No - The main version of this mod does not change any performance! It only fixes the vehicle gear rpm curves :)
To add or change performance or adjust vehicle driving characteristics, see the below information, create profiles using the vehicle profile system or create collections for multiple vehicles at once
You can also create an override with your particular taste or madness
The Tune Override versions in the optional files section are overrides :)
If you are on keyboard I recommend using the mod Immersive Driving 2.0 to get downshifts when breaking
FAQ / General Information See changelog for updates! (for a better and sometimes more updated version of this FAQ, see FAQ.md in the mod files)
Why is the mod not working or loading?
Compatibility and standalone vehicles
Why is the vehicle engine sound volume so low when the radio is on?
Why is the engineSoundModifier sound swap not working?
Information about the profile system load order
How do I create a Vehicle profile?
How do I create a Collection?
How do I create an Override file?
Information about logging data when tweaking or creating profiles
Q: Why is the mod not working or loading? A: Perhaps I released some breaking change, or you just need to "refresh" the mod install. What I would do if the mod is not loading:
Check that the mod is installed, then reinstall, uninstall and reinstall again etc. Sometimes you need to "Deploy mods" if you are using Vortex.
If that does not work, I would uninstall any other mods, and re-introduce them, one by one, to see what is failing.
Q: Compatibility and standalone vehicles A: Should be compatible with most other CET mods, if it is loaded last! If it is not loaded last it can sometimes be overwritten. Standalone vehicles should be automatically targeted by this mod. Let me know if there are deviations to this.
Q: Why is the vehicle engine sound volume so low when the radio is on? A: CDPR changed this in the 2.01 version of the game. Once I get going with sound modding, I might try to solve this. I know some other modders that are also working on it. Hopefully it is solvable.
Q: Why is the engineSoundModifier sound swap not working? A: engineSoundModifier is unique to every vehiclePath variant, meaning you can swap the sound for a specific variant. If you want to target multiple vehicles variants at once, use a Collection, Collection.rayfields_sound.lua, like this:
If you want to target multiple vehicles at once, use a Collection, Collection.rayfields_sound.lua, like this: local rayfieldsHozukiSound = { ['active'] = true, ['engineSoundModifier'] = { transform = true, source = 'Vehicle.v_standard2_mizutani_hozuki_player' }, } local rayfieldsMap = { ['Vehicle.v_sport1_rayfield_caliburn_player'] = rayfieldsHozukiSound, ['Vehicle.v_sport1_rayfield_caliburn_02_player'] = rayfieldsHozukiSound, } return rayfieldsMap Done.
Q: Information about the profile system load order A: The profile system works in a hierarchy. This is to be as flexible as possible. If you have multiples of Collections or Override files, the system will respect alphabetical orders. As an example, if you have Collection.a.lua and Collection.b.lua, the latter will be used if they target the same values or the same vehicles.
Same goes for Override.a.lua and Override.b.lua.
The system respects the following order:
Override.override_name...lua - ability to override any parameter globally
Vehicle.v_type_manufacturer_model...lua - a specific vehicle profile file is always superior and overridden into AuthenticShiftProfileMaps last
Collection.collection_name...lua - a collection of vehicle profiles that are put in AuthenticShiftProfileMaps second to last
Default.default_name...lua - an override of the AuthenticShiftProfileDefault in init.lua. This will be computed first
AuthenticShiftProfileDefault in init.lua, if any parameter is missing or otherwise this will be used to fill out the missing parameter as a fallback
Q: How do I create a Vehicle profile? A: Vehicle profiles are very simple. They target a specific vehiclePath. A list of the primary vehicle paths can be found in the functions.lua file, alongside their respective names. To create a new vehicle profile, simply create Vehicle.v_type_manufacturer_model_example.lua. Any parameter that is left out will be populated automatically from the AuthenticShiftProfileDefault which can also be overridden.
Example, create Vehicle.v_sport2_porsche_911turbo_player.lua, and put this inside that file: local my911profile = { ['active'] = true, ['tuneModifier'] = 2.0000 } return my911profile
Voila! Johnys 911 now has twice the torque.
Quirks: Each vehicle variant and what is modified is considered unique.
Q: How do I create a Collection? A: A Collection is a collection of vehicle profiles. The best way to explain this is to go read the contents of Collection.authentic_shift_defaults.lua - however - there are many creative use cases for this.
This will then adjust the break balance for all bikes targeted in the profile map.
Q: How do I create an Override file? A: Same as the vehicle profile, with the difference that this will go in and override all values for all vehicles. This is how the Tune versions of the mod works.
Example, create Override.suspension_madness.lua, and put this inside that file: local suspensionHeight = { ['active'] = true, ['suspensionHeightModifier'] = { front = 4.0000, rear = 8.0000 } } return suspensionHeight
Yes, this will do what you think it does... 😄
Q: Information about logging data when tweaking or creating profiles A: I've built in many helpful logging tools when you are debugging, tweaking or creating vehicle profiles. Go to functions.lua to enable these:
AuthenticShift.debugMode = false Set to true to enable AuthenticShift.debug mode, this will write information about vehicles in the log file using splog.info()
AuthenticShift.debugMissing = false Set to true to see and debug missing parameters for settings, vehicle profiles or profiles in collections
AuthenticShift.debugCloning = false Set to true to see and debug cloning of vehicles
AuthenticShift.debugTargetVehicles = false You can set this to 'Vehicle.v_sport1_rayfield_caliburn_player' to only highlight a single vehicle or to a table to highlight multiple
AuthenticShift.generateJson = false Set to true to also generate json for rpms, requires AuthenticShift.debugMode to also be true and also requires the file: dkjson.lua to be present
I am testing it with the Caliburn, just to see if it sounds like your comparison video, but apparently it always sounds like vanilla :(. I tested setting the name to "zAutenthic Shift" too but doesnt seem to change either. I have also tried deleting every vehicle mod I had, such us CVO, no luck either. So I dont really know if I am missing something
The Caliburn sounds in the comparison videos are from the 1.6x version of the game, so you will not get an exact representation of that sound. The mod still changes the rpm settings for each gear like in this graph. The difference should be very audible when driving. The black line is Vanilla.
Here is a video made by a mod user (Luda Gaming) that showcases the sound change for Caliburn in v2.0x of the game :)
If it is still not working, you can try this.
Make sure the mod is located in the correct folder: Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\Authentic Shift
Mod logging: If you go to the mod file functions.lua. On line 17 you will find this: AuthenticShift.debugMode = false Set that to: AuthenticShift.debugMode = trueThe mod will now log all the changes made to Authentic Shift.log when it is loaded. Make sure to set it back to false when done testing.
You will also see this in the CET Console: DebugMode - Authentic Shift v2.11.21 - Trying to load mod ... functions will run DebugMode - Authentic Shift v2.11.21 - Loaded
Now that everything works, I'm just so grateful for your MOD! As a car lover, I have to admit that I didn't notice the vanilla sound at the beginning and after your mod I just can't live without it! It is compatible with 2.13 my friends definitely try this MOD it will change your gaming experience by 360 degrees! Thank you for making such an incredibly great mod! I'm extremely excited and I think I also speak for many other people who love cars, super excited about your upcoming updates if you have the desire and time! I wish you only the best!
How come some modded vehicles feel "stuck" while shifting gears when used alongside this mod? (Lotus Evija in particular). How would I go about fixing it?
Hello thank you for the answer, it turns out i was checking a modded vehicle that looked like a vanilla car thats why i wasnt noticing any changes its working as intended for all the vanilla cars :3 Sorry for the confusion
Hello, I tried using the optional step 2 Xtrem mod in addition to the main mod files, but the max speed of my cars looks to be the same (150km/h (real speed) for the quadra turbo for example). Any Idea why ? Do I need to do anything for the mod to load after launching the game? It seems I kinda had the same problem with the CVO mod (I uninstalled it to install this one). I can't find what I'm doing wrong.
Thank you for your comment! :) The vanilla maximum game engine (unrealistic) max speed is 460 mph (at least when I tested that in game version v1.x) With a mod that converts to realistic speeds that is 223.69mph (360km/h).
Are you running any other mods? Are you on Phantom Liberty? Have you updated everyting? :)
I'm not running other mods related to driving handling or cars in general (except for the Clair's car skin mod ;) ). I have phantom liberty installed, yes. What do you mean by having updated everything ? I installed the game 1 month ago and some mods like 3 weeks later (once I finished the game vanilla a first time).
Maybe someone will be kind enough to share their profiles. Because its a bit overwhelming and time consuming for me to understand and use the app. Thanks in advance:)
Thank you for your question. The mod works for vehicles owned by the player. That should also include modded vehicles.
Which car is it not working for? I have a plan to further investigate why some modded vehicles work while others do not. When I investigated this last time, I found that some vehicle mods are not built the same or following how CDPR built vehicles. That could be a reason in some cases.
So glad you're back dude, this is still the most essential driving mod for Cyberpunk. Do you think it will ever be possible to have fully functioning manual gears with how the game / engine is set up? My only issue I have now is that at speeds / RPMs close to the end of a gear, the game still likes to shift up down up down up down between them rather than hold the gear its already in. Usually happens to me when im accelerating out of a turn or on an incline. Welcome back!
As far as I can tell, from testing and experimenting alot last time around, manual gears is a no-go because of the game engine and how things are built.
When I am up to speed again I might have another look but I would not get your hopes up. I might do a collab with some other modder much more skilled than my self, if they are interested to see, but for now, it has lower priority than other things :)
Currently playing around with a profile companion app to make the profile system more accessible. v0.1.1-alpha is up, I have many cool ideas for this to make it easier to understand, load and tweak profiles outside of the game.
Sadly because of other limitations for what this mod tweaks and the architecture required to do so, you have to reload the game. There are two mods to make you instantly load into the game, mentioned in the comments here, but having to reload is what it is. The two mods are ”Skip Main Menu” and ”Fast Launch (Skip intro - Startup Videos) - Fast Launch”)
At least I can make profile creation and editing outside of the game very pleasant and more accessible :)
Thank you for your comment! That sounds strange. This mod only requires Cyber Engine Tweaks. You can try and then go back to the older version if there are problems? :)
Hi, first of all this mod is so good I don't know why it's not at least top 3 in CP77 Nexus. So patch 2.20 introduced some new vehicles to the Autofixer, one of them being Mizutani Shion MZ1. How could I go about swapping the sound for the MZ1 with the MZ2?
From your replies to other comments, I'd have to obtain the sound path for the MZ1 and use a lua script to target the MZ2 isntead - what would be the best method to obtain the path? My first guess would be some tool like WolvenKit, but I'm wondering if there's other methods to do it.
The soundswap works only by taking the sound from one existing vehicle and putting it on another. As long as you select an existing vehicle and its vehicle path, and put it on another one, it will work :) I am not entirely sure which are the current vehicle paths for MZ1 or MZ2 :)
Hi there! This mod is quite literally the mod I've been searching for since the game first came out! Unfortunately, I can't for the life of me get it to work? I've tried uninstalling and reinstalling, checking in CET console to check that it's been loaded and renamed the folder so it sits at the bottom of the load order, but it still sounds vanilla? I'm not sure what I'm doing wrong
Hmm, do you use vortex or manually installing the mod? Have you made sure this is the path to the mod? ..\Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\Authentic Shift\init.lua Are you testing it with some custom vehicle mod?
I manually install mods on this game since I just outright dislike Vortex lol. Yes the file path looks correct, I'm using GOG. I am using custom vehicles and other mods, but I have tried purchasing vanilla vehicles including the Caliburn and it sounds the exact same :/ Are there any other requirements needed for the mod to function that maybe I've just not installed?
Note that the video demonstrations showcased on the Description page are from the older version of the game. Vehicles had different base sound back then. For later versions CDPR has changed the base sound for most vehicles.
It sounds like the version on the left, almost a "gear reset" rather than a gear change. RPM drops fully like vanilla and doesn't stay high like with your mod :(
Super late on this comment. I had the same issue first installing this mod because it was conflicting with the vehicle body shop. The one you upgrade vehicles engine and everything. Pretty sure it was overwriting files for the vehicle itself. Un-installed that and started working.
I'm not completely new to modding but trying to get this to work with a new custom car is giving me brain rot lol. It would be absolutely fantastic having a video showing how to import new cars even just to load the default profile and how to find the correct information for it to load. I keep coming back to this mod because for me, this was needed day1.
Long story short i have https://www.nexusmods.com/cyberpunk2077/mods/18736 bikes installed and i cant for the life of me get the fzr3000 bike to work with this. I know this is user error on my part but once i understand it better, i will be set.
I created a lua which i assume has to be wrong somewhere in the name maybe? "Vehicle.v_fzr3000_arch_nemesis_lina_lina_malina_01_player.lua" when i extract the fzr3000 with the entity tool it only gives me this info
Could you or someone possibly create this correctly so i can decontruct it to figure out what im missing and what was wrong? I dont even care if its just to load the default.
If it helps, This is what i get in the AS log itself.
2025-02-05 21:12:48 UTC-08:00] [20160] Failed to create record 'AuthenticShift.v_fzr3000_vehDriveModelData_tuned'. reason: Couldn't find record '<TDBID:00000000:00>' to clone
Edit: some modders do not follow the sportbike naming convention for the vehicle path. After the patch that added specific bike handling dynaamics, CDPR split the vehicle data model. When I patched the model split, i just made sure ths mod looks for sportbike by name in the naming convention and then selects one of the two. models:
bikeDriveModelData vs. vehDriveModelData
I might have an upcoming fix for this in the next version of the mod. This is what causes some modded bike to not be processed. This logic is located at at line 90-93 in init.lua :)
A better solution would be to check inside of the bikeDriveModelData for a specific value or if it populated to determine if the vehicle is a bike or not.
Sadly did not work. Tried it in many different ways and not sure how to look into further data with the bike. May just have to walk instead of driving for awhile lol.
Last attempt i did looked like this since you mentioned adding in sportbike
Also tried adding in Aldecaldos at the end aswell since some of the strings include that. Was basicly going off the collection adding it in like the rest of the bikes. Still no go though :/
Modded vehicles are created rather differently. I had logic for ~10-20 custom modded vehicles in a previous version of the mod. The problem was that I had to find out which path name to target and most modded vehicles where setup very differently.
I will investigate some more for the next version of the mod.
697 comments
Information below!
CHANGELOG.md
Collection.authentic_shift_defaults.lua
Default.authentic_shift_defaults.lua
FAQ.md
functions.lua
init.lua
Vehicle.v_type_manufacturer_model_example.lua
FAQ / General Information
See changelog for updates!
(for a better and sometimes more updated version of this FAQ, see FAQ.md in the mod files)
Q: Why is the mod not working or loading?
A: Perhaps I released some breaking change, or you just need to "refresh" the mod install. What I would do if the mod is not loading:
Q: Compatibility and standalone vehicles
A: Should be compatible with most other CET mods, if it is loaded last! If it is not loaded last it can sometimes be overwritten.
Standalone vehicles should be automatically targeted by this mod. Let me know if there are deviations to this.
Q: Why is the vehicle engine sound volume so low when the radio is on?
A: CDPR changed this in the 2.01 version of the game. Once I get going with sound modding, I might try to solve this.
I know some other modders that are also working on it. Hopefully it is solvable.
Q: Why is the engineSoundModifier sound swap not working?
A: engineSoundModifier is unique to every vehiclePath variant, meaning you can swap the sound for a specific variant.
If you want to target multiple vehicles variants at once, use a Collection, Collection.rayfields_sound.lua, like this:
If you want to target multiple vehicles at once, use a Collection, Collection.rayfields_sound.lua, like this:
local rayfieldsHozukiSound = {
Done.['active'] = true,
['engineSoundModifier'] = { transform = true, source = 'Vehicle.v_standard2_mizutani_hozuki_player' },
}
local rayfieldsMap = {
['Vehicle.v_sport1_rayfield_caliburn_player'] = rayfieldsHozukiSound,
['Vehicle.v_sport1_rayfield_caliburn_02_player'] = rayfieldsHozukiSound,
}
return rayfieldsMap
Q: Information about the profile system load order
A: The profile system works in a hierarchy. This is to be as flexible as possible. If you have multiples of Collections or Override files, the system will respect alphabetical orders. As an example, if you have Collection.a.lua and Collection.b.lua, the latter will be used if they target the same values or the same vehicles.
Same goes for Override.a.lua and Override.b.lua.
The system respects the following order:
Q: How do I create a Vehicle profile?
A: Vehicle profiles are very simple. They target a specific vehiclePath. A list of the primary vehicle paths can be found in the functions.lua file, alongside their respective names. To create a new vehicle profile, simply create Vehicle.v_type_manufacturer_model_example.lua. Any parameter that is left out will be populated automatically from the AuthenticShiftProfileDefault which can also be overridden.
Example, create Vehicle.v_sport2_porsche_911turbo_player.lua, and put this inside that file:
local my911profile = {
['active'] = true,
['tuneModifier'] = 2.0000
}
return my911profile
Voila! Johnys 911 now has twice the torque.
Quirks: Each vehicle variant and what is modified is considered unique.
Q: How do I create a Collection?
A: A Collection is a collection of vehicle profiles. The best way to explain this is to go read the contents of Collection.authentic_shift_defaults.lua - however - there are many creative use cases for this.
Example, create Collection.bikes_brake_bias.lua
local bikeBrakeBias = {
['active'] = true,
['brakeBias'] = { front = 1.3000, rear = 0.3000 },
}
local bikesProfilesMap = {
['Vehicle.v_sportbike3_brennan_apollo_player'] = bikeBrakeBias,
['Vehicle.v_sportbike3_brennan_apollo_nomad_player'] = bikeBrakeBias,
['Vehicle.v_sportbike1_yaiba_kusanagi_player'] = bikeBrakeBias,
['Vehicle.v_sportbike1_yaiba_kusanagi_tyger_player'] = bikeBrakeBias,
['Vehicle.v_sportbike2_arch_jackie_player'] = bikeBrakeBias,
['Vehicle.v_sportbike2_arch_jackie_tuned_player'] = bikeBrakeBias,
['Vehicle.v_sportbike2_arch_player'] = bikeBrakeBias,
['Vehicle.v_sportbike2_arch_tyger_player'] = bikeBrakeBias,
['Vehicle.v_sportbike2_arch_linas_player'] = bikeBrakeBias,
}
return bikesProfilesMap
This will then adjust the break balance for all bikes targeted in the profile map.
Q: How do I create an Override file?
A: Same as the vehicle profile, with the difference that this will go in and override all values for all vehicles. This is how the Tune versions of the mod works.
Example, create Override.suspension_madness.lua, and put this inside that file:
local suspensionHeight = {
['active'] = true,
['suspensionHeightModifier'] = { front = 4.0000, rear = 8.0000 }
}
return suspensionHeight
Yes, this will do what you think it does... 😄
Q: Information about logging data when tweaking or creating profiles
A: I've built in many helpful logging tools when you are debugging, tweaking or creating vehicle profiles.
Go to functions.lua to enable these:
Set to true to enable AuthenticShift.debug mode, this will write information about vehicles in the log file using splog.info()
Set to true to see and debug missing parameters for settings, vehicle profiles or profiles in collections
Set to true to see and debug cloning of vehicles
You can set this to 'Vehicle.v_sport1_rayfield_caliburn_player' to only highlight a single vehicle or to a table to highlight multiple
Set to true to also generate json for rpms, requires AuthenticShift.debugMode to also be true and also requires the file: dkjson.lua to be present
Enjoy tweaking! :D
Photo: Profile Example - Imba's Gymkhana Coyote
(combined with AAbdii's mod: Shion Blackbird MK.1 and MK.2 (weaponized))
Here is a video made by a mod user (Luda Gaming) that showcases the sound change for Caliburn in v2.0x of the game :)
If it is still not working, you can try this.
Make sure the mod is located in the correct folder:
Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\Authentic Shift
Mod logging:
If you go to the mod file functions.lua. On line 17 you will find this:
AuthenticShift.debugMode = false
Set that to:AuthenticShift.debugMode = true
The mod will now log all the changes made to Authentic Shift.log when it is loaded.Make sure to set it back to false when done testing.
You will also see this in the CET Console:
DebugMode - Authentic Shift v2.11.21 - Trying to load mod ...
functions will run
DebugMode - Authentic Shift v2.11.21 - Loaded
DebugMode - Authentic Shift v2.11.21 - Loaded
Never appeared.
I suppose the mod has failed to load for me...
As a car lover, I have to admit that I didn't notice the vanilla sound at the beginning and after your mod I just can't live without it!
It is compatible with 2.13 my friends definitely try this MOD it will change your gaming experience by 360 degrees!
Thank you for making such an incredibly great mod!
I'm extremely excited and I think I also speak for many other people who love cars, super excited about your upcoming updates if you have the desire and time!
I wish you only the best!
Glad you enjoy it!
The new version is in the works :)
Like I said in the other comment it is tricky to say when, but it is on its way :)
It seems I kinda had the same problem with the CVO mod (I uninstalled it to install this one). I can't find what I'm doing wrong.
The vanilla maximum game engine (unrealistic) max speed is 460 mph (at least when I tested that in game version v1.x)
With a mod that converts to realistic speeds that is 223.69mph (360km/h).
Are you running any other mods?
Are you on Phantom Liberty?
Have you updated everyting? :)
Yeah, no, I'm nowhere near 360Km/h lmao
I'm not running other mods related to driving handling or cars in general (except for the Clair's car skin mod ;) ).
I have phantom liberty installed, yes.
What do you mean by having updated everything ? I installed the game 1 month ago and some mods like 3 weeks later (once I finished the game vanilla a first time).
do you use Vortex? If so remove the mods from vortex completely then install them again :)
I know it is a bit cluttered right now. I will try to make it accessible soon :)
Which car is it not working for? I have a plan to further investigate why some modded vehicles work while others do not. When I investigated this last time, I found that some vehicle mods are not built the same or following how CDPR built vehicles. That could be a reason in some cases.
As far as I can tell, from testing and experimenting alot last time around, manual gears is a no-go because of the game engine and how things are built.
When I am up to speed again I might have another look but I would not get your hopes up. I might do a collab with some other modder much more skilled than my self, if they are interested to see, but for now, it has lower priority than other things :)
Currently playing around with a profile companion app to make the profile system more accessible. v0.1.1-alpha is up, I have many cool ideas for this to make it easier to understand, load and tweak profiles outside of the game.
Sadly because of other limitations for what this mod tweaks and the architecture required to do so, you have to reload the game. There are two mods to make you instantly load into the game, mentioned in the comments here, but having to reload is what it is. The two mods are ”Skip Main Menu” and ”Fast Launch (Skip intro - Startup Videos) - Fast Launch”)
At least I can make profile creation and editing outside of the game very pleasant and more accessible :)
This may be unique depending on mods used, or is there something incorrect with the dependency info with this mod?
From your replies to other comments, I'd have to obtain the sound path for the MZ1 and use a lua script to target the MZ2 isntead - what would be the best method to obtain the path? My first guess would be some tool like WolvenKit, but I'm wondering if there's other methods to do it.
The soundswap works only by taking the sound from one existing vehicle and putting it on another. As long as you select an existing vehicle and its vehicle path, and put it on another one, it will work :) I am not entirely sure which are the current vehicle paths for MZ1 or MZ2 :)
Have you made sure this is the path to the mod? ..\Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\Authentic Shift\init.lua
Are you testing it with some custom vehicle mod?
Note that the video demonstrations showcased on the Description page are from the older version of the game.
Vehicles had different base sound back then.
For later versions CDPR has changed the base sound for most vehicles.
Does Caliburn sound like this mod users video (later version of the game)?
https://www.youtube.com/watch?v=hNBLher7OEs
Long story short i have https://www.nexusmods.com/cyberpunk2077/mods/18736 bikes installed and i cant for the life of me get the fzr3000 bike to work with this. I know this is user error on my part but once i understand it better, i will be set.
I created a lua which i assume has to be wrong somewhere in the name maybe? "Vehicle.v_fzr3000_arch_nemesis_lina_lina_malina_01_player.lua"
when i extract the fzr3000 with the entity tool it only gives me this info
Class Name: gamedataVehicle_Record
Entity Type: Vehicle
Entity Template Path: nil
TweakDB ID: Vehicle.v_fzr3000
Appearance Name: arch_nemesis_lina_lina_malina_01
Affiliation: Aldecaldos
Could you or someone possibly create this correctly so i can decontruct it to figure out what im missing and what was wrong? I dont even care if its just to load the default.
If it helps, This is what i get in the AS log itself.
2025-02-05 21:12:48 UTC-08:00] [20160] Failed to create record 'AuthenticShift.v_fzr3000_vehDriveModelData_tuned'. reason: Couldn't find record '<TDBID:00000000:00>' to clone
Thanks for your time.
If you make sure the "vehicle path" of the bike have "sportbike" n the name.
Like the naming schema for all Vanilla bikes, does it work then? :)
Example:
Vehicle.v_sportbike_fzr3000_arch_nemesis_lina_lina_malina_01_player
Edit: some modders do not follow the sportbike naming convention for the vehicle path. After the patch that added specific bike handling dynaamics, CDPR split the vehicle data model. When I patched the model split, i just made sure ths mod looks for sportbike by name in the naming convention and then selects one of the two. models:
bikeDriveModelData
vs.
vehDriveModelData
I might have an upcoming fix for this in the next version of the mod. This is what causes some modded bike to not be processed. This logic is located at at line 90-93 in init.lua :)
A better solution would be to check inside of the bikeDriveModelData for a specific value or if it populated to determine if the vehicle is a bike or not.
Last attempt i did looked like this since you mentioned adding in sportbike
Vehicle.v_fzr3000_arch_nemesis_lina_lina_malina_01_Aldecaldos_player.lua
Vehicle.v_sportbike_fzr3000_arch_nemesis_lina_lina_malina_01_Aldecaldos_player.lua
Vehicle.v_sportbike1_fzr3000_arch_nemesis_lina_lina_malina_01_Aldecaldos_player.lua
Vehicle.v_sportbike2_fzr3000_arch_nemesis_lina_lina_malina_01_Aldecaldos_player.lua
Vehicle.v_sportbike3_fzr3000_arch_nemesis_lina_lina_malina_01_Aldecaldos_player.lua
Also tried adding in Aldecaldos at the end aswell since some of the strings include that. Was basicly going off the collection adding it in like the rest of the bikes. Still no go though :/
I will investigate some more for the next version of the mod.