F.A.Q. Q: Looks like it is flickering between 2 images? A: Make sure the following are true
You have ArchiveXL, and its dependencies, installed and updated.
You only have 1 of this framework installed (choose one of 4x redmod, 4x non-redmod, or 8x).
Your game version is updated to latest version.
You have Phantom Liberty expansion.
ArchiveXL logs should be clean if those are true. If you still notice flickering, but rarely and it seems to affect only certain areas, then it could be due to conflicts with mods that overwrite sectors directly (poisoning the well for other mods), or mods that happen to replace the same exact thing that this framework replaces. The only solution for the first case is if the author of those mods use ArchiveXL to edit sectors instead of overwriting files. The solution for the second case would be a compatibility patch.
Can you point to some good tutorials on swapping textures like this? I tried RedMod but can't figure out how to work it. They make it purposely hard to understand or something.
New versions of WolvenKit hide create REDMOD zip options, unless you enable it in the settings. If you are trying to use the REDMOD framework with a non-REDMOD graphics mod, then it won't work. They need to be both REDMOD or non-REDMOD. It's recommended to just use only non-REDMOD versions when creating/testing mods, I just include REDMOD as a option for users.
One thing I don't like about Cyberpunk is everything is packed into .archive files. It makes swapping texture so hard unless we have to open up the .archive. I used to download about 10 replacers for billboards/magazines on Fallout 4 and Starfield and swapped them at will just by controlling the overwrite on Mod Organizer 2.
But is there a quick way to use this mod (and the Android magazine), then install another magazine replacer mods, so we get a little of both? I do like the android's art style, but after installing too many of your mods, my whole Night City looks like it is run by 1 publishing company. Everywhere I look, exact same art style.
.archive are basically compressed files. You need WolvenKit to change these. I think that Bethesda modding uses a loose file structure, which comes with file size disadvantages. It's not too difficult to change .archive files once you get used to it though. In this case, you don't even need to decompress the .archive file, just swap out the .xbm of the image in WolvenKit that you want to change. Then use WolvenKit to create the .zip, matching the REDMOD or non-REDMOD version of the framework you are using (new versions of WolvenKit hide the create REDMOD option, so you would need to enable in settings if you want to use with REDMOD framework).
There is a 8x graphics mod for magazines. If you don't like that, then you have to use WolvenKit and compile your own. The good news is that the framework is structured in a way that allows you to simply copy and paste the graphics (.xbm) from other mods for your personal use. WolvenKit can be frustrating at first, but I think most users can get the hang of it.
Btw, what is the difference between 4x and 8x, just double the allocated space for texture pools? Are they referencing the exact same textures or it is completely a new address system?
Say, If I have 8x framework, downloading 4x Android texture pack will use half of the 8x framework? And some random magazine texture pack (without using your framework) still takes up their original addresses? I have an overall understanding of how game development go, and mods can go either way, up to the mod creator. A lot of skin/body mods here completely reference different files so they with never overlap.
Btw, I really like the art style of your android pack. The problem is I need variations so Night City looks real.
Yes, 8x has twice the available texture slots as 4x. If you use a 4x graphics pack with a 8x framework, then you will see roughly half of the graphics are vanilla in the world. All of your questions are easily answered by opening the mods in WolvenKit
Magazines are almost everywhere around NC, on shelves, racks, ground, etc. They look like in the images. Most are closed, some are open.
If you expect new magazine graphics and not just randomization, then you need to install a compatible mod along with this framework. I have a compatible graphics mod -4x- NSFW Magazines Androids, but I don't think anyone else has made one for this framework yet.
Hey again, I wanted to mention one thing I noticed in case you werent aware. The "Pawnshop" retailer seems to only be using the base texture files instead of selecting from the custom options, and they aren't being displayed in a random order:
Just thought I'd mention it. I am using the 8x version but also noticed this on 4x.
Ok I investigated and those belong to a different node type that I saw appear occasionally in the files. Now that I know they are related to these shops, I should support it. I will need to rewrite some code though, so it might take a little longer for next patch.
Hello, I am really liking this mod and the extra variance it adds to the news stands around NC! I created my own mod using Wolvenkit to add my own textures and it is working well for the most part, except for Magazine 3. I can't seem to get the Magazine 3 (custom 1-4 or standard) working, and I only ever see the default texture in game.
I took a look at your 4x Android Magazines mod for reference and noticed that Magazine 3 has .mi files included, while the other magazine files do not. Is this what I'm missing? Sorry if this is a dumb question, I am really new to modding so I am learning bit by bit!
I tried adding just the .mi files from your 4x Android magazine mod to my mod as a test, but this loaded your Android textures for magazine 3 instead of my textures. Super confusing because I didnt include any of your .xbm texture files, just the .mi files from your mod, and still it loaded your android images for Magazine 3!
Anyway, I appreciate the great work on this mod and look forward to using it more in the future. if you have any tips for getting Magazine 3 to work in my mod please let me know, TIA.
Yes, some of these were tricky for sure, it's not a dumb question. Easiest way to replace the texture on those .mi files is to open my file in Wolvenkit, click on the layer (preview image should appear), then right-click the image and select the option to replace with your image.
In case you are curious, in order to have successfully done this without my file as a template, you would also had to edit the base game file in a text editor and replace all references to the old path to the new _custom_ path. Wolvenkit somehow doesn't allow editing these fields, so it's easier to just use my file as a template instead of having to do this step of editing the file with a text editor.
Yesss that did the trick! I didn't notice before that the .mi file even had textures included and replacing them worked like a charm. Thanks so much for the help and for the letting me use your mod as a starting point, definitely could not have done it on my own.
Will investigate later when I have the chance. I'm not a lore person so I easily forget all those quest names, so any details to help me find it are helpful.
The quest is in Dogtown. It is about the guy who had a BD Wreath fry his brain and because of that he thought he was a rockstar or something. I would recommend just googling "Cyberpunk Lina Malina quest" or something.
I went to the place and I think I found what you were looking at. However, the magazines are resting on a special rack with long display hooks, so they aren't actually floating. The bottom of the magazines rest on these display hooks.
Those were for sure not the magazines I am talking about. Since it is a pretty obvious sight I am gonna assume that it was just a random happenstance and probably was not the fault of this mod.
Strange. I think I went to the correct place and checked all around the room, and there were no floating magazines.
Magazines are affected by physics, so if you bump into them, then sometimes they can get stuck floating. It's a bug with the game sometimes with physics objects. Not sure if that is what happened here, but please be very detailed when reporting bugs next time so there is no confusion.
I found a bug on one of the magazines placed on Misty's table, it is misplaced (it floats and clips with the rest), also a poster floats above a trash can in Misty's backyard (on your other mod with the poster)
I will investigate this later when I have the chance. So it is only 1 magazine and 1 poster in the area that seems misplaced? Can you give a better description of Misty's backyard so I can find it? I know Misty's table, but not sure what you mean by backyard trash can.
Ty for your answer ! For the problematic poster : it's in Misty's backyard, between her store and Victor's, the poster floats above a trash can that is right in front of the stairs that lead to Victor's workshop. If you walk around this place you should find it right away, it's quite visible. There is a fire in the trash can in question, and a poster floating just above (the poster doesn't burn by the way so it's quite amusing)
I traced it to some data from Phantom Liberty expansion that has node data to add those, but doesn't actually render it in game (maybe it was cut content or something that was never finished). Fixed in the new versions of the frameworks.
Thx for being specific about the location so I could find them.
You're the absolute best, nremind. I'm a graphic designer and have been designing all new textures for your mods and my Night City feels so much more immersive. Question about the number of additional magazine textures this adds. The 4X poster framework adds 3 custom textures for each base texture but it looks like this one ads 4 custom textures. So it's really 5X the magazines, is that correct? Just wanted to check before I design new textures for this. Thank you!
It adds 4x the magazines of the base game, so yea you're right it's technically 5x total if you include the base magazines. The poster framework is actually the same, with custom_01 to custom_04 for each. I updated the 4x poster framework at some point to add custom_04, which might have caused some confusion.
I don't have any plans at the moment, but here are my thoughts:
Animated billboard ads framework would require a different approach, so that is least likely.
Newspapers I could do, but not sure if people would care much about them since they are small graphics with mostly text. Plus I am not a lore person, so I'm not that interested in writing NC interesting newspaper headlines.
Yeah, that makes sense. Books would be great. I've designed the newspapers to be pages of ads so some of them are a little more interesting than just articles and text. But you mostly see them on the ground so you're right, low on the priority list.
A 4X ads is the dream but as you say, it's a different process. If the mod had the game just pulling randomly from a set of texture files it would be easy to design out similar ads with different imagery, but I'm guessing your mods have the elements randomized because you've gone into the world and swapped things out individually. Which would probably be a doosie for ads. Thanks for all your hard work though, nremind. Your mods really do transform Night City like nothing else does.
68 comments
Q: Looks like it is flickering between 2 images?
A: Make sure the following are true
- You have ArchiveXL, and its dependencies, installed and updated.
- You only have 1 of this framework installed (choose one of 4x redmod, 4x non-redmod, or 8x).
- Your game version is updated to latest version.
- You have Phantom Liberty expansion.
ArchiveXL logs should be clean if those are true. If you still notice flickering, but rarely and it seems to affect only certain areas, then it could be due to conflicts with mods that overwrite sectors directly (poisoning the well for other mods), or mods that happen to replace the same exact thing that this framework replaces. The only solution for the first case is if the author of those mods use ArchiveXL to edit sectors instead of overwriting files. The solution for the second case would be a compatibility patch.I was wondering - would you consider to do the same for magazines, books & vinyls found in the game?
Thanks in advance!
Yea, I have thought about making a framework for books and vinyls. I will consider doing it. It should definitely be possible for me to make it.
I'm also using your other 4x mods and the advert config and those. All are great! Thanks so much! :)
Swapping textures is basic WolvenKit usage. Watch the first tutorial "Edit textures with WolvenKit (Beginner Tutorial)" here: https://wiki.redmodding.org/cyberpunk-2077-modding/modding-guides/community-guides#textures
I will probably spend an afternoon or two to learn this system.
But is there a quick way to use this mod (and the Android magazine), then install another magazine replacer mods, so we get a little of both? I do like the android's art style, but after installing too many of your mods, my whole Night City looks like it is run by 1 publishing company. Everywhere I look, exact same art style.
There is a 8x graphics mod for magazines. If you don't like that, then you have to use WolvenKit and compile your own. The good news is that the framework is structured in a way that allows you to simply copy and paste the graphics (.xbm) from other mods for your personal use. WolvenKit can be frustrating at first, but I think most users can get the hang of it.
Say, If I have 8x framework, downloading 4x Android texture pack will use half of the 8x framework? And some random magazine texture pack (without using your framework) still takes up their original addresses? I have an overall understanding of how game development go, and mods can go either way, up to the mod creator. A lot of skin/body mods here completely reference different files so they with never overlap.
Btw, I really like the art style of your android pack. The problem is I need variations so Night City looks real.
It completely shredded my Vortex mods and I had to purge, clear and reinstall everything.
It is not worth it.
Ah yeah, I wish a mod could break a mod organizer. At best, it is the mod organizer's fault for mishandling the mods and cache.
This file is currently being uploaded to our CDN servers. If this is taking longer than expected, please contact a moderator or email us.
If you expect new magazine graphics and not just randomization, then you need to install a compatible mod along with this framework. I have a compatible graphics mod -4x- NSFW Magazines Androids, but I don't think anyone else has made one for this framework yet.
Just thought I'd mention it. I am using the 8x version but also noticed this on 4x.
Edit: version 1.6 is up now.
I took a look at your 4x Android Magazines mod for reference and noticed that Magazine 3 has .mi files included, while the other magazine files do not. Is this what I'm missing? Sorry if this is a dumb question, I am really new to modding so I am learning bit by bit!
I tried adding just the .mi files from your 4x Android magazine mod to my mod as a test, but this loaded your Android textures for magazine 3 instead of my textures. Super confusing because I didnt include any of your .xbm texture files, just the .mi files from your mod, and still it loaded your android images for Magazine 3!
Anyway, I appreciate the great work on this mod and look forward to using it more in the future. if you have any tips for getting Magazine 3 to work in my mod please let me know, TIA.
In case you are curious, in order to have successfully done this without my file as a template, you would also had to edit the base game file in a text editor and replace all references to the old path to the new _custom_ path. Wolvenkit somehow doesn't allow editing these fields, so it's easier to just use my file as a template instead of having to do this step of editing the file with a text editor.
Magazines are affected by physics, so if you bump into them, then sometimes they can get stuck floating. It's a bug with the game sometimes with physics objects. Not sure if that is what happened here, but please be very detailed when reporting bugs next time so there is no confusion.
I found a bug on one of the magazines placed on Misty's table, it is misplaced (it floats and clips with the rest),
also a poster floats above a trash can in Misty's backyard (on your other mod with the poster)
For the problematic poster : it's in Misty's backyard, between her store and Victor's, the poster floats above a trash can that is right in front of the stairs that lead to Victor's workshop. If you walk around this place you should find it right away, it's quite visible. There is a fire in the trash can in question, and a poster floating just above (the poster doesn't burn by the way so it's quite amusing)
Thx for being specific about the location so I could find them.
I've noticed a problem on the poster mod (corrupted ?), i use the previous version for the moment.
Seems their servers were degraded at the time of upload.
I reuploaded the affected files for poster framework.
Thx and Good luck on your mod!
Animated billboard ads framework would require a different approach, so that is least likely.
Newspapers I could do, but not sure if people would care much about them since they are small graphics with mostly text. Plus I am not a lore person, so I'm not that interested in writing NC interesting newspaper headlines.
Books are most likely out of those.
A 4X ads is the dream but as you say, it's a different process. If the mod had the game just pulling randomly from a set of texture files it would be easy to design out similar ads with different imagery, but I'm guessing your mods have the elements randomized because you've gone into the world and swapped things out individually. Which would probably be a doosie for ads. Thanks for all your hard work though, nremind. Your mods really do transform Night City like nothing else does.