Posted November 16, 2025Nov 16 Immersify [.Net] DescriptionImmersify 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 listEnemy combat overhaul:Enemy personality types (Coward/Aggressive/Tactical)Advanced player location by enemies after loosing contactEnemy gang reinforcements may arrive when few enemies remain. In case of backup not arriving some enemies will fleeEnemies can be disarmedLow HP enemies might abandon the fightDead peds have markers on radarSecurity cameras can report player crimesEnhanced interaction with pedsVarious random encounters:Gang warsVehicle shootoutsOngoing store robberiesMuggingInjured person in distress"Breaking Bad" encounterHostage situationsDiversified configurable gang weapons poolDrivers surrendering cars while aimed atAdvanced reaction of drivers to traffic accidentsEnhanced ped threat responsePed robberiesDLC vehicles in traffic [Advanced]Faster traffic speeds [Advanced]New cheat codes:amnesia - Enemies and witnesses forget about playercantcme - All CCTV cameras around player get destroyedAlmost every aspect of the mod can be tweaked.InstallationPlace Consciousness.dll and Consciousness.ini into "scripts" folder.You'll need Script Hook V & Script Hook .NETChangelog2.1.0.1Legacy Support2.1Fixed common crashesImproved DLC traffic spawn mechanics [Advanced*]Disable Enhanced Interactions when in stealth mode/vehicle with weaponFixed a bug when animals would spawn in DLC traffic2.0Polished multiple featuresPerformance optimizationRemoved witness systemLifted exclusive access to all 1.9 features1.9New feature that groups NPCs while walking to increase realismSlightly changed event blips lookPerformance optimizationAdded 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 vehicleChanged traffic accident blips to attract attentionAdded optional ENABLE_PED_GROUPS_BLIPS setting (default is "false") to show grouped peds on radar.Fixed issues during new dynamic events causing game to crashStopped random encounters appearing during missionsAdded vehicle shootout eventPed threat responderPed robberiesEnemy reinforcements in vehicles will no longer spawn if player is too far from enemiesFixed persistent camera blips bugNew 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.1.8Enemies 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 distinctbehaviors in combat.Added new setting DISPLAY_PERSONALITY_BLIPS (false by default) which will add additional layer to blipdepicting 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 combatReinforcements won't spawn when enemies are wrapping up their searchFixed CCTV blips persistance issueReworked behaviour of event blips - now blip is expanding more slowly and smoothlyand expansion is gone when player arrives1.7.1Fixed a bug causing wanted level raising issues.Fixed a bug when NPCs did not react to player actionsFixed a bug when NPCs ran away before that could see player has a weapon1.7Fixed 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 encounter1.6.0.1SHVDN Compatibility fix1.6[Immersify] Crime witness system[Immersify] Ehanced player-to-ped interaction systemEnemy reinforcements will arrive in vehicles as well as on footSecurity cameras will ignore ped actions if ped is set not to trigger wanted levelMinor bug fixes1.5.2Fixed an issue preventing security cameras feature from workingReworked dynamic event blipsAdded 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 reloadAdded notification to check log file in case of an error1.5.1Reorganized config settingsFixed bug with Mugging event causing crashingFixed two dynamic events triggering at the same timeAdded ability to toggle event blips1.5Secutiry 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 upGang blip colors can now be modifiedAdded voice lines for enemies looking for playerPreviously 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.1.4.0.1Scripthook DotNet compatibility fix1.4Enhancements: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 awayChanged hands up animation for peds surrendering vehiclesFixes:Fixed the traffic accident report warning appearing when driver is dead1.3.2Enhancements: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 alreadyIntroduced DISABLE_NOTIFICATIONS config var (Disables notifications about accidents/reinforcements/etc)Fixes:"Special" event won't spawn any new vehicles if there's already oneFixed some reported crashes in "special" eventArmy peds and peds in tanks won't surrender vehicles anymore1.3.1Enhancements: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 mapDecision to avoid event triggering if player is looking now depends on camera and not play model positionFixes:In "Special" event voice is now correctly set for the npcIn "Special" event fixed a bug where friendlies would run1.3.0Enhancements:Added new "special" dynamic eventAdded 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 robberiesGang brawls/shootoutsConfiguration:MINUTES_BETWEEN_ALL_EVENTS - Amount of minutes that need to pass before triggering another eventMINUTES_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 distance1.2.1Scripthook V DotNet 3.6.0 release compatibility hotfix1.2.0Blips will now start flashing when there's 5 seconds left until enemies give up searchingVehicle 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 improvementAdded mod toggle hotkey (Special thanks to superfruit86). [Configured with MOD_TOGGLE_KEY; default is None]1.1.0Added 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 distance1.0.1Bugfixes & minor improvementsRestored a feature preventing enemies from despawning (ENEMIES_PERSISTANCE_DISTANCE)1.0.0Traffic accident manager: Diversified and improved behaviorAlways show blip heading indicator [ON by default/Can be disabled]Multiple bugfixesStability improvementDefault search duration increased to 120 seconds0.3.3.1Removed persistence feature0.3.3Performance improvementNPC vision cones displaying (Enemy FOV)I̶n̶c̶r̶e̶a̶s̶e̶d̶ e̶n̶e̶m̶i̶e̶s̶ p̶e̶r̶s̶i̶s̶t̶e̶n̶c̶e̶ d̶i̶s̶t̶a̶n̶c̶e̶ [̶C̶o̶n̶f̶i̶g̶u̶r̶a̶b̶l̶e̶]̶ Had to remove it due to a bug which causes allies to fight each otherIf an error occurs, it will be logged into Consciousness.logChanges to NPCs searchingAdded broken bottle to NPC's melee list0.3.2Body Markers mod has been enhanced and merged into Consciousness (Configurable) [Enter 'bmtoggle' cheat to toggle blips]Diversified gangs' melee weaponsGangs' 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 improvementWanted level won't be given to player if traffic accident reporter is dead ;)Minor bug fixes0.3.1:Fix typo in settings0.3Some peds will now have blip color corresponding to their gang. [Can be disabled]Added NPC's rotation indicator when in search modeImproved 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 bugfixes0.2.1:Removed debug info0.2 [Trailer]:Fleeing/Disarming animations are now more smoothNPC location feedback. NPC's will shout to inform allies of player's presenceIf NPC decides to abandon the fight and flee, their blip will change color and start to flashIntroduced config file0.1 (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 playerAttracting attention of a single enemy alerts other enemiesThere's a chance player won't be noticed using silenced weaponsThere's also an ability to disarm enemiesIf an enemy is seriously injured, there's a slim chance they'll abandon a fight and run away. File Information Submitter Rockstar Submitted 11/16/2025 Category Scripts View File
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