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Systems · Ten-code index

Five running in the game. One still on paper.

Go on duty at the Watson precinct and the city stops treating you as a target. A call comes over the radio, the suspect is already out there driving his own street, and the unit you summon drives itself to you. Wherever it can, the mod uses the game's own parts — its chase spawner, its vehicle call, its dialogue widget — instead of imitating them. Confirmed in game means someone played it and it held up. Under each confirmed system sits a second list, with a dashed edge: things that are in the build and nobody has played even once. The last system is laid out like the others, so to be plain about it: none of its code exists yet.

Confirmed in game
5
Planned, no code
1
See the in-game captures

10-8

Duty mode

Walk up to the Watson precinct, press one key, and Night City stops treating you as a target.

  • Going on duty switches the game’s prevention system off completely: no stars, no chase, no MaxTac.
  • The NCPD’s attitude group, which decides how that faction sees you, flips to friendly. Officers treat you as one of their own.
  • Trauma Team stands down too. Until they were added to the same friendly groups, they kept opening fire on a uniformed officer.
  • The uniform puts itself on: jacket, trousers, boots, glasses and helmet, all vanilla items from the base game.
  • The on-duty banner is the game’s own police alert widget, reused, so it looks and sounds like part of the game.
  • Load a save and the precinct is still there, ready to walk into. Loading used to wipe the precinct pin and leave you no way to go on duty at all.
  • Kill someone on foot while on duty and the city lets it go. Stars used to creep back mid-call. The reason: the game has no single switch for prevention, it keeps a stack of locks, and its own cleanup routine switched the system back on whenever a chase was running.
  • The only way off duty is to close the game. That is a decision, not a gap: a second switch would be one more thing to break, for very little gain.
  • Closed on 28 September, and its code is locked: no change that touches it gets installed without a deliberate sign-off.

In the build, untested

In the build, and nobody has played it yet. Read every line here as what should happen, not as something anyone has seen.

  • The game’s own prevention spawner switches off again when each call closes, instead of staying on for the rest of the session.
  • Blowing up a civilian car while on duty should stop raising stars too. On foot is confirmed; vehicles are not.

10-31

Radio dispatch

The radio clicks on and a call comes in. You have twenty seconds to take it before it expires.

  • A custom card, built with ink (the game’s own UI system), slides into the HUD showing priority, the district you are actually standing in, distance and suspect count. Press Y to accept; ignore it and the call expires.
  • Accept, and a search area appears on the minimap while genuine NCPD dispatch voice lines play. U cancels a call you have already taken.
  • It is a circle, not a pin, because dispatch does not know where the suspect is either. The moment he shows up, the circle closes in on him and follows him.
  • The card stays live once you accept: the distance counts down every second and the status moves through its phases, from en route to on scene to in pursuit.
  • Calls keep coming on their own, one after another, for as long as you stay on duty. For sixteen days in September they did not: a flag was switched off one line before the code read it, so the only way to get a call was to force one by hand. The chain has been back since 22 September.
  • The call’s location comes from the street itself: a car moving through traffic 150 to 200 metres away, a parked one if nothing is moving, or open walkable ground under open sky if there is no traffic at all.
  • That is closer than the design called for, which was 300 to 700 metres. Asked about that range, the game engine kept answering with nothing, so the honest version is a call two blocks away, not across the district.
  • Picking that spot used to crash the game, roughly once every seven to ten searches. It no longer asks the physics engine anything, and ninety-two searches in a row went through without a single crash.
  • If the spot turns out to be unusable, the call moves instead of dying: new map marker, new radio line, no second card.
  • Lose him and the call ends there. That means more than 200 metres between you for ten seconds in a row, after you had caught up with him.
  • Kill him or blow up his car and the call closes. Take him down alive and it stays open until you arrest him.
  • Loading a save no longer leaves dispatch mute for the rest of the session.
  • The suspect comes from the gangs that actually run the district you are standing in, picked from 55 character IDs that were checked one at a time in the game’s console.
  • He carries his own wanted level, so to the city he is the one being hunted, not you.
  • Today every call is the same kind: a pursuit. More kinds of call come later.

In the build, untested

In the build, and nobody has played it yet. Read every line here as what should happen, not as something anyone has seen.

  • A minute between calls, or thirty seconds after one that went wrong. Restored on 3 October after a test at fifteen seconds; not played yet.
  • The radio no longer tells you how many suspects are waiting. It reports “no info”, and the count fills in once you are close enough to see them with your own eyes.
  • The status line gains its last leg, on foot, once he is out of the car.
  • The district on the card is recalculated when you arrive, instead of staying whatever it was when the radio clicked on.
  • Distance shows in feet and miles if the game is set to imperial units.
  • A call closes itself if you leave the scene or take too long getting there.

10-80

Vehicle pursuit

When the call comes in, the suspect is already out there, driving his own street. Get within thirty metres and he runs.

  • No car popping into existence in front of you: the game’s own chase spawner places his car off screen, on the road network, facing the right way.
  • Until you arrive he drives his street like anyone else in traffic. Now and then he jams against another car for a moment; the chase still starts when you close in.
  • He runs when you get within thirty metres. Distance is the only trigger.
  • He flees without shooting at you, until you attack. Anything of yours counts: a shot he can hear even if it was not aimed at him, a hit on him, his car or his tyres, a grenade against the car. Then he turns hostile (just him, not his gang) and keeps running.
  • Hacks on him and on his car are blocked.
  • He drives with the game’s own driving system: it brakes and steers the way the game decides.
  • If his car gets stuck while you are close, on foot or in your own car, he gets out. If you never attacked him, he runs off on foot the moment he is out and does not get back in; shoot at him and he turns to fight. Two times in ten he comes out fighting anyway. If you had already attacked him, he comes out fighting.
  • In a car, he counts as gone after ten seconds in a row more than 200 metres away, timed only from the moment you first got within thirty metres. Catch up before then and the count starts over. On foot, it is 90 metres for eighteen seconds.
  • Shoot his tyres out and the car handles like it. The loss of grip is applied to all five of the game’s driving models, one per drivetrain, scaling each one instead of overwriting it.
  • In heavy traffic he dodges other cars too late and clips them. On an empty street he does not.
  • Closed on 3 October, and closed is not finished. He does not brake before corners yet, because the mod has no map of the streets: the game’s road network could not be extracted, and asking the game for the route its own driver is about to take came back empty every time. The extra moves (a burst of speed, a deliberate U-turn, a swerve) are noted down for later. And in eleven chases, he has not got away once.

In the build, untested

In the build, and nobody has played it yet. Read every line here as what should happen, not as something anyone has seen.

  • Before you have got close to him (say you fired at him from a distance), the call only closes once he has been 400 metres away for ten seconds.
  • When it turns around, the getaway car no longer shudders.
  • The getaway car should stop dropping out of the sky or arriving untextured.
  • When the game turns down all three of its spawn bands, the mod places the car itself, and on that path the escape started four seconds late. That should be fixed now.
  • Shooting out four tyres used to count as one, so he never started braking. The count now comes from the game engine’s own event.
  • Rather than be taken, a suspect can turn the gun on himself.

10-20

Fleet control

Call a unit and a patrol car drives itself to you, siren running, then parks with the roof bar lit.

  • Six units: Villefort Cortes, Archer Hella, Chevalier Emperor, Thorton Merrimac, the Brennan Apollo motorcycle and the Militech Hellhound.
  • Units come through the game’s native vehicle system, so each one arrives recognised as yours: no breaking in, no hostility, no stolen-vehicle prompt.
  • It drives to you with the full siren going. Once it stops, it switches itself to patrol mode: sound and side sign off, roof bar still lit.
  • R toggles just the roof light bar, with no sound: that is patrol mode. With the game’s own siren on, R cuts the sound and the side sign and leaves the bar. With a weapon in your hand, R still reloads, as it always has.
  • Get out and the cruiser stays parked with the bar lit.
  • With the game’s siren sounding, people on the street get out of the way, just as they do for the horn.
  • For a day, R lit the wrong light: the effect the mod switched on was the red sign on the side of the car, not the bar on the roof, which is a separate light. Seen on the Villefort Cortes and the Chevalier Emperor, and since then on the Archer Hella and the motorcycle.
  • The O menu shows a real photo of each of the six units, taken in the game’s photo mode.
  • Wreck one and you can call it again straight away. A destroyed unit used to stay marked “in transit” for the rest of the save.
  • Inside a car the menu still opens, as a blocked panel, and O closes it again.
  • Standing inside the precinct itself, you cannot call a unit at all.
  • The Hellhound comes now, and it was this system’s oldest blocker. It arrives by a different route from the rest: it is unlocked as one of your own vehicles instead of being placed like the others.
  • The light bar arrives lit, every time: five summons out of five, with sound and light.
  • Units you leave behind clear themselves away once you walk off. The mod used to run its own sweep for that, and the sweep was our code doing a worse job of something the game already did well. It is switched off.
  • Two limits, both the game’s. First, the parked bar goes dark for a moment when the game shuts the car down, about twelve to fourteen seconds after you get out, then comes back on. Keeping it lit for good would mean stopping the car from shutting down, and that crashed the game. Second, a unit sometimes arrives untextured or seems to drop in from above, mostly the Merrimac and the Hellhound. The mod does not place these cars; it asks for them through the same function the game’s own vehicle wheel uses. The likeliest reading is that the model arrives late, and that is a reading, not a measurement.

In the build, untested

In the build, and nobody has played it yet. Read every line here as what should happen, not as something anyone has seen.

  • Press O with a unit already out. Within about forty metres, it sounds its horn so you can find it. Further away and empty, it leaves and a fresh one drives to you. Carrying a detainee, it sounds the horn.
  • The fleet menu, redrawn: a numbered list, bars for each car’s figures, an estimated top speed, and it closes the moment you call a unit.
  • A unit no longer parks itself inside the precinct garage.
  • A unit sent to replace one that failed to spawn arrives with its siren on and marked as yours.
  • Calling the Hellhound no longer takes over the summon for your own car. It was registering as the player’s active vehicle, which is stored in the save, and nothing released it. A save already stuck that way is put right by picking your car again in the game’s own vehicle wheel.

10-15

Arrest and interaction

Take him down without killing him and he gets up, hands behind his back, and follows you to your cruiser.

  • Take a suspect down and he drops defeated rather than dead, at any distance, as long as his body came through in one piece.
  • For four seconds he cannot be hurt, so nobody finishes him off before you get there. After that, a shot kills him and the call closes.
  • Aim at him and press the key: a menu opens offering to take him into custody. He gets up in an animation, hands behind his back, and says something.
  • Then he follows you on his own, walking. He takes about eight seconds to set off, and he always walks: run, and he falls behind.
  • The menu is the game’s own dialogue widget, the one conversations use. Not an imitation: it is CDPR’s own, fed by the mod.
  • The option text is ours; the voice is the suspect’s own. He begs in his own recorded audio, so nothing is read in one voice and heard in another.
  • Walk him to your unit and he gets into the rear seat. You can carry two.
  • Drive to the precinct and the option to hand him over appears as you pull up. The screen goes black, he gets out, and he is gone. Until today this site said he walked to the door first. That was never true.
  • None of this comes from reviving him. The game never gets a downed NPC back up (no command, no task, not a single NPC that does it), because going down locks his behaviour tree, the logic that decides what he does, into the downed branch for good. The way through was to change how he falls in the first place, using the defeat the game already has for fist fights.
  • Closed on 10 September and locked on 28 September.
  • Getting him into the car is not foolproof. On 2 October a detainee followed the player instead of getting in, and the cause has not been measured yet.
  • After loading a save, the mod no longer counts the cruiser you had as yours: call a fresh one with O before you try to put anyone in it.
  • If your cruiser blows up with him inside, he climbs out armed and turns on whoever is nearby, and he cannot be put into another car.
  • The player can still sit in the seat the detainee is using. The game engine does not mark that seat as taken by an NPC, and nothing on the script side can mark it.
  • The hands-behind-the-back pose does not survive the walk. It plays as he gets up and is gone the moment he starts moving: of the fifty-eight animation wrappers the game names anywhere, not one is a surrender pose.
  • A criminal lying right next to a car can go undetected, because your aim locks onto the vehicle instead of him. With a call running, or someone already in custody, there is a fallback; with neither, there is none.

In the build, untested

In the build, and nobody has played it yet. Read every line here as what should happen, not as something anyone has seen.

  • He is disarmed as you take him into custody, so his gun drops to the ground.

Not built · No code yet

Nothing past this line exists in the build. The system below is written up so the gap shows, not because any part of it can be played.

10-12

MDT and progression

A terminal in your cruiser for records, plates and warrants, with rank, shifts and pay on top.

  • Phase 6 on the roadmap. Nothing written yet.