Cyberpunk 2077
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Halliphax2

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Halliphax2

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About this mod

Open Night City (OpenNC) provides you with the option of circumventing various barriers that block off access to certain areas, allowing you to freeroam into previously locked off areas.

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This mod will allow you to freely enter certain locked off areas in Night City and the Badlands. Many of these areas are off-limits/blocked off because they are unfinished, thus you will likely encounter visual glitches in some of these areas.

The idea here is to give you the choice on whether or not you want to explore these areas in-game or not. This is achieved with ArchiveXL by deleting certain objects and allowing you to enter the areas. I've deleted as little objects as possible and kept the general vanilla scenery intact where possible.

This mod is designed to compliment one of my other mods: Enterable Interiors Map Markers 

The mod is split into Main Files and Optional Files. Main Files I consider to be without many visual glitches, Optional Files will have certain caveats and have either minor or major visual oddities. 





Click open each spoiler below to see a brief description of how to enter each area plus any issues associated with them.



Petrochem

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This area is populated with user-interactable objects (such as vending machines) and some NPCs. The further in you go; the more barren the area gets.

The main gate and collision wall that is typically behind the cop car has been removed for access.







Night City Prison

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This area is populated with some NPCs but is fairly barren. In order to reach the interior courtyard (and get out) you'll need to perform some clever jumping, don't get stuck.

A gate blocking access to the courtyard has been removed for access.







Arasaka Waterfront

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This area is incredibly unfinished. There's a lot of occlusion issues and a lack of collision in some places, be careful not to fall through the ground. There may be some issues with gate/blockade walls still showing a LOD model (even when you get up close), you'll still be able to drive through these.

Two blockages have been removed. One shuttered gate on the top of an incline behind some guards and another shuttered gate in the north.









Night City International Airport

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This area is, obviously, fully finished. The leftmost passenger gate has been removed (you can jump past the NPCs to access). Additionally, the leftmost outer door of Terminal 2 has been removed (this is normally locked once the airport goes into lockdown post-DLC).












Konpeki Plaza

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While the area is finished in the sense that it's polished and everything works from a gameplay perspective; I'm still working on a more graceful way of entering the area.

Simply removing the main gate will cause the game to crash in Act 1, thus I've removed the collision on the rightmost exterior wall panels. Recommend using the amazing Unlock Night City for getting around inside the Plaza building itself.







Night City Border

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Another feature complete area, obviously, from the Nomad prologue. To enter and exit the area, drive on the rightmost lane (it's a blue checkpoint). Would recommend a fast car as the turrets are still active.

While it was possible to drive through here in the vanilla game, there was a death wall that would trigger just after exiting the lane (which would reduce your health to zero over a few seconds time, likely to give the impression of turrets killing you). This has been removed.







Night City Oil Fields

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Unfinished areas, lots of occlusion issues and bad texturing. Similar to the Arasaka Waterfront; the LOD for some of the removed fences may still be visible when you get up close, though you can still drive through them. 

Some side fencing has been removed in both areas here to allow for access. Sadly, it wasn't possible to remove the "no entry" gates without deleting some road collision.









Silver Pixel Cinema (Drive-Thru)

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Obviously a finished area from the Main Quest. The left set of doors have been removed for access.







Biotechnica Farms

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This area has been opened via the removal of two blockades (one in each direction/road) near the vanilla entrance. One of the blockade removals is bugged, while you can still enter and exit the unlocked road; the LOD for the gate will still sometimes appear.









Arasaka Tower

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The lobby area from one of the epilogues is now open, you can enter via one of the gates which has now been removed. Recommend using Unlock Night City to access the elevators and teleport to the Corpo lifepath area.







Metal Heaven Bridges

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These bridges can be access now that the police blockade has been removed. This area is opposite the weapon shop in the City Centre.







NCART Metro Stations

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All of the NCART Metro Stations added with 2.1 can now be accessed. I've only removed the barrier for the red no entry/exit gates (as these can't be used by the player anyway). 

The areas are small and fairly uninteresting but their unlocking is keeping within the spirit of the mod!















Dogtown Petrochem Stadium

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Removed the death barrier allowing the player to enter the inside of Petrochem Stadium. The area is fairly low poly but fully functional.







Megabuildings

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Added per the request of a user. I'm not aware of any way to get to either of the market areas in Megabuildings H6 and H8; but the killzone triggers are nonetheless gone. You might need a NoClip mod to get out again.

The lobby for Megabuilding H12 has been unlocked though.







No-Tell Motel

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The upper gate for the No-Tell Motel has been removed. Some places don't have collision so watch your step. Locked doors in this building are left alone as they can be accessed via the Unlock Night City mod.







Dogtown Restaurant

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Opens up the unfinished area labelled as a restaurant in Dogtown. Solid ground here but little collision at the areas in the back. The back door has no collision.







Red Dirt Bar

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The upstairs area for the Red Dirt Bar has been reopened. 







Dogtown Black Sapphire

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Removed the shutters blocking access to the Black Sapphire post-PL main quest. Use Unlock Night City 2 to open the doors and access the elevators. 

Also removed a death trigger zone in the upper levels.







  • I obviously plan on adding more areas (and refining existing ones). However, if there's an area in particular that I've missed or looks like it could use some treatment, use this CET command and post the co-ordinates in a comment: print(Game.GetPlayer():GetWorldPosition())
  • While I don't expect crashing, if you do crash in any of the above areas while doing quests; disable this mod first and foremost in your testing.
  • Obviously, make some save games first before installing.
  • Use this mod with the amazing Unlock Night City mod.

Special thanks for psiberx for ArchiveXL and the Cyberpunk 2077 Modding Community Discord
Thanks to Retrophyx for the inspiration (check out their City of Dreams - Unlocked mod)
Thanks to dmiitryx for taking the time to answer my questions (check out their SPC Open mod)