Description
Immersify is a mod designed to enhance the interaction between NPCs and player in GTA V.
By improving the behavior of peds during various situations, this mod ensures a more realistic and engaging experience.
The goal is to create a dynamic environment where players feel the consequences of their actions and witness more complex interactions as they explore the game world.
Full feature list
Enemy combat overhaul:
Enemy personality types (Coward/Aggressive/Tactical)
Advanced player location by enemies after loosing contact
Enemy gang reinforcements may arrive when few enemies remain. In case of backup not arriving some enemies will flee
Enemies can be disarmed
Low HP enemies might abandon the fight
Dead peds have markers on radar
Security cameras can report player crimes
Enhanced interaction with peds
Various random encounters:
Gang wars
Vehicle shootouts
Ongoing store robberies
Mugging
Injured person in distress
"Breaking Bad" encounter
Hostage situations
Diversified configurable gang weapons pool
Drivers surrendering cars while aimed at
Advanced reaction of drivers to traffic accidents
Enhanced ped threat response
Ped robberies
DLC vehicles in traffic [Advanced]
Faster traffic speeds [Advanced]
New cheat codes:
amnesia - Enemies and witnesses forget about player
cantcme - All CCTV cameras around player get destroyed
Almost every aspect of the mod can be tweaked.
Installation
Place Consciousness.dll and Consciousness.ini into "scripts" folder.
You'll need Script Hook V & Script Hook .NET
Changelog
2.1.0.1
Legacy Support
2.1
Fixed common crashes
Improved DLC traffic spawn mechanics [Advanced*]
Disable Enhanced Interactions when in stealth mode/vehicle with weapon
Fixed a bug when animals would spawn in DLC traffic
2.0
Polished multiple features
Performance optimization
Removed witness system
Lifted exclusive access to all 1.9 features
1.9
New feature that groups NPCs while walking to increase realism
Slightly changed event blips look
Performance optimization
Added two config vars for performance improvement:
PROCESS_EACH_NUMBER_OF_TICKS: Script updates each N ticks. Increasing this value might improve performance but reduces accuracy of detected events (default is 10)
PROCESS_TIME_EQUALS_FPS: Setting this to true overwrites PROCESS_EACH_NUMBER_OF_TICKS with your current FPS resulting in single update per irl second.
Fixed a bug when unarmed enemies wouldn't flee if player aimed from vehicle
Changed traffic accident blips to attract attention
Added optional ENABLE_PED_GROUPS_BLIPS setting (default is "false") to show grouped peds on radar.
Fixed issues during new dynamic events causing game to crash
Stopped random encounters appearing during missions
Added vehicle shootout event
Ped threat responder
Ped robberies
Enemy reinforcements in vehicles will no longer spawn if player is too far from enemies
Fixed persistent camera blips bug
New aspect of an enemy searching logic:
If a player gets/changes vehicle while enemies are in search mode player will be able to come closer to enemies before they spot them.
1.8
Enemies overhaul:
Search logic improvements [Reworked]:
NPCs now search around the last known location of the player (instead of current player location),
enhancing the realism of evasion mechanics.Search timing now uses in-game time, ensuring consistent behavior even if the game is paused.
Fixed a bug where NPCs would stall.
Added new voice lines.
Replaced HIDE_OUT_OF_SIGHT_STEALTH_ENEMY_BLIPS with STEALTH_ENEMY_BLIPS_OPACITY.
Enemy personalities:
Introduced three personality types for enemies: Coward, Tactical, and Aggressive. Each type has distinct
behaviors in combat.Added new setting DISPLAY_PERSONALITY_BLIPS (false by default) which will add additional layer to blip
depicting enemy personality type.
Added height indicator to enemy blips.
Added new cheat codes:
amnesia - Enemies and witnesses will forget player.
cantcme - All CCTV cameras around player will be destroyed.
Misc:
Added PREVENT_ANIMAL_ATTACKS (default is false) which disables animals attacking player.
Witness system will be suppressed in presence of cops.
Dynamic events won't be triggered during combat
Reinforcements won't spawn when enemies are wrapping up their search
Fixed CCTV blips persistance issue
Reworked behaviour of event blips - now blip is expanding more slowly and smoothly
and expansion is gone when player arrives
1.7.1
Fixed a bug causing wanted level raising issues.
Fixed a bug when NPCs did not react to player actions
Fixed a bug when NPCs ran away before that could see player has a weapon
1.7
Fixed couple of bugs which caused mod to flatline.
CCTV system is supressed during random encounters.
Enemies owned by other scripts will be ignored by Consciousness.
[Immersify] Witnessess can now be stopped and threatened with interaction menu.
[Immersify] Diversified and enhanced ped interaction menu
[Immersify] Added new "Hostage situation" dynamic encounter
1.6.0.1
SHVDN Compatibility fix
1.6
[Immersify] Crime witness system
[Immersify] Ehanced player-to-ped interaction systemEnemy reinforcements will arrive in vehicles as well as on foot
Security cameras will ignore ped actions if ped is set not to trigger wanted level
Minor bug fixes
1.5.2
Fixed an issue preventing security cameras feature from working
Reworked dynamic event blips
Added an ability to turn on blips for spawned gang members in gang war event [GANG_WAR_PARTICIPANT_BLIPS]
Spawned entities will despawn if not needed on scripts reload
Added notification to check log file in case of an error
1.5.1
Reorganized config settings
Fixed bug with Mugging event causing crashing
Fixed two dynamic events triggering at the same time
Added ability to toggle event blips
1.5
Secutiry cameras feature: There are multiple security cameras throughout the map which now have a purpose! Whenever player commits a crime and is spotted by camera they will be given a wanted level. Players can shoot security cameras to prevent it from reporting. There are options to configure if shooting camera after it spotted you commiting a crime could be stopped (CAN_STOP_REPORT config var)
Whenever scripts are reloaded all blips created by Consciousness will be cleaned up
Gang blip colors can now be modified
Added voice lines for enemies looking for player
Previously if there are two or more enemies of different groups (e.g. Ballas & Vagos) whenever player was spotted by any enemy all other enemies were alerted. This update introduces new way: whenever player has been spotted by npc of specific group only enemies of the same group will be alerted.
1.4.0.1
Scripthook DotNet compatibility fix
1.4
Enhancements:
Enemies searching for a player in a stealth mode will have blips disappear if player does not see them (Configurable with HIDE_OUT_OF_SIGHT_STEALTH_ENEMY_BLIPS)
Reworked traffic accident manager (thanks jazzysoggy12 for an idea): Some drivers will now accept payments instead of calling cops right away
Changed hands up animation for peds surrendering vehicles
Fixes:
Fixed the traffic accident report warning appearing when driver is dead
1.3.2
Enhancements:
Shop robberies: Previously if no shopkeeper spawned (GTA's logic only spawning shopkeeper if player is really close to the store), the event would not be triggered. I patched this issue by spawning custom shopkeeper if GTA's not there already
Introduced DISABLE_NOTIFICATIONS config var (Disables notifications about accidents/reinforcements/etc)
Fixes:
"Special" event won't spawn any new vehicles if there's already one
Fixed some reported crashes in "special" event
Army peds and peds in tanks won't surrender vehicles anymore
1.3.1
Enhancements:
Added new "Mugging" dynamic event [Events map]
As soon as game started new events are ready to begin (Previously needed to wait MINUTES_BETWEEN_ALL_EVENTS)
New blip is being used to display events on map
Decision to avoid event triggering if player is looking now depends on camera and not play model position
Fixes:
In "Special" event voice is now correctly set for the npc
In "Special" event fixed a bug where friendlies would run
1.3.0
Enhancements:
Added new "special" dynamic event
Added EVENT_DESPAWN_DISTANCE configuration option. (200 by default)
Added a possibility to disable individual event types. (See the "DynamicEvents" config section)
Fixes:
Fixed issues with dynamic event despawn distance calculations.
Corrected event completion logic in the "Pickup" event.
1.3.0 [Beta]
Added a new system of dynamic events in the game world, providing more immersive and varied gameplay experiences.
Event types:
Pickup. Players can now encounter events where they must transport injured pedestrians to hospitals.
Ongoing shop robberies
Gang brawls/shootouts
Configuration:
MINUTES_BETWEEN_ALL_EVENTS - Amount of minutes that need to pass before triggering another event
MINUTES_BETWEEN_EVENTS_OF_SAME_KIND - Minimum minutes required between events of the same type (e.g., no other shop robbery until threshold is met).
MINUTES_BETWEEN_EVENTS_AT_SAME_PLACE - Minimum minutes required between events of the same type in the same place (i.e. Grove St. shop robbery)
Fixes:
Fixed a bug where reinforcements were not spawned correctly if dead enemies were selected.
Addressed issues with body markers not toggling correctly based on distance
1.2.1
Scripthook V DotNet 3.6.0 release compatibility hotfix
1.2.0
Blips will now start flashing when there's 5 seconds left until enemies give up searching
Vehicle surrender feature (Beta). Remember how in GTA IV peds will surrender vehicle with their hands up if you aim at them? This feature is now back [Configured with PED_CHANCE_TO_SURRENDER_VEHICLE]
Backup and flee system improvement
Added mod toggle hotkey (Special thanks to superfruit86). [Configured with MOD_TOGGLE_KEY; default is None]
1.1.0
Added a feature where enemy reinforcements can be called in during combat under certain conditions (special thanks to Matushka) [Can be disabled with REINFORCEMENTS_ENABLED=false]
If enemies are mostly wiped out and reinforcements are not called, there is a 50% chance that some enemies will flee. [Also can be disabled by REINFORCEMENTS_ENABLED=false]
Fixed an issue where enemies would persist on a very large distance
1.0.1
Bugfixes & minor improvements
Restored a feature preventing enemies from despawning (ENEMIES_PERSISTANCE_DISTANCE)
1.0.0
Traffic accident manager: Diversified and improved behavior
Always show blip heading indicator [ON by default/Can be disabled]
Multiple bugfixes
Stability improvement
Default search duration increased to 120 seconds
0.3.3.1
Removed persistence feature
0.3.3
Performance improvement
NPC vision cones displaying (Enemy FOV)
I̶n̶c̶r̶e̶a̶s̶e̶d̶ e̶n̶e̶m̶i̶e̶s̶ p̶e̶r̶s̶i̶s̶t̶e̶n̶c̶e̶ d̶i̶s̶t̶a̶n̶c̶e̶ [̶C̶o̶n̶f̶i̶g̶u̶r̶a̶b̶l̶e̶]̶ Had to remove it due to a bug which causes allies to fight each other
If an error occurs, it will be logged into Consciousness.log
Changes to NPCs searching
Added broken bottle to NPC's melee list
0.3.2
Body Markers mod has been enhanced and merged into Consciousness (Configurable) [Enter 'bmtoggle' cheat to toggle blips]Diversified gangs' melee weapons
Gangs' weapons pool is configurable with config (Proposed by @kanadianborn) [Demo]
From now on mod is disabled during missions (Can be changed in config)
Slight performance improvement
Wanted level won't be given to player if traffic accident reporter is dead ;)
Minor bug fixes
0.3.1:
Fix typo in settings
0.3
Some peds will now have blip color corresponding to their gang. [Can be disabled]
Added NPC's rotation indicator when in search mode
Improved gang weapons: Gangs will now have greater pool of weapons (Micro SMG, Machine pistol, Assault rifle and more). All weapons are distributed according to their rarity (e.g Pistol - common, Assault rifle - uncommon) [Can be disabled]
Added configurable chance to writhe for NPCs (If NPC's health is low, what is chance they would writhe; configurable)
Traffic accident handler: If you damage someone's vehicle, there's a chance this person would check the damage and call cops on you [Chance is configurable/Can be disabled]
Various bugfixes
0.2.1:
Removed debug info
0.2 [Trailer]:
Fleeing/Disarming animations are now more smooth
NPC location feedback. NPC's will shout to inform allies of player's presence
If NPC decides to abandon the fight and flee, their blip will change color and start to flash
Introduced config file
0.1 (TL;DR: Video):
When enemies losing contact, after some time they will start looking for a player around the area where they were previously seen.
Enemies also react on sounds made by player
Attracting attention of a single enemy alerts other enemies
There's a chance player won't be noticed using silenced weapons
There's also an ability to disarm enemies
If an enemy is seriously injured, there's a slim chance they'll abandon a fight and run away.