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Changelogs
Version 2.0
Potentially resolved some more performance issues (more will be coming in time, though I do not know exactly when that will be)... Added checks to ensure that each track's file is only loaded once per game session (I believe it may have been continually loading the tracks before, which could have been what was causing some FPS drops for some people, but possibly not the only cause)...
Version 1.9
Slight performance optimizations (added small delays between constant checks for a few different things)...
Version 1.8
Reworked part of the script to resolve a compatibility issue with "AutoLoot" by u/anygoodname (having both mods installed would break AutoLoot's functionality when exiting a vehicle... This is resolved)...
Version 1.7
Fixed an issue introduced in the previous version that caused dialog prompts to not display while in a vehicle
Version 1.6b
Further performance optimizations, especially while not in a race event or editing a track (so mostly improves normal gameplay performance)
Nothing at all updates anymore while you are in a vehicle or in combat and not in a race/editing a track. Due to this change, the race interaction prompts will no longer function if you are in combat. Everything else still functions the same as before , though (and really, we should have blocked the interactions for combat in the first place)...
Version 1.6a
Fixed looping issue that was likely causing the performance drops some people were experiencing (thanks to the users of "Night City Salvage" for helping figure out the issue, as this is actually very simliarly coded).
Added new alternate "Hillside Horsepower Speed Edition (v1.0-HH-SpeedEdition) to "Updates" files. This variant of the track will not overwrite/override the original track and has a different interaction prompt/map marker (across the street from the original track's). This track has a unique feature based off of the movie "Speed". If you know the movie, you know what to expect. If you don't look it up...
Version 1.6
Fixed an issue with ImGui colors/styles that may have potentially caused crashes or the window to not appear for some people
Version 1.5c
Now repairs your current vehicle at the start of race events (the repair happens directly after the vehicle is teleported to the start line)
Version 1.5b
Unifies the user settings files to improve performance/reduce hitches when the script needs to load/save things (mostly just the initial startup)
This update will revert any saved settings for this mod to their default values. I apologize for the inconvenience, but a bit of a code cleanup is necessary from time-to-time, and this was one of those times.
This update will not reset your best times or delete any tracks, it will only revert saved settings, so nothing major.
Version 1.5a
Placing props in the editor has been changed. Instead of using a fast travel marker to show the position while you are holding the placement keybind/button, it will now flash the prop (by constantly spawning it/despwaning it while the keybind is held)... This will allow for much more precise positioning of props.
Added some props to the "Lookin At Choo2" track that is included in the mod (barriers to mark turns/block wrong routes). Also changed the number of laps for the race to 1, as it is just way too long to be 2 laps...lol
Version 1.5
Added new option in both menus (CET overlay and NativeUI) to select from 4 different sound effects for the "Checkpoint Reached Sound FX" setting.
Added new slider in both menus to adjust the number of laps in lap races. The slider 's value will be used as a multiplier against the number of laps for the track... So a 10 lap race with a 0.1 multiplier would become a one lap race, a 2 lap race with 0.5 or lower multiplier would also become a single lap race, and a 2 lap race with a 10.0 multiplier would become a 20 lap race.
Note that changing the number of laps only affects it during races. It will still save your best times normally as if it were the normal race (with it's preset amount of laps), and the map marker's description/distance will not be affected by it.
Version 1.4b
When placing props in the editor, instead of using a fast travel marker to mark the position, the prop itself will now flash while holding the keybind (by continually spawning/despawning) so you can see exactly where and in what rotation it will be...
Edit: This update has been archived due to an issue with the new festure... If you have downloaded it, please delete the 'init.lua' file from the mod's install folder and reinstall v1.4a for now while we attempt to resolve it (no need to overwrite any files except for the 'init.lua', but you can fully uninstall and reinstall if that's easier for you)...
Version 1.4a
Fixes issue with interaction prompts sometimes not working properly (being greyed-out/flashing as the player rotates the camera near it, etc)
Version 1.4
Added new toggle-able option in both menus (NativeUI and CET overlay) to allow you to use your last "sat in" vehicle (entered in the driver's seat, and this includes NPC vehicles) for races. This will use the last vehicle you entered/exited as your selected race vehicle until you enter/exit another vehicle, toggle the setting off, or it is destroyed.
You will now recieve a warning message and the race will not start if your current vehicle is destroyed (if you have the 'Use Last Sat In Vehicle' setting enabled and your last vehicle is destroyed, it will use your last summoned vehicle instead, unless it is also destroyed)
Mostly fixed the issue with the interaction prompt not wanting to disappear if you walk away from it (may still happen occasionally)
Other minor fixes and improvements
Version 1.3c
Added new "Speedbreaker" ability that can be used during races. This can be activated by tapping your "Exit Vehicle" button/key or using a custom keybind you can set in CET's "Bindings" menu. This ability will slow down time and apply a visual effect for about 5 seconds. There is a 20 second cooldown between uses. A message will pop up when it is ready stating that "Synaptic Accelerator is ready to be activated" (it uses the "Synaptic Accelerator" status effect and cooldown).
Added new toggle in both menus (NativeUI and CET overlay) for the speedbreaker ability.
Added 2 new sliders to adjust the track lead map marker distance (if the marker is enabled)..
Fixed issue with the NativeUI menu duplicating the settings infinitely while you are in the main menu.
Version 1.3b
Fixed issue with the message telling you that you need to exit a vehicle before using the teleport buttons in the menu... It will no longer stay on your screen forever (or until another message took it's place)
Added an on-screen message that displays if you beat your previous best time for a track after a race ends.
Version 1.3a
Map markers and interaction icons for tracks will no longer be visible during races
Changed the way the script handles early race ends so that it doesn't even try to save the time or reward Eddies (etc) anymore unless you actually finish the race
Race events will now end (without saving time/rewarding Eddies) any time you get a loading screen (does not count the loading screen for teleporting back to race starts after a successful finish)
Race will now end if the player dies (without saving time or rewarding Eddies)
Version 1.3
Reworked the way checkpoints spawn/despwn during races to improve track readability while racing and hopefully reduce any performance impacts a bit (though I don't think this really impacts performance much, if at all)
There will now only ever be 2 visible checkpoints spawned in during a race, which will be the next 2 checkpoints in front of your position. As you reach a checkpoint, it will despawn and the checkpoint in front of your next checkpoint will spawn.
Fixed issue that caused race times and Eddies rewards to be recorded/given when you end a race early.
Race will now end if you leave your vehicle, after 5 seconds (a warning message will display to let you know this is going to happen)
Changed the way we're updating everyhting for the races, so it only updates while in a vehicle and a race is active, which should help with any performance impacts (again ,I don't think it impacts performance much, but this should help us to add new features without it starting to impact performance as much)
Other (mostly minor) fixes and improvements
Version 1.2c
Aded the missing .archive file that is necessary for the finish lines to appear in-game back into the zip file (I had to redo the zip in v1.2b and forgot to include the .archive file)
Version 1.2b
Fixed issue that caused the mod's log to repeatedly output "nativeSettings has returned nil'
Fixed issue with ending races using the button in the menus (it worked, but not like it was supposed to)
For mod devs: Added a returned variable to the script that will be set to true when a race is active and set to false when it is not ("timeTrials.raceActive = state")
Version 1.2a
Added 'Native Settings UI' menu with the mod's settings and a button to end the current race. Requires "Native Settings UI" to use. Settings and "End Race" button also available in CET overlay (still)
Adds a few new props to the editor
Other minor changes and adjustments to code
Version 1.2
Added total track distance display in world map for all tracks (shown next to the name, distance is in meters)... This distance is the total distance of the race, not the track (so multiple laps will increase this distance value)
Changed reward calculations to take track distance into consideration (distance makes up the bulk of the reward, then time is a penalty that reduces the reward)... Minimum reward amount is 2,000 Eddies no matter how slow you go...
Fixed teleporting back to start after finishing a race if the setting is enabled
Other minor changes and improvements
Version 1.1c
Fixed issue that would sometimes cause you to not be able to drive your vehicle after ending a race
Simplified vehicle mounting logic when starting a race (you will now see your V enter the vehicle instead of being instantly teleported inside of it)
Version 1.1b
No longer allows using numbers or special characters (symbols, etc) in track names, as they would break the track loading logic. Only alphabetical characters and spaces are allowed now (A-Z).
Note: If you had already broken your mod by using special characters in a track name, you will need to delete the tracks that have special characters in them and start over (or manually rename everything in the exported track module to not have symbols). Sorry for the inconvenience.
Version 1.1
Fixed issue with interaction prompt not disappearing when you walk away from it (I think, so far haven't been able to get it to happen again in my game, at least)
Fixed more issues with props/checkpoints not properly despawning after a race
Fixed issue that would cause exported tracks to duplicate the "Created By: Creator Name" line in the track's description if you edited the same track and exported again
Now removes any tracked quest when starting a race, then tracks it again after ending it
Changed the icon and text on the interction prompt
Changed the "Track Lead Map Marker" icon
Added an optional (enabled by default) reward of a small amount of Eddies that scale with the time spent in the race (this may be reworked in the future to make it more based off of your time vs the distance of the race instead of just the time spent, but figured this would be good for now).
Other small fixes and improvements
Version 1.0c
Now prevents teleporting to races (from in the mod's menu) while in a vehicle as this could lead to some weird bugs.
Fixes a couple minor issues with certain player warning messages not displaying properly when they should
Version 1.0b
This update has been removed, and v1.0 has been brought back for now... If you experience issues with props not disappearing after a race, just save/reload the game for now while we work on a better solution to the issue (that is what v1.0b was trying to address, but it caused other issues)
Version 1.0
Initial Release
Donations
No donations accepted
Gullii and TheManualEnhancerproudly present the long-awaited successor to The Trials that adds a lot of improvements, features and an an easy-to-use Track Editor for you to build your own race tracks. Note: This is not compatible with the original "The Trials" mod.
Time to prove that you are more than just Claire's motor monkey. No opponents, just you, your vehicle, and the streets of NC.
Features:
Full Framework to add Time Trial Style Races to Cyberpunk 2077 in a mostly native manner (races include map pins, interaction prompts, etc)
Includes a Track Editor for you to create and share your own tracks (see below for more info)
CET overlay window and "Native Settings UI" menus to change settings, teleport to race locations view your best times, and more
New Prop Placement System In v1.5a (now can see exact orientation and position of prop before placing)
The Editor This mod contains a Track Editor that let's you easily create, edit and export your own custom race tracks by using the CET-Overlay. The created files can easily be exported and shared between users as well. You can find out how to use the Editor Window in this short video.
Note: You can use a controller to place items in the editor. Just select an object to place in the menu, then press and hold the 'reload' button (usually the "X" button on Xbox controllers) to place, the same as you would with the keybind. Using a controller allows you to to place objects while the CET overlay is open, though will require swapping to mouse input to change placement objects in the menu.
After creating a race, save your game, then reload it and the race should be available to start from the point you set as your interaction hub and it should have a map marker on the main map.
See the "Articles" page for a guide on how to share your tracks.
Mod Compatibility: NOT compatible with The Trials. If you had that one installed, remove it first!
How to install:
Make sure you have Cyber Engine Tweaks installed
Extract the contents of the archive directly into your Cyberpunk Folder
How to uninstall:
Remove the folder "CyberTrials" from Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods
Remove "timeTrials.archive" from Cyberpunk 2077\archive\pc\mod
Known Issues:
You can only use letters and numbers for your track description/name/creator name. If you include any symbols, the track will cause the entire mod to break and you will need to manually delete your track file from your [Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\CyberTrials\modules\tracks] folder to get it working again. We have checks in place to prevent this for the most part, but it still may be possible to break somehow, so please only use letters and spaces and don't start your track name with a space.
Reloading all mods in CET will cause issues with the mod (both the editor and races), so it is not recommended to do so while playing. However, it won't really break anything major, it will just cause some objects to not despawn properly anymore. You can always just save, then load that save/reload an old save to clear out any left-behind objects, though. This mod used to require reloading all mods to activate races after creating them, but that is no longer the case. Just save, then load your game after creating /editing a race and it will be available.
Special thanks to psiberx for Cron.lua and GameUI.lua and to keanuwheeze for world.lua and interactionUI.lua (and both being an absolute legends in general). And also to everybody on the Cyberpunk Modding Community Discord for being super helpful and amazing <3
If you like the mod and feel generous you can donate me some Monero (XMR) at: 89fPNKjeERoaTKNsTcJV1zfbe1EMWSrMYa594GgfNZNfbSg7dwygXPwPc3Gvgg7tgFXC8YJp2gZjnemanBpdeBXGDfBQFL4