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Dark Future
  • Welcome to the Dark Future
  • Getting Started
  • Change Log
  • Gameplay
    • Basic Needs
    • Nerve
    • Addiction Overview
    • Addiction Details
  • Consumables
  • Cyberware
  • Injury
  • Mod Settings
  • Perks and Skills
  • Stash Crafting
  • Vehicle Summon Credits
  • Sleeping In Vehicles
  • Other Features and Changes
  • For Mod Authors
  • For Translators
  • FAQ
  • Credits
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On this page
  • Available Options
  • System
  • Gameplay - General
  • Gameplay - Fast Travel
  • Gameplay - Vehicle Summoning
  • Gameplay - Sleeping In Vehicles
  • Gameplay - Vehicle Sleep Encounters
  • Survival - Basic Needs
  • Gameplay - Alcohol Addiction
  • Gameplay - Nicotine Addiction
  • Gameplay - Narcotic Addiction
  • Gameplay - Injury
  • Interface
  • Sounds and Visual Effects
  • Notifications
  • Compatibility
  • Misc
  • Advanced - Consumable Restoration
  • Advanced - Consumable Weights
  • Advanced - Consumable Prices
  • Advanced - Ammo

Mod Settings

PreviousInjuryNextPerks and Skills

Last updated 3 months ago

Use Mod Settings to configure each feature of Dark Future.

Available Options

System

Option
Description
Default

Enable Dark Future

Enables Dark Future. Disabling this setting will shut down all features, including Basic Needs, Addiction, and so on. For troubleshooting only; descriptions throughout the game will still reference Dark Future even if this setting is disabled.

On

Gameplay - General

Option
Description
Default

Reduce Max Carry Weight

Significantly reduces V's default Carry Weight to 120 (Full) or 160 (Partial). (Default: On - Full Reduction)

On - Full Reduction

Increase Default Stamina Recovery Time

Slightly increases the time between spending Stamina and when it begins to recover. Reduces the ability to Dash limitlessly and makes combat more challenging, especially on Very Hard difficulty.

On

Limit Crafting to Stash

If enabled, crafting can only be accessed by using a new option when interacting with any of V's Stash containers in hideouts and vehicles.

On

Disable Consumable Storage In Stash

Disables storing consumable items in V's stash. Prevents stockpiling food, drinks, and medication.

On

Gameplay - Fast Travel

Option
Description
Default

Disable Fast Travel

Disables Fast Travel at DataTerms and Metro Gates. (Note: If using another mod that also modifies or disables Fast Travel, turn this option Off.)

On

Hide Fast Travel Markers In World

Hides Fast Travel map markers as seen on the HUD and Mini-Map. These markers will still be seen on the Map Menu.

On

Gameplay - Vehicle Summoning

Option
Description
Default

Limit Vehicle Summoning

Enables a charge-based system called Summon Credits that limits how often vehicles can be summoned. Encourages more frequent vehicle theft and riding the Metro. Also disables summoning by tapping the Call Vehicle hotkey.

On

Max Vehicle Summon Credits

The maximum number of Summon Credits that can be accumulated at one time.

2

In-Game Hours Per Summon Credit

The number of hours that must pass in-game before being granted a new Summon Credit.

8

Gameplay - Sleeping In Vehicles

Option
Description
Default

Allow Sleeping In Vehicles

Allows sleeping while inside stationary vehicles parked away from the nearest road.

On

Road Distance

How far you must be from a road in order to sleep in a vehicle. Curb: Allows sleeping very near roads, but also in less sensible areas (e.g. highway ramps). Roadside: Can sleep near roads. Secluded: Requires distance from the nearest road, such as a parking lot.

Roadside

Energy Recovery In Limited Areas

The maximum amount of energy that can be recovered when sleeping in a vehicle in an area set to Limited Recovery.

70

Energy Recovery - Night City

If Limited, Nerve does not recover, and Energy recovery is limited (see "Energy Recovery In Limited Areas"), which can prevent clearing the Stimulant status. If Full, sleeping in a vehicle while in Night City is as restful as sleeping in a bed.

Limited

Energy Recovery - Badlands

If Limited, Nerve does not recover, and Energy recovery is limited (see "Energy Recovery In Limited Areas"), which can prevent clearing the Stimulant status. If Full, sleeping in a vehicle while in the Badlands is as restful as sleeping in a bed.

Limited

Switch To First Person When Sleeping

Switches the camera to a first person perspective when sleeping in vehicles. The camera is restored to its previous setting after waking up.

On

Show Input Hint

Shows an input hint for sleeping in vehicles. Requires Input Loader.

On

Gameplay - Vehicle Sleep Encounters

Option
Description
Default

Enable Vehicle Sleep Encounters

If enabled, gangs may ambush you while sleeping in a vehicle.

On

Encounter Chance (%) - Gang Districts

The chance that you will be ambushed while sleeping in a vehicle in any of Night City's gang-controlled districts. (You cannot be ambushed while sleeping in an area that disallows combat.)

30%

Encounter Chance (%) - City Center

The chance that you will be ambushed while sleeping in a vehicle in any of Night City's gang-controlled districts. (You cannot be ambushed while sleeping in an area that disallows combat, like Morro Rock.)

20%

Encounter Chance (%) - Badlands

The chance that you will be ambushed while sleeping in a vehicle in any of Night City's gang-controlled districts. (You cannot be ambushed while sleeping in an area that disallows combat, like the Aldecaldo campsite.)

15%

Survival - Basic Needs

Option
Description
Default

Hydration Loss Rate (%)

Modify the rate that Hydration is lost over time. Example: 200% would double the default rate of Hydration loss.

100%

Nutrition Loss Rate (%)

Modify the rate that Nutrition is lost over time. Example: 200% would double the default rate of Nutrition loss.

100%

Energy Loss Rate (%)

Modify the rate that Energy is lost over time. Example: 200% would double the default rate of Energy loss.

100%

Nerve Loss Rate - Combat (%)

Modify the rate that Nerve is lost while in combat. Example: 200% would double the default rate of Nerve loss.

100%

Nerve Loss Rate - Being Traced (%)

Modify the rate that Nerve is lost while being traced by a Quickhack. Example: 200% would double the default rate of Nerve loss.

200%

Enable Death From Nerve Loss

Suffer a fatal heart attack when Nerve reaches 0. (Nerve is the only Basic Need that can kill you when it fully depletes.)

On

Enable Weapon Shake From Nerve

If enabled, low Nerve will cause your hands to shake when aiming weapons. Shake is neutralized by the Nerves of Tungsten-Steel perk.

On

Gameplay - Alcohol Addiction

Option
Description
Default

Enable Alcohol Addiction

Enables addiction to alcohol. (Note: Disabling this mechanic will make managing Nerve significantly easier.)

On

Addiction Progress Chance (%)

The chance of gaining Addiction Progress. This is the chance that using the substance will contribute toward addiction, not the chance to become addicted. Becoming addicted requires multiple uses.

50%

Addiction Progress On Use

Sets the Addiction Progress gained when this substance is used and a dice roll against the Addiction Progress Chance is successful.

1

Addiction Progress Loss Per Day

Allows for occasional substance use without ever becoming addicted. Sets how much Addiction Progress is lost over the course of each in-game day (24 hours).

2

Advanced Addiction Options

Toggle "Show Advanced Settings" to view these configuration options in Mod Settings.

  • Withdrawal Duration - Early Stage

  • Withdrawal Duration - Advanced

  • Withdrawal Duration - Severe

  • Withdrawal Duration - Dependency

  • Withdrawal Duration - Cessation

  • Addiction Progress - Early-Stage

  • Addiction Progress - Advanced

  • Addiction Progress - Severe

  • Addiction Progress - Dependency

  • Satisfaction Duration - Early-Stage

  • Satisfaction Duration - Advanced

  • Satisfaction Duration - Severe

  • Satisfaction Duration - Dependency

Gameplay - Nicotine Addiction

Option
Description
Default

Enable Nicotine Addiction

Enables addiction to smoking. (Note: Disabling this mechanic will make managing Nerve significantly easier.)

On

Addiction Progress Chance (%)

The chance of gaining Addiction Progress. This is the chance that using the substance will contribute toward addiction, not the chance to become addicted. Becoming addicted requires multiple uses.

75%

Addiction Progress On Use

Sets the Addiction Progress gained when this substance is used and a dice roll against the Addiction Progress Chance is successful.

1

Addiction Progress Loss Per Day

Allows for occasional substance use without ever becoming addicted. Sets how much Addiction Progress is lost over the course of each in-game day (24 hours).

1

Advanced Addiction Options

Toggle "Show Advanced Settings" to view these configuration options in Mod Settings.

  • Withdrawal Duration - Early Stage

  • Withdrawal Duration - Advanced

  • Withdrawal Duration - Severe

  • Withdrawal Duration - Dependency

  • Withdrawal Duration - Cessation

  • Addiction Progress - Early-Stage

  • Addiction Progress - Advanced

  • Addiction Progress - Severe

  • Addiction Progress - Dependency

  • Satisfaction Duration - Early-Stage

  • Satisfaction Duration - Advanced

  • Satisfaction Duration - Severe

  • Satisfaction Duration - Dependency

Gameplay - Narcotic Addiction

Option
Description
Default

Enable Narcotic Addiction

Enables addiction to narcotics. (Note: Disabling this mechanic will make managing Energy significantly easier.)

On

Addiction Progress Chance (%)

The chance of gaining Addiction Progress. This is the chance that using the substance will contribute toward addiction, not the chance to become addicted. Becoming addicted requires multiple uses.

85%

Addiction Progress On Use - Normal

Sets the Addiction Progress gained when this substance is used and a dice roll against the Addiction Progress Chance is successful when consuming normal-strength narcotics like Mr. Whitey.

1

Addiction Progress On Use - Potent

Sets the Addiction Progress gained when this substance is used and a dice roll against the Addiction Progress Chance is successful when consuming "potent" narcotics like Black Lace and Glitter.

2

Addiction Progress Loss Per Day

Allows for occasional substance use without ever becoming addicted. Sets how much Addiction Progress is lost over the course of each in-game day (24 hours).

0.5

Advanced Addiction Options

Toggle "Show Advanced Settings" to view these configuration options in Mod Settings.

  • Withdrawal Duration - Early Stage

  • Withdrawal Duration - Advanced

  • Withdrawal Duration - Severe

  • Withdrawal Duration - Dependency

  • Withdrawal Duration - Cessation

  • Addiction Progress - Early-Stage

  • Addiction Progress - Advanced

  • Addiction Progress - Severe

  • Addiction Progress - Dependency

  • Satisfaction Duration - Early-Stage

  • Satisfaction Duration - Advanced

  • Satisfaction Duration - Severe

  • Satisfaction Duration - Dependency

Gameplay - Injury

Option
Description
Default

Enable Injury

When taking damage, a percentage of that damage is counted toward gaining an Injury. Each stack of Injury lowers the effectiveness of Healing Items until it is cured using a Trauma Kit.

On

Injury Progression (%)

The percentage of all Health damage taken that is counted toward gaining an Injury. When this count reaches 100%, a stack of the Injury status is applied. Lower values make the Injury status occur less often.

5%

Interface

Option
Description
Default

Show All Status Icons

Show icons near the Health Bar for Nerve, Hydration, Nutrition, Energy, Addiction Withdrawal, and Stimulant status effects. Disabling this keeps the HUD cleaner during gameplay, allowing you to rely on the HUD Meters and Radial Menu instead.

On

Show HUD Meters

Enables HUD meters for Nerve, Hydration, Nutrition, and Energy. The meters display or hide based on context. The HUD meters will always display after opening the Radial Menu.

On

HUD Meter Always On Threshold

When a Basic Need reaches this value or less, its HUD meter will display continuously instead of hiding automatically.

75

Nerve Meter Color Theme

Choose a color theme for the Nerve HUD meter.

Rose

Hydration Meter Color Theme

Choose a color theme for the Hydration HUD meter.

Pigeon Post

Nutrition Meter Color Theme

Choose a color theme for the Nutrition HUD meter.

Pigeon Post

Energy Meter Color Theme

Choose a color theme for the Energy HUD meter.

Pigeon Post

Charged Item Inventory Category

Sorts all charged consumables (Healing Items, Grenades) under the same category in the Backpack and other menus.

On

Advanced Interface Options

Toggle "Show Advanced Settings" to view these configuration options in Mod Settings.

  • HUD Meters Min. Opacity (%)

  • HUD Meters Scale

  • HUD Meters X Position

  • HUD Meters Y Position

  • Update Holocall Position

  • Holocall Vertical Offset

  • Update Status Effects Position

  • Status Effect List Vertical Offset

Sounds and Visual Effects

Option
Description
Default

Repeat Basic Need Effects

Periodically plays sounds and visual effects when a Basic Need is 50 or less.

On

Basic Need Effect Frequency - Moderate

If "Repeat Basic Need Effects" is enabled, how often (in seconds) sounds and visual effects should play when a Basic Need is between 50 and 25.

300

Basic Need Effect Frequency - Severe

If "Repeat Basic Need Effects" is enabled, how often (in seconds) sounds and visual effects should play when a Basic Need is 25 or less.

180

Sounds - Basic Need Worsens

Enables spoken sounds when a Basic Need worsens and a negative status effect is applied.

On

Sounds - Basic Need Improves

Enables spoken sounds when a Basic Need improves and all negative status effects are cleared.

On

Sounds - Addiction Withdrawal

Enables spoken sounds when an addiction withdrawal effect is applied.

On

Sounds - Out Of Breath

Enables breathing sounds after sprinting and dashing when Hydration is low, or while the Weakened Lungs status (from smoking) is active.

On

Sounds - Panic Breathing

Enables breathing sounds that play contextually when Nerve is low.

On

Sounds - Narcotics Usage

Enables spoken "euphoric laughing" when Nerve increases when using a narcotic.

On

Visual Effects - Nerve

Enables a "glitch" visual effect when certain Nerve status effects are applied.

On

Visual Effects - Critical Nerve

Enables a persistent full-screen visual effect when Nerve is 10 or less.

On

Visual Effects - Hydration

Enables a "camera wobble" visual effect when certain Hydration status effects are applied.

On

Visual Effects - Nutrition

Enables a "hunger pang" visual effect when certain Nutrition status effects are applied.

On

Visual Effects - Energy

Enables a "blinking" visual effect when certain Energy status effects are applied.

On

Visual Effects - Out Of Breath

Enables a "camera wobble" visual effect after sprinting and dashing when Hydration is low.

On

Sounds / Visual Effects - Smoking

Enables sound and particle effects when consuming cigarettes. (No animation playback, does not interrupt movement or gameplay.)

On

Sounds / Visual Effects - Nausea

When using an interactable that would force V to consume something (e.g. the Coffee Machine) while eating and drinking items is disabled due to Nerve, enables playing a fade to black visual and "vomit" sound effect.

On

Notifications

Option
Description
Default

Basic Need Severity Notifications

Displays a notification for each Basic Need when it becomes severe (25 or less). If multiple Needs become severe at once (e.g. after waiting or sleeping), a single generic message is displayed instead.

On

Addiction Notifications

Displays a notification when an addiction is acquired or becomes more severe. Disable this to keep your addiction progress a mystery until Withdrawal effects emerge! (Addiction cure notifications will always display.)

On

Compatibility

Option
Description
Default

EVS - Vehicle Change On Sleep

If Enhanced Vehicle System is installed, allows the vehicle engine and power to turn on or off automatically when beginning to sleep in a vehicle.

Turn Engine / Power Off

EVS - Vehicle Change On Wake

If Enhanced Vehicle System is installed, allows the vehicle engine and power to turn on or off automatically when waking after sleeping in a vehicle.

Turn Engine / Power On

EVS - Sleeping As Passenger

If Enhanced Vehicle System is installed, sets the vehicle behavior when sleeping while in a passenger seat. (Certain mods, such as Auto Drive, allow the player to occupy passenger seats.)

Same As Driver

Wannabe Edgerunner Compatibility

If Wannabe Edgerunner is installed, allows Cyberpsychosis to be equivalent to being in the Edgerunner perk's Fury state. While Cyberpsychosis is active, you ignore all Basic Needs and Injury, and gain +1 Nerve for each neutralization.

On

Project E3 - HUD Compatibility

Update the appearance of Dark Future's HUD elements to be visually compatible with Project E3 - HUD. Only enable if Project E3 - HUD is installed.

Off

Project E3 - UI Compatibility

Update the appearance of Dark Future's Inventory and Skip Time UI elements to be visually compatible with Project E3 - UI. Only enable if Project E3 - UI is installed.

Off

Misc

Option
Description
Default

Show Tutorials

Show one-time tutorials of each mechanic of Dark Future. These appear contextually during gameplay.

On

Timescale

Adjust the timescale of the game if you have modified it using another mod. The timescale is the number of hours that pass in-game for each real hour.

8

Advanced - Consumable Restoration

Option
Description
Default

Hydration - Soft Drinks

Set the amount of Hydration to restore from this type of item.

15

Hydration - Water, Tea, and Juice

Set the amount of Hydration to restore from this type of item.

20

Hydration - Large Bottled Water

Set the amount of Hydration to restore from this type of item.

30

Nutrition - Small Snack

Set the amount of Nutrition to restore from this type of item.

8

Nutrition - Large Snack

Set the amount of Nutrition to restore from this type of item.

15

Nutrition - Meal

Set the amount of Nutrition to restore from this type of item.

20

Nutrition - Large Meal

Set the amount of Nutrition to restore from this type of item.

30

Energy - Coffee

Set the amount of Energy to restore from this type of item.

15

Energy - Energy Drinks, Mr. Whitey

Set the amount of Energy to restore from this type of item.

25

Energy - Potent Narcotics

Set the amount of Energy to restore from this type of item.

35

Nerve - Cheap Alcohol & Interactions

Set the amount of Nerve to restore from this type of item. Also sets the amount of Nerve restored when drinking alcohol as part of an interaction in the world.

6

Nerve - Expensive Alcohol

Set the amount of Nerve to restore from this type of item.

8

Nerve - Luxury Alcohol

Set the amount of Nerve to restore from this type of item.

10

Nerve - Cigarettes

Set the amount of Nerve to restore from this type of item.

15

Nerve - Weak Narcotics (+/-)

Set the amount of Nerve to potentially gain or lose from this type of item.

20

Nerve - Potent Narcotics (+/-)

Set the amount of Nerve to potentially gain or lose from this type of item.

40

Low Quality Item Nerve Penalty (%)

Set the Nerve penalty that low quality food and drinks apply as a percentage of the restoration amount. (Example: A low quality drink that grants 20 Hydration would apply -10 Nerve if set to 50%).

50%

Low Quality Item Nerve Penalty Limit

Set the limit on how low Nerve can be reduced from consuming low quality food and drinks.

70

Advanced - Consumable Weights

Option
Description
Default

Food Weight - Very Small

Set the weight of this type of item.

0.6

Food Weight - Small

Set the weight of this type of item.

1

Food Weight - Medium

Set the weight of this type of item.

1.2

Food Weight - Large

Set the weight of this type of item.

1.6

Drink and Alcohol Weight - Small

Set the weight of this type of item.

0.8

Drink and Alcohol Weight - Large

Set the weight of this type of item.

1.2

Booster and Drug Weight - Small

Set the weight of this type of item.

0.3

Booster and Drug Weight - Medium

Set the weight of this type of item.

0.6

Booster and Drug Weight - Large

Set the weight of this type of item.

1

Booster and Drug Weight - Trauma Kit

Set the weight of this type of item.

2

Advanced - Consumable Prices

Option
Description
Default

Drink Price Mult - Nomad Drinks

Set the price multiplier of this type of item.

0.65

Drink Price Mult - Common Drinks

Set the price multiplier of this type of item.

1

Drink Price Mult - Uncommon Drinks

Set the price multiplier of this type of item.

1.25

Drink Price Mult - Rare Drinks

Set the price multiplier of this type of item.

2.5

Drink Price Mult - Epic Drinks

Set the price multiplier of this type of item.

4.4

Drink Price Mult - Legendary Drinks

Set the price multiplier of this type of item.

10.25

Drink Price Mult - Black Market Drinks

Set the price multiplier of this type of item.

31.25

Food Price Mult - Nomad Food

Set the price multiplier of this type of item.

1.5

Food Price Mult - Common Small Snack

Set the price multiplier of this type of item.

1

Food Price Mult - Common Large Snack

Set the price multiplier of this type of item.

1.5

Food Price Mult - Common Meal

Set the price multiplier of this type of item.

2.5

Food Price Mult - Uncommon Food

Set the price multiplier of this type of item.

3

Food Price Mult - Rare Food

Set the price multiplier of this type of item.

5

Food Price Mult - Epic Food

Set the price multiplier of this type of item.

9

Food Price Mult - Black Market Snacks

Set the price multiplier of this type of item.

50

Food Price Mult - Black Market Meals

Set the price multiplier of this type of item.

75

Alcohol Price Mult - Low Quality

Set the price multiplier of this type of item.

1

Alcohol Price Mult - Medium Quality

Set the price multiplier of this type of item.

2

Alcohol Price Mult - Good Quality

Set the price multiplier of this type of item.

3

Alcohol Price Mult - Top Quality

Set the price multiplier of this type of item.

5

Alcohol Price Mult - Exquisite Quality

Set the price multiplier of this type of item.

10

Cigarettes Price Mult

Set the price multiplier of this type of item.

5

Mr. Whitey Price Mult

Set the price multiplier of this type of item.

7

Pharmaceuticals Price Mult

Set the price multiplier of this type of item.

1

Black Market Drugs Price Mult

Set the price multiplier of this type of item.

1

Advanced - Ammo

Option
Description
Default

Enable Ammo Weight

Allows ammunition to have weight. Enabling this setting also removes the quantity-based carry limitation of each type of ammo, and makes ammo visible in the inventory under Ranged Weapons.

Off

Enable Ammo Crafting

Toggles the ability to craft ammunition.

On

Ammo Weight - Handgun Ammo

Set the weight of this type of item.

0.01

Ammo Weight - Heavy Ammo

Set the weight of this type of item.

0.01

Ammo Weight - Shotgun Ammo

Set the weight of this type of item.

0.03

Ammo Weight - Sniper Ammo

Set the weight of this type of item.

0.05

Ammo Price Mult - Handgun Ammo

Set the price multiplier of this type of item.

1

Ammo Price Mult - Heavy Ammo

Set the price multiplier of this type of item.

1

Ammo Price Mult - Shotgun Ammo

Set the price multiplier of this type of item.

1.5

Ammo Price Mult - Sniper Ammo

Set the price multiplier of this type of item.

2