Cyberpunk 2077
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YG

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hgyi56

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About this mod

This mod provides full control over vehicle systems: headlights, power state, engine, interior lights, crystal dome, doors, windows, hood, trunk and spoiler. It also preserves these elements state when the player gets out of the vehicle. Customizable lights, 3-states police lights, and a lot more !

Requirements
Permissions and credits
Translations
  • Turkish
  • Russian
Changelogs

DESCRIPTION
This mod provides full control over vehicle systems: headlights, power state, engine, interior lights, crystal dome, doors, windows, hood, trunk and spoiler. It also preserves these elements state when the player gets out of the vehicle. Customizable lights, 3-states police lights, and a lot more !

This mod is incompatible with Enhanced Police Lights System
because police lights mod is contained into EVS mod.

Video demo

    


MOD SETTINGS
This mod provides some settings that will change your experience depending on your preferences. Open the menu and click on "Mod Settings" then look for the mod name and change the settings as you wish. The settings will persist upon restart of the game.

You can synchronize headlights / utility lights with daytime and customize the hour of activation and deactivation.

You can also customize headlights, tail lights, reverse lights, blinkers, utility lights and interior lights with a wide variety of settings: color, sequence, latency,
intensity, vehicle type...


Rear spoiler can be synchronized with power state, and its deploy and retract speeds can also be defined or disabled.

Define the lights whose color will be modified by the Crystal Coat’s colors. You can keep the feature enabled on exit.

Enable the police siren for motorcycles. You can choose to keep the siren enabled on exit for the player and for NPCs. 



Shutting down the power state triggers the
temporary headlights shutoff.
Turning the power state / engine back on disables the temporary headlights shutoff.

Some sliding door vehicles cannot manipulate windows while doors are open.
These vehicles are: Quadra Type-66 (all variants), Herrera Riptide GT2.

During story missions when you are playing as the passenger of a vehicle, you can toggle your own window at any time. You can also control your own door if you are the passenger of a sliding door vehicle.

How to change key bindings

There are key bindings defined in: "\\Cyberpunk 2077\r6\input\Enhanced Vehicle System.xml".
At the bottom of the file you have "<mapping>" entries with the keyboard / device buttons.

Y
ou can set whatever you want. You shall choose controls or combinations that are not already being used in the context of vehicle driving.
You can also remove some key bindings by simply removing "<mapping>" entries from the file.

You shall refer to the list of supported control names if you want to replace the default ones.

Depending on the key combinations you set, you may trigger other vehicle controls even if this combination is not used by the base game.

Some bugs I found in the game v2.1 that I fix with my mod
- Police NPCs getting out of their car to arrest V now always keep their lights on. The siren can stay on or turn off depending on the setting you choose. Same for V. 
- Police NPCs getting out of their car to arrest V now put the side banner lights to red. Behavior is the same as V.
- When V gets out of a police car, the side banner light now keeps the same color without cycling for no reason.
- When the wanted level gets down to zero and V is driving a police car with lights/siren on, the car lights/siren keep their current state instead of being shutdown by the game.

- All NPC vehicles now have their dashboard screens enabled.

Known issues

- When V gets out of a vehicle with headlights on, they will cycle off and back on.

- When V gets out of a vehicle with headlights on, the beam visual effect on walls will stop. Only the headlights and the short distance lights on the ground will show up. Except for some vehicles like the
Chevillon Emperor 720 NCPD Ironclad or the Mizutani Shion Nomad. Currently I could not find a way to override this behavior since it seems to be hardwired into the native code of the game. I am still looking for a solution.

- Intro/outro sound effects of vehicles are still playing as usual no matter what you will do.

- Due to technical limitations, the mod uses camera events to update the headlights. You may notice a high beam flash when V enters in a vehicle and the engine starts. As long as you don't keep the camera perfectly still this won't really bother you.

- When V is in a vehicle and you save the game and exit. Then you load the game and you will see that the vehicle system is broken. Just get out of the vehicle to resolve this issue.


- Custom intensity will often be overridden by the next acceleration or brake event. Custom intensity is mostly meant to be used in a static context (out of the vehicle to take screenshots or video).

- When setting a custom color for tail lights, the optical blocks (plastic mesh) may not get fully updated to their new color until the next brake event.

- When using a custom tail lights or blinkers color, the RGB may not define the desired color because the default color seems to combine with the custom color. For example setting a cyan color may result into a green color because blinkers default color is orange.

REQUIREMENTS
  • Game version: v2.1 / v2.11 / v2.12. You must use the relevant file depending on your game version.

INSTALLATION
  • Extract the ZIP archive into the game folder.
  • Read the "How to change key bindings" paragraph above to modify or remove the keyboard / device controls.

COMPATIBILITY
Legacy / REDmod versions
This mod is highly compatible with any other mod.
Impacted files: inputContexts.xml, vehicle_ui.curveset.


SUPPORT
Feel free to contact me in case something does not work as expected so I can investigate.
Use the POSTS tab and describe your issue with as many details as you can.


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