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methodd

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methodd

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  1. methodd
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    READ THE DESCRIPTION PAGE!!!
    PLEASE RESPECT THE PERMISSIONS SECTION.
    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    GENERAL INFO
    The mod adds 1 new bike to the game, with 10 appearances for you to choose from, accessible via Virtual Car Dealer, or through CET spawn codes. The driving attributes of the bike are based on the default yaiba kusanagi, so I HIGHLY RECOMMEND YOU USE A MOD SUCH AS Cyber Vehicle Overhaul or Car Modification Shop for a better driving experience.

    Any update changes will be found in the changelog section.

    I would also like to say that this is just a mod. If it does not meet your standards and expectations, PLEASE do not use it.
  2. methodd
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    This can be found in the Description page of this mod, but I am adding an additional post here, for those who do not read the description.

    VCD Config.reds NOTE:

    The mod files include an ovewrite to Virtual Car Dealer Config.reds file. This is a simple change, which allows you to purchase all the available appearances provided by this mod. If you want to revert to the previous Config.reds file at any point, you can go to your Cyberpunk2077 game directory (Cyberpunk 2077\r6\scripts\VirtualCarDealer), open the Config.reds file, change the word False to True and save the file. That's all.
  3. methodd
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    If you are using VORTEX to install the mod, load Virtual Car Dealer first and then load my mod.
  4. methodd
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    I am adding this post because I see some people following a repetative trend, that has the same answer every time.

    Please, if you comment on the post section, refrain from saying things like "I want this to change on the bike", or "I prefer this to be like that", "I do not like that part because reasons" and so on.

    This is a mod I made for myself, dedicating a lot of time and effort to create the model, the textures, the materials, all of it, and have decided to share with the community. If you do not like it, do not use it. The mod will stay as it is, regardless of what someone does not like about it.
  5. japzxc11
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    Great mod! Wanna ask, does this mod drop performance? 
  6. izgonyayuDemonov
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    • I want to say that the mod is excellent, one of the best, because up to this point I had been using standard black and pink motorcycles, now there is a great replacement. There is one caveat, but is it possible to turn off the backlight on a brown motorcycle, otherwise it is slightly pink and it does not fit into the overall image?
  7. HankJW01
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    Great models, loving the look!
    However, I have a little gripe: Could you include a tweak file that actually includes the vehicle stats?
    The vanilla driving model is garbage, and tuning it with the car mod shop is not enough to fix everything that is wrong with the bike driving model.
    Namely the grip values of the tires, wheel weight, weight transfer factor and steering sensitivity. The car mod shop doesnt cover enough to make the vehicle behave properly. Especially when one discovers that the vanilla speedometer is fake and that vanilla speeds are quite a bit slower and one then decides to make things faster.
    And yes, this is purely my personal issue that I dislike going slower than I could. Would have been nice to tweak the bike on my own nevertheless.
    1. methodd
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      Hey HankJW01,

      I agree, vanilla driving in CP2077 is not good, either for cars or for motorcycles. Still, I do not plan to include the tweak file you are suggesting. The reason is simple. You may know how to tweak all the values of the bike, but the rest of the people using the mod may not. If the latter is the case, then I would have to dedicate a specific section in the description page of the mod, as well as a sticky post here, along with the unavoidable replying to messages to people that do not read either of the description page or the sticky posts, to explain to them: 

      1) that my mod comes with a tweak file including the vanilla driving attributes of the yaiba and because of this it is probably causing compatibility issues with other mods that try to alter that file (in the case that my mod continues to use the yaiba driving stats),

      or

      2) that my mod is no longer compatible with other mods that alter driving attributes, because it now comes with a tweak file including the vanilla driving attributes of a completely new bike that is not in the base game and thus other modders have no way of knowing beforehand, and because of this the only way they can alter the driving of the bike is to go and edit the tweak file of my mod.

      You may not have an issue with either of these two cases I have described, but others will have. It will be confusing and it will lead to me having to deal with an issue that I do not want to deal with. When making this mod, I chose to use the yaiba as a base for the driving attributes of the bike, in order to make my mod compatible with other ones that deal with the driving in this game, mods made by people who most likely know a lot more about actual driving attributes than I do. It was never my intention to create a bike that drives in a unique way, but one that has a unique design to it.

      So, having said all that, I have a suggestion for you. Make a mod with the way you would like the yaiba to drive, with the fix to the speedometer (if that is possible, I really have no idea) and then let me know so I can include it in the description of my mod as a suggestion for people to download.
    2. HankJW01
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      Hey choom, thanks for the reply!
      You make good points and I totally get that you dont want to deal with randoms coming here with comments like "halp this bike drives differently than Id like to/its too fast/too twitchy, wat did you do" or something. Wouldnt want to deal with that myself, so its understandable why you did it this way.
      And kudos for your humanistic approach regarding the mod, but at the same time, if I make a mod and people download it, mess with the tweaks and break something by doing so, thats purely their fault I would say. If I mess with technical stuff, I should either know what Im doing or just let it be. Same goes for compatibility with other driving mods, I mean its in our responsibility to check what body type our V has in order to get the right clothes. But thats a different discussion for a different time, dont want to argue with you here as I fully understand your point of view and I dont want to tell you how you should go about doing your own creative work.

      The speedo is real easy to fix with installing this mod: https://www.nexusmods.com/cyberpunk2077/mods/18834
      It only changes the speedo readout and the measurement unit and works for all vehicles and I already got the mod, so all good there. The speedometer is a UI issue instead of a vehicle model issue I think, so its not that important I would say. Its only my personal preference to see the "real" speed since Im into cars and like racing games and therefore take driving more seriously, which is the whole reason I got into the rabbit hole of tweaking vehicles myself.

      And big thanks and kudos to you for offering to help me out with my question regardless of your position!
      Unfortunately I dont have the knowledge for modding, but I already did some fiddling with a bunch of other modded vehicles I got.
      Here is a pastebin with the driving stats I think are important, got the data from another bike mod I downloaded and changed the stats to suit my preferred driving characteristics and speed: https://pastebin.com/p3eXMwiS
    3. HankJW01
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      Update: The conversation with you here reminded me that I have forgotten to add something important to the tweaks.
      Namely, turnUpdateMaxSpeedThreshold and turnUpdateMaxSpeedTurnChangeMul. These two values combined with wheelTurnMaxAddPerSecond and wheelTurnMaxSubPerSecond and the grip values of the front tire determine how the steering feels, how quickly it reacts, how sharply it turns and the linearity of it with the TurnChangeMul.
      Adding the first two mentioned values of course threw off my original handling setup and I spent some time bringing it back to where I want it to be. But in the process I learned a bit more about how steering behaves in this game and now my fave bike feels even a bit better than before.
      Feel free to use the tune I link below if you like, but beware, its tuned to drive like a hardcore racing bike with a top speed of 345kmh real speed, which is close to the ~360kmh hardcoded speed limit you cannot cross no matter what. I tuned it to be drivable with a keyboard, but at lower speeds and for fine corrections tapping your keys is recommended.
      (btw I talked to the modder of the original the other day on reddit, and he explained to me some stuff about tuning vehicles and even encouraged me to modify his tweaks if I desired, so I dont think he will mind if you take the driving stats and add it to your mod)
      If you dont like what I changed or if its too twitchy, the grip values and the turn values are the thing to tweak and those values have to be kinda balanced against each other, which is a bit tedious, but the way this game does vehicle handling is weird anyway and its less proper vehicle tuning but instead trying to make it behave. And I had to do a couple of other things to make it drivable, but regardless of what I do, some weirdness in vehicle physics will always stay. In this case its that the bike behaves unnaturally when youre landing after a jump. Due to the weirdness of it all, I had to give the back wheel a greater weight and obscenely high grip in order to counteract the natural tendency of the bikes in this game to lose grip at the back and spin out. So dont be surprised if you land sideways and the bike suddenly and sharply turns into the direction of travel again after the back wheel hits the road. Its a little weird, but way better than having the front tire land all the time first, grip into the road and then make you spin because your back wheel is still in the air.

      Anyway, TLDR if its too twitchy for you, try reducing the speed or angle of turning. To make it turn sharper, try increasing the front lateral grip for a little bit, but this has to balanced with turn angle and speed. Or the other way around, to make it turn less sharp, you can increase front longitudinal grip a bit, which then acts as a resistive force against the turn (but dont add too much or it will plow straight on when taking corners at high speeds). What also helps reduce twitchiness is reducing the turnUpdateMaxSpeedTurnChangeMul, but this also makes steering more linear.
      The following tune is setup to be less twitchy but the trade off for that is that it doesnt react that quickly when taking corners at high speeds. I prefer to race like a maniac, so I set my current one up to turn sharper and be more reactive in high speed turns, but that comes at the cost of more sensitive steering.
      Anyway, here are the engine and handling stats from my current tune which I belive drives well without being super twitchy and reactive to steering inputs: https://pastebin.com/s3ykH1SP
      MASSIVE BRAINFART FROM ME, EDIT: Steering angle " maxWheelTurnDeg = XX.f; " in this pastebin is set to 60, which is way too much. Set it to 25-30.
      For quicker and sharper but more sensitive steering use these values:
          wheelTurnMaxAddPerSecond = 110.f;
          wheelTurnMaxSubPerSecond = 120.f;
          turnUpdateMaxSpeedThreshold = 40.f;
          turnUpdateMaxSpeedTurnChangeMul = 0.37f; (when tweaking, this value seems to be extra sensitive, difference 0.38 and 0.37 is already noticeable)
          bikeMaxTilt = 65.f;
          bikeTiltSpeed = 65.f;

      If you have questions, like for example how to change gearing and acceleration or top speed, Ill be glad to help :)
    4. FarlionLunkwitz
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      Hi Hank,
      Thank you very much for the steering code. It allowed me to get my Arches from another mod usable again. :)
      However, I still have a small problem:
      After a turn, the motorcycle returns to a vertical position too slowly. Even when I countersteer, the motorcycle takes too long to return to a straight line.Do you have any idea which variable could change this?
      I don't know anything about modding myself and wouldn't have even been able to get the steering working without your code. :)
    5. HankJW01
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      Hey bro, glad to hear you enjoy it!
      With other arches you mean the ones from "Bikes of the Dark Future"? ;)

      With vertical position I assume returning to being upright after leaning into a corner?
      That is influenced by these values
      bikeMaxTilt = XX.f; (maximum angle of lean into a corner)
      bikeTiltSpeed = XX.f; (how quickly it leans)
      bikeTiltReturnSpeed = XX.f; (how quickly it returns from the lean)
      what bikeTiltCustomSpeed does I have no idea and havent played with it yet, the 3 above were enough for me to dial in how hard and quickly I want it to lean into corners.
      If you feel your bike is recovering back from a lean too slow try fiddling with these values, you can try increasing bikeTiltReturnSpeed by 10-15 and see how that feels. Dont add or subtract too much, the bikes tend to react fairly sensitively to that.

      EDIT: I also just realized a massive brainfart by me: In the pastebin I posted, maxWheelTurnDeg (which is steering angle) is set to 60, which is stupidly high.
      Reduce that to 30 or even 25, makes it steer less violently.
      No idea what i did there, must have been high or something and confused steering angle with tilt angle 
    6. FarlionLunkwitz
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      Thanks for the fast response!
      Yes, I mean "Bikes of the Dark Future". :)
      Now I'll experiment with the tilt values, and once I'm satisfied, I'll play around with the TiltCustomSpeed ​​and see what happens.
      I'll let you know about it. :)
    7. HankJW01
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      I guessed that because I use that mod too, great bikes!
      And biggest credit goes to the creator of those bikes, since my tune to the bike is based on his original tune, which didnt handle how I prefer and was too slow.
      Some time ago I posted a video on reddit of me riding one of the bikes and he happened to comment under my post. Had a nice discussion with him about bike handling, he explained some stuff about the tweaks and encouraged me to do the changes youre now using, so full credit goes to him :)
      I only know how make things go fast and learned tweaking vehicles with some dumb trial and error and just sticking some number into a value that I understand and then seeing what happens :D
      BTW if you dont have it already, this mod is amazing and a great addition if you like racing your bike: https://www.nexusmods.com/cyberpunk2077/mods/14292
    8. FarlionLunkwitz
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      Okay, here's a configuration I can live with for now:

      maxWheelTurnDeg = 30.f;
      wheelTurnMaxAddPerSecond = 110.f;
      wheelTurnMaxSubPerSecond = 120.f;
      turnUpdateMaxSpeedThreshold = 40.f;
      turnUpdateMaxSpeedTurnChangeMul = 0.37f;
      bikeMaxTilt = 70.f;
      bikeTiltSpeed = 85.f;
      bikeTiltReturnSpeed = 85.f;
      bikeTiltCustomSpeed = 300.f;

      You're right, a much lower value for maxWheelTurnDeg is sufficient.
      Regarding the bikeTiltCustomSpeed, I first reduced it to 100 for testing and promptly lost control of the bike. My English is poor, so I'm not sure how to describe it. In curves the bike starts to slide and is no longer properly controllable.
      I then increased the value to 300, and now it's actually working quite well.
      One small thing still worries me: If I go into a corner too tight too fast, I feel like my V might break her knee at some point because the bike tilts so much. :)
    9. HankJW01
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      Thanks for the feedback!
      Very interesting, now I am starting to think that bikeTiltCustomSpeed does nothing for the lean itself, but is a limiting factor for the lean.
      So if you say you started sliding if the value is lower but it drives better with a higher value, it sounds like that number is the speed limit where you are going too fast for the lean to hold you on the road.
      (by the way, if you decide to do more tweaking on your own with speed, with values called "minspeed" or "maxspeed" the numbers do not represent kmh or mph, they are made up numbers and work together with engine torque. Which is the factor for engine power, if you see "horsepower" in a vehicle tweak, that number is absolutely meaningless and only for the visual you see when scanning the vehicle ingame, the game does not use horsepower, only torque (what we know in real life as newton meters))

      Haha, maxtilt 70 is pretty spicy, and real racing bikes lean up to 72-75°, so you are pretty much at the limit :D
      Enjoy racing like a maniac!
    10. FarlionLunkwitz
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      Again thanks for your help.
      I had a lot of fun trying it out. Maybe I should really delve deeper into modding. :)
  8. Madhatter92
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    This bike is rad! Thank you, methodd!!!
    1. methodd
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      you are welcome Madhatter92
  9. mask4456
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    does this mod work in newer versions? 
    1. methodd
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      It does
  10. Hal9000user
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    Why does the Virtual Car Dealer say they are all "sold out"?  
    1. methodd
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      There are two possibilities. Either when installing this mod you did not allow it to overwrite the Config.reds file from VCD, or you updated VCD, which would have replaced the altered Config.reds file with the original. Whatever the case might be, you can either re-install my mod, or you can go to Cyberpunk 2077\r6\scripts\VirtualCarDealer folder, open the Config.reds file with a text editor, replace the word true with false and save the file.
  11. mmagers12
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    This is hands down the coolest bike mod that not only fits the vibe of cyberpunk, but is also truly unique. Endorsed.
    1. methodd
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      Thank you for the kind words mmagers12.
  12. verdantmoke
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    Perfect for Judge Dredd Build thx a lot
    1. methodd
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      you are welcome verdantmoke
  13. tatemae151
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    how do you turn on the red led lighting on the bike body shown in the original image? I've pressed left D-pad and only get the headlights.
    1. methodd
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      The pulsing lights on the bike are always turned on.
    2. tatemae151
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      mine are off for some reason - could it be anything to do with version 2.13?
    3. Kurota96
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      Same thing here
    4. methodd
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      I just did a clean installation of the game. I had not opened the 2.13 at all until today and I needed to re-install the game because it was not starting with any mods installed.

      So, I installed the "core" mods (CET, RED4Ext, redscript, ArchiveXL, TweakXL, Codeware), I installed VCD and then I installed my mod, run the game, added the bikes to my garage and summoned them all. They all work as they should. Please make sure you have all the requirements met for the mods you are using. There is nothing I can do for the issue you guys have from my end.
    5. Kurota96
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      Well might be a compatibility or a save issue then because i have all the mods mentionned installed as well as 160 other mods but in those 160 none of em affect vehicles other than the car modification shop but i haven't used it yet.
      Reinstalling the mod doesn't work either.
    6. methodd
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      You can check the logs if you like, (Cyberpunk 2077\red4ext\plugins\ArchiveXL and TweakXL log files), although I am not sure that there will be anything there regarding this mod, since it is loading. Other than that, I am sorry but I do not know what to tell you. As I said, the mod works fine for me.
    7. yongsang87
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      It suffers from the same problems, but it's still a great bike.
    8. methodd
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      Look guys, I do not know why you have this issue with the mod in your games, and unfortunately I can't solve it for you, since even in 2.2 the mod works fine in my game. The pulsing lights on the bike are using a material based on one that the game uses for the voodoo boys netrunner you come across in a mission in PL. I don't know if that has any relevance, meaning that the mod requires PL to work 100%, which is again something I cannot test myself. If it is ok for you to use the motorcycle without the pulsing lights working, use it. If not, just uninstall the mod and enjoy the game without worrying about this issue.
    9. Kurota96
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      Huh really late reply but well i think i figured it out now that you mention the phantom liberty voodoo boys as i'm pretty sure when i first tried the bike i hadn't done that quest yet so that probably was the issue.
      Some other mod mentionned that some stuff wouldn't work until a bit further in the phantom liberty questline so i guess the point is the same here.
    10. methodd
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      That sounds very strange, because my mod does not use an already existing material, but a function of one which is in the game already, so the mod materials should load when the game loads. Anyway, thanks for the reply.
  14. MJYkk15322170987
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    Wow
    1. methodd
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      :)