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Changelogs
Version 1.4.1
Fix inconsistent archive file names
Version 1.4
Adds compatibility for upcoming Audioware version 1.4.0 which modifies volume intensity (Users shouldn't need to change anything on their end and can update Audioware when it's available)
Fixes redscript warning in logs
Adds an "nitrousEnabled" tweak flat for custom vehicle authors to disable nitrous for their cars if they want
Version 1.3
Listen for acceleration/throttle input: Activating nitrous now requires acceleration/throttle input (any amount of acceleration)
Dynamic FOV: Implement dynamic camera effects (FOV/Blur) during Nitro boost, with configurable intensity.
HUD hide on fpp: Add setting to automatically hide the Nitro HUD when in first-person perspective (FPP).
HUD hide on scanner: Implement Nitro HUD fade-out when scanner is active to prevent overlap.
HUD Opacity: Add configurable opacity setting for the Nitro HUD.
HUD Horizontal adjustment: Add horizontal position adjustment setting for the Nitro HUD.
Popup for mod setting changes: Implement in-game popup notification advising vehicle re-entry or game reload after keybind/gameplay/HUD setting changes.
SFX toggle for burnout: Add setting to enable/disable the Nitro burnout sound effect. (Assuming burnout SFX is tied to burnout mechanic)
Negative values for boost: Allow negative percentage values in the Nitro Boost Power gameplay setting and more leeway for regen as well
Alt button: Add Alt as a configurable keybind option for Nitro.
Quest disable: Nitrous is now disabled in quest-related missions where it does not make sense like the prologue, inside AVs, Songbird's Van, the Basilisk, etc. For Claire's quests: you have the option to enable/disable in Mod Settings, it is enabled by default.
Introduces a new layout option for the Nitro UI bar. Users can now place a minified version of the nitro bar beside the speedometer. This needs to be toggled in Mod Settings. PLEASE RESTART THE GAME to see changes to the layout.
Added option to customize nitro exhaust color: choose from 5 colors (red, pink, purple, green, yellow)
Improved nitro exhaust VFX: added heat distortion to the flames and tweaked some params
Added X button option for controllers
Added a new toggle to enable separated keyboard and controller bindings. I don't have a controller so I cant truly to test it but the code looks right, but let me know it doesnt work
Reduces the magnitude of nitro boost of modded cars
Expanded modded VFX compatibility: exhaust VFX may now work for modded cars that didn't previously, even if the specified effect name is missing/changed. As long as the car uses an exhaust effect, it will work.
Increased regen multiplier maximum value to 100% (from prev 30%)
Adds nitrous to all vehicles with custom VFX, SFX, and HUD UI.
Use Mod Settings to configure activation key (by default L-Shift for cars and L-control for bikes) and toggle more settings
Are modded cars supported?
Yes.
No adjustments or updates needed from mod authors. As long as the modded vehicle uses an exhaust already - you will see the nitrous exhaust VFX and the core boosting mechanism will work on any car.
Are controllers supported?
Yes.
I dont like how the HUD bar looks or I want to tweak something
You can change the HUI UI bar width and height and apply a vertical offset via Mod Settings. You can customize the Nitrous activation key (or use separate keys for controller/keyboard) You can also switch to a different layout where it is near the speedometer. You can also hide it so it only appears on use. You can also change nitrous exhaust colors, change the FOV pullback intensity, and much more. You can also turn off the SFX / control its volume.
Check Nitrous's Mod Settings for more.
Tuning
I've tried to test as many vehicles as possible and tried to offer a sane default for each. But if you feel the balance is off or you need more boost power, you can either:
Adjust the Global Multipliers in Mod Settings. This will adjust settings by X% for ALL vehicles.
Or for more advanced users:
Define your own tweak record for your vehicle. This is similar to defining other custom vehicle handling parameters. You can find an example in r6/tweaks/NitrousBoost/
Vehicle.v_sport1_rayfield_caliburn_player.nitrousFuelCapacity: 7.5 # (Float) Seconds of boost fuel Vehicle.v_sport1_rayfield_caliburn_player.nitrousBaseForce: 160000.0 # (Float) Base force before mass scaling (> 0.0) Vehicle.v_sport1_rayfield_caliburn_player.nitrousGlobalMultiplier: 550.0 # (Float) Multiplier after mass scaling (> 0.0) Vehicle.v_sport1_rayfield_caliburn_player.nitrousConsumptionRate: 1.1# (Float) Fuel consumed per second (>= 0.0) Vehicle.v_sport1_rayfield_caliburn_player.nitrousRegenRate: 0.35 # (Float) Fuel regenerated per second passively (>= 0.0) Vehicle.v_sport1_rayfield_caliburn_player.nitrousRegenPause: 1.8 # (Float) Duration passive regen pauses after boost (>= 0.0) Vehicle.v_sport1_rayfield_caliburn_player.nitrousCooldown: 3.5 # (Float) Duration of cooldown when tank is completely empty (>= 0.0) Vehicle.v_sport1_rayfield_caliburn_player.nitrousBurnoutEnabled: true # (Boolean) Enable burnout - an instant nitro fuel refill when player goes from near-full nitro tank to empty Vehicle.v_sport1_rayfield_caliburn_player.nitrousBurnoutThreshold: 0.9 # (Float, 0.0-1.0) Min fuel % at activation for burnout Vehicle.v_sport1_rayfield_caliburn_player.nitrousBurnoutRegenPercent: 0.4# (Float, 0.0-1.0) Base fuel % regained on burnout Vehicle.v_sport1_rayfield_caliburn_player.nitrousBurnoutRegenCooldown: 0.5 # (Float, >=0.0) Cooldown (seconds) for burnout regen trigger
Replace `v_sport1_rayfield_caliburn_player` with the vehicle TweakDB ID you want to change.
Vehicle Mod Authors may also use these values to define their own custom nitrous settings for their vehicles!
Otherwise, a default is automatically calculated based on vehicle mass and other values such as wheel friction. Note RWD vs AWD vs FWD (also set in tweak) also influences the "feel" of the nitro (RWD = more pushy/drifty, FWD = more pull-y/control, AWD=neutral)
Note: avoid increasing boost too much. Game has a default (soft) limit of around 450mph after which the car resets.
Bikes should work too. Although the support is not great (mainly because it's hard to find a good activation key), and the defaults are a bit conservative.
Ermm this isn't in the lore and is not immersive
WRONG!
Cyberpunk Red rulebook
On installation, you will receive a message from Muamar and he will debit money from your account as payment for installing NOS.
Thanks to DBK, SDH, DigitalVixen, victorkatilis, thischord, ctrlsec for helping test this mod! And shoutouts to mana and Zhin as well :D And as always: psiberx for Codeware (which enables the custom HUD) and Roms1383 for Audioware!