Dynamic NPC Dialogue In Cyberpunk 2077 | Update 1.6 Mod Showcase



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Another day another mod showcase. This is a saucy addition which aims to tackle Night City’s shyness when exploring.

Download it here x – https://www.nexusmods.com/cyberpunk2077/mods/5534

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9 thoughts on “Dynamic NPC Dialogue In Cyberpunk 2077 | Update 1.6 Mod Showcase”

  1. I find it funny how I don't care a whole lot about 2077 and like NMS and hoping to see some more NMS stuff from you.
    But I also like your content in general and now you're getting me interested in 2077 lol

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  2. This is a good effort. In the Horizon series the way NPCs talk to and interact with Aloy changes as her representative grows and as the game processes. In Cyberpunk 2077, as far as I'm concerned, V is practically invisible, the NPCs are ghosts floating around, and V's rep means absolutely nothing.

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  3. The problem is more that the NPC have no generic reactions to their environment. Its not about talking, its about activities and reactions. In GTA NPC would pull their phones if you do crazy stuff, if you run them over they would start a fight, if theres a shooting drivers panic and cause crashes. Glorious Mayhem at times… 😀 And after the chaos ambulances and firefighters show up to clean up the mess. Its still very basic but in comparison much more interesting. Or look at RDR2, where it is fascinating how much love in details is, you can watch the NPC doing their routines and horses taking a dump. There arent even firefighters in CP77, only some scripted crime scenes and occasionally some of those trauma teams, but there is no story that reflects what is happening in this city. And if the player shows up to kill some random gang there are no consequences. NPC just disappear and no SWAT is showing up to stop the fighting. Outside of this very interesting story narrative there is simply no live in this place, no soul. NPC are decoration in this game. And i dont see much more coming in details because in their endless wisdom they had to put this game up for consoles… There is not much room for scaling if this game in that scale should run on those pocket computers…^^
    I mean even FO76 offers more storytelling through environment than CP77, which is insane haha
    And the gameplay loop for the player outside of the story is almost not existing. Sidequests are all the same, go there and take these dudes out, get money, start over at the next place… Thats it. There isnt even a story behind all those places. Seems like the majority in NC are gangsters who get killed by the player earlier or later…

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  4. There are singular NPCs mainly the whores of the world that actually respond similarly like this mod. They have agressive speach when you walk in front of them and initiate 'talk' or it might just happen automatically. Its not alot. But I am hoping for a more progressive conversation system that allows us to alter their pathways or make them 'goto' something like a bar to get a drink. And each time you do this might trigger discounts and such or them dropping you a snack (which I hope they will one day not include in that notorious backpack limitation which slows down your walk).

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