either be in a district that has built in higher spawn rates. Like Corpo plaza in day Or you have to limit those interactions because it will clog and lag everything else this mod achieves.
No you’re definitely right. Only problem is it doesn’t work anyway when just at 1. Haha, I see there is a huge mod that has been released that address duplicate npcs- I’m gonna have to give it a look & see.
spawn limit may "disable" / unspawn a npc infront of your camera, quite problematic. For this value, the game has no way to know which npc to keep, the distance from player, if it's visible or hidden... so whenever it tries to add an npc with same look, it will randomly remove one. 2 is a good value to avoid oddities. But indeed it allows two identical npcs.
Thanks for this i'm going to have to do some digging and see if that isn't that can also be fixed. i.e. adding higher spawn values & dictating through scripts which npc will despawn so it's not say within 20 meters of you or within immediate eye sight. There is actually a setting that changes npc persistence when your NOT looking, but it's not advisable to turn it off cause pc go boom probably.
scripts altering crowd reduce fps drastically if it's "per" entity / character, in this case, more is less, trying to fix this behaviour would only reduce performance. when walking it's fine but whenever you travel at high speed, it will be a problem.
Hi. This mod looks very interesting. But how does this mod interact with the "night city alive" mod? Are they complementary or is there clearly incompatibility between the two? I have the impression from reading the description that it's a bit of a cross between the two. Sorry if it's already mentioned somewhere, but I don't see any section that deals with incompatibility. Thanks
Yes, as far as i can tell. They both enhance the liveliness of Night City in different ways. NC_Ambient NPCs v3.0 focuses on refining pedestrian and traffic behaviors to create a more natural flow in the city. Night City Alive seems to introduces dynamic elements like gang members driving around, more reactive NCPD, and civilians responding more realistically to events around them. Hope that helps.
Thanks for replying. There's an optional file in addition to the "Night City Alive" main mod called "NCA Sensitive Pedestrian 2.0" that I installed. Can you tell us if this specific one conflicts with your mod? At worst, I'll remove the optional file. Otherwise, it's great that it works with NCA. Thanks
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most comprehensive pedestrian and traffic behavior overhaul available right now. Every aspect of NPC pathing, movementflow, and environmental interaction has been refined for maximum immersion and balance.
Why This Update Matters
It is DONE! No really done. I now fully understand all these parameters and even added a few hidden ones.
Night City should feel alive, dynamic, and unpredictable— without being immersion-breaking.
If you’ve been enjoying NC Ambient NPCs, consider endorsing the mod!
Thank you everyone who took a chance and found that this added something good to their game like it did mine.
Afaik global .ini config parameters can also be read from the root directory like that, but i think it's best putting it all the way into the subfolder incase certain parameters require it. Some of it is really tricky to tell, there are certain .ini values and functions that are just turned off. However i think post-processing pathing is working now because i'm seeing different results coming back in 2025 with my crowd tests after turning it on and releasing the last update.
Correct. This is only for foot-traffic.
I apologize for the mix up. I'm more familiar with all the NPC parameters since returning to modding. How NPC foot traffic is interconnected to the 'vehicle traffic' requires some of the traffic settings to be tweaked as well. Think of it like this:But maybe I'll look into this also & see what i can do. I've noticed that too and it's pretty annoying.
(NPC's are also in the car & that requires them to "tap" into the same .ini settings as the NPC's crossing the streets.)
Thats as basic as i can put it here & will sticky for others.
As of V.3.0 and stated in the changelogs, this will effect vehicles in this regard.
That's _exactly_ what I do to npc vehicles in front of me when they're waiting at red lights.
Hello again. Boosting this question. Trying to track down what conflict I've been having and those are in my possible list.
[ The way that this is intended to "feel" has roots in
- # of npcs
- route length
- and the amount of local "things" they can do ]
When you combine the higher rate of these to give an "Ambient" passing feel; like the world "breaths" around you instead of spawns in flocks of bird where ever you are.
You have to either be in a district that has built in higher spawn rates. Like Corpo plaza in day
Or you have to limit those interactions because it will clog and lag everything else this mod achieves.
Hope that helps!
This sounds cool. Trying it out now.
Just a question, i red once that the 'SpawnLimit' command should be set at 1 to avoid duplicates NPC. Is it true or not ?
I see there is a huge mod that has been released that address duplicate npcs- I’m gonna have to give it a look & see.
i.e. adding higher spawn values & dictating through scripts which npc will despawn so it's not say within 20 meters of you or within immediate eye sight. There is actually a setting that changes npc persistence when your NOT looking, but it's not advisable to turn it off cause pc go boom probably.
This mod looks very interesting.
But how does this mod interact with the "night city alive" mod?
Are they complementary or is there clearly incompatibility between the two?
I have the impression from reading the description that it's a bit of a cross between the two.
Sorry if it's already mentioned somewhere, but I don't see any section that deals with incompatibility.
Thanks
Night City Alive seems to introduces dynamic elements like gang members driving around, more reactive NCPD, and civilians responding more realistically to events around them.
Hope that helps.
There's an optional file in addition to the "Night City Alive" main mod called "NCA Sensitive Pedestrian 2.0" that I installed.
Can you tell us if this specific one conflicts with your mod?
At worst, I'll remove the optional file.
Otherwise, it's great that it works with NCA.
Thanks
Should be ok now, appreciate it.