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Illtempered

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  1. LisbethSAO
    LisbethSAO
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    Woo, I been looking for a mod that fixes the traffic lights always turning green!

    However...this "Trafficlights.ini" file that comes with the downloaded archive, I assume you just copy&pasted from the YouTube video (https://www.youtube.com/watch?v=Vf8o716sX1o), and after having a look at the code, I can't imagine all of those values all make up the change to the traffic lights?

    There's another mod that does the same thing as this one (No More Green Wave), but only consists of 4 lines of code (which are also found in your .INI file), as opposed to your 38 lines. What exactly do the other 34 lines of code (and their values) change in the game. Are those other lines and their numbers default vanilla values, or edited values? It would be nice to know how exactly all those other changes might effect the game, in case they cause conflicts/errors with other mods.

    Traffic.ini coding:
    Spoiler:  
    Show
    [Traffic]
    AccFactorMP = 1.000000
    AvoidanceLimitAngle = 5.000000
    AvoidZebra2Zebra = true
    BottomClampAngle = 15.000000
    BrakeFactorMP = 25.000000
    BufferBuffer = 0.100000
    carExpectedCollisionFactor = 0.700000
    CurveLimitFactor = 0.800000
    DeathLimit = 10.000000
    decelerationFactor = 1.000000
    DisableLOD = true
    DisplacementCap = 1.000000
    DisposeOnSummon = true
    FrontAngle = 15.000000
    GreenWaveAveragePredictedCarSpeed = 0
    GreenWaveLength = 0
    leftLaneSpeedIncrease = 0.100000
    MaxLocalPathLength = 100.000000
    MaxPathLanes = 5
    MaxTimeBeforeGreenWave = 10.000000
    MinTimeBeforeGreenWave = 7.000000
    PathLaneIntersectionDownTolerance = 1.000000
    PathLaneIntersectionUpTolerance = 2.000000
    PlayerPrediction = 30.000000
    roadSpeedOverride = -1.000000
    SideAngle = 0.000000
    SlotLaneOccupancyArea_Pedestrian = 2.500000
    SlotLaneOccupancyArea_Vehicle_Length = 6.000000
    SpotDetectionPrecision = 5.000000
    SpotDetectionRange = 3.000000
    stopOnStaticCollisions = false
    StopSpawn = false
    StraightTurnLimit = 15.000000
    TaxiDespawnLookahead = 100.000000
    taxiPathDistance = -1.000000
    TeleportationDistance = 340282346638528859811704183484516925440.000000
    UncrowdMultiLaneRoads = true
    UncrowdOneLaneRoads = true
    1. Illtempered
      Illtempered
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      Ok it's been a while but I'm about to get back into this.  I'm currently testing it with the legacy version.  After very extensive testing on 2.0 it worked relatively fine, and green wave did not.  It also did not affect my performance by one single frame per second.  I say relatively fine because the traffic is already wonky as hell.  I'm playing without it on right now so I can get the feel of the traffic without it, before I start testing with it.

      As far as the extra lines of code, I don't know, but like I said.  I tested extensively before release and it was definitely working for me, without any issues.  I do have my traffic density set to low and am not using the HDD setting.  I will test it in the legacy version with and without that, and with the different density settings.
    2. LisbethSAO
      LisbethSAO
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      Yep, I tested this mod (at the time I posted my original comment above), and this mod definitely works as advertised, with the current/latest game version (tested on Steam; Manual installation). I also didn't experience any performance hits at all. I was just curious about all the extra lines of code, I don't know what they do either, hehe. Thanks for the reply!  :)
    3. Illtempered
      Illtempered
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      Ok thanks for the confirmation!
    4. dodecadevin
      dodecadevin
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      @LisbethSAO, did you learn anything about interactions between this mod and other mods that affect traffic logic or density? it seems like this mod works for me when it's the only traffic mod - though admittedly not quite as much of an effect as the person on YouTube seemed to enjoy in the video. other traffic mods seem to throw it off. also, a lot of the time, AI vehicles ignore the lights and pedestrian crossings will conflict with their corresponding lights... but that all is probably vanilla behavior and not something caused by this mod lol. what have you noticed? thanks for everything
    5. dodecadevin
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      i had some time to poke around with Ini Tweaker and compare to default values and here's what it looks like to me:

      these 23 are the same as default values, if a lower priority ini tweak affects them then this mod will reassert these defaults,
      Spoiler:  
      Show
      AvoidZebra2Zebra = true
      DeathLimit = 10.000000
      DisableLOD = true
      DisplacementCap = 1.000000
      DisposeOnSummon = true
      FrontAngle = 15.000000
      leftLaneSpeedIncrease = 0.100000
      MaxLocalPathLength = 100.000000
      MaxPathLanes = 5
      MaxTimeBeforeGreenWave = 10.000000
      MinTimeBeforeGreenWave = 7.000000
      PathLaneIntersectionDownTolerance = 1.000000
      PathLaneIntersectionUpTolerance = 2.000000
      PlayerPrediction = 30.000000
      SlotLaneOccupancyArea_Pedestrian = 2.500000
      SlotLaneOccupancyArea_Vehicle_Length = 6.000000
      SpotDetectionPrecision = 5.000000
      SpotDetectionRange = 3.000000
      StopSpawn = false
      StraightTurnLimit = 15.000000
      TeleportationDistance = 340282346638528859811704183484516925440.000000
      UncrowdMultiLaneRoads = true
      UncrowdOneLaneRoads = true


      i couldn't find any reference to these 12, i don't think they're in the game anymore?
      Spoiler:  
      Show
      AccFactorMP = 1.000000
      AvoidanceLimitAngle = 5.000000
      BottomClampAngle = 15.000000
      BrakeFactorMP = 25.000000
      BufferBuffer = 0.100000
      carExpectedCollisionFactor = 0.700000
      CurveLimitFactor = 0.800000
      decelerationFactor = 1.000000
      roadSpeedOverride = -1.000000
      stopOnStaticCollisions = false
      TaxiDespawnLookahead = 100.000000
      taxiPathDistance = -1.000000


      These 2 are different from the default values, but outside the min/max accepted by the game, so the game ignores them,
      GreenWaveAveragePredictedCarSpeed = 0
      GreenWaveLength = 0

      This 1 setting is both valid and different from the default setting,
      SideAngle = 0.000000

      These are the values i messed around with in Ini Tweaker to get varying "green wave" behavior, restart the game or set Ini Tweaker to work on player spawn and reload the save for them to take effect:
      MinTimeBeforeGreenWave (0 - 50, default 7)
      MaxTimeBeforeGreenWave (0 - 50, default 10)
      GreenWaveLength (10 - 200?, default 200)
      GreenWaveAveragePredictedCarSpeed (1 - 100, default 10)
      like if you set min/max to the highest setting (50) and length to the lowest setting (10) you will get lots of really long red lights, way longer than necessary with no cross traffic. setting the min/max time very low seems like it can negatively affect crowd and vehicle spawn frequency. there are some other values outside of [Traffic] that i want to look at when i get a chance, too. i haven't messed around with GreenWaveAveragePredictedCarSpeed, some of the traffic density mods out there do modify this so it probably does *something*...

      An entirely separate problem is the sudden swap from the faraway texture to the closeup texture as a driving player approaches a stoplight. The faraway texture is a simple animated loop, the closeup texture actually matches traffic control state. You can tell the difference (and find the distance where it swaps over in your game) by watching the stoplight change from red to green: on the near/real texture, it goes directly from red to green like irl, but on the far texture it goes red-yellow-green instead. When driving towards a traffic light the visual swapover distance is way too close to the light, usually much closer than necessary for the player to react. This mod doesn't try to fix that problem, but it definitely doesn't cause it either. NPC vehicles and pedestrians DO actually seem to respect the signals, most of the time, the player just can't see it happening until they're very near. Looking for a way to make this less of a problem.

      The other green wave .ini mod ("No More Green Wave") changes MinTimeBeforeGreenWave and MaxTimeBeforeGreenWave both to 0, but tries to set invalid values for GreenWaveLength and GreenWaveAveragePredictedCarSpeed.
    6. LisbethSAO
      LisbethSAO
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      • 372 kudos
      @dodecadevin
      Wow, that's a lot to take in, hehe. Thanks for the infos and I appreciate the work you did digging into the codes, hehe. Kudos choom!  :)

      Yeah I have yet to try out any of the traffic-related mods, but they're definitely on my to-try-list when I start playing Cp77 again. Haven't actually been playing this game for a while now, got sucked into another game lol, but I always check for mod updates and always keep everything updated, in case I get a random hankering to visit Night City and go for a leisurely ride and get shot at by some gangergonks, good times, good times, hehe.  :)
  2. Illtempered
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    Extensive testing so far with the legacy version of the game and it's obviously working with zero problems or performance hit.  I may not know exactly what all the code does, but I am knowledgeable enough to be confident that it's very lightweight stuff.
  3. FluffyWeasel
    FluffyWeasel
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    Doesn't work. Traffic lights that literally just turned red turn green again when i come close
    1. LaraCrott
      LaraCrott
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      • 11 kudos
      this
    2. ItsVjustV
      ItsVjustV
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      Traffic lights problems are all over the game and a real joke leading to more accidents than anything else.
      It's useless anyway since the " Car AI" is literally a joke so when you confront traffic lights to the Car AI, the stupid Car AI always wins. 
      Look at the cops ramming civilians, killing them or crashing into other peoples cars without anyone reacting "( great AI system). 

      Hang on a second......try that yourself as V... or try to bump lightly into a cop's car,and all of Night city's PD + Max Tac are on your ass. Realism...
  4. JohnnyH2000
    JohnnyH2000
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    Holy, now that you mention it...
  5. mrBrain101
    mrBrain101
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    Thanks Illtempered!

    Random lights are much more fun than always green.
    (Works on 2.2)
  6. jonwoodland
    jonwoodland
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    this mod doesn't work. buggy af as well. with this mod, some green lights will even turn red as you approach . I've just accepted that this game's traffic mechanics are trash. Honestly you will have a better time just fast traveling everywhere instead of trying to drive for immersion.
  7. guims79
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    Hi everybody.
    I can't tell 100% this is the only one reason since I installed around 30 other mods (if someone recently used this mod only by itstelf, I'd like to read your opinion)...but when I install this one my game crashes  while driving the streets after few seconds.....Cold, rough sudden and without any warning...

    But it works. (I mean at least it does what's supposed to do) I had enought time to witness red light not switching when approching a crossroad.
    Does anyone having the same issue?
    I'm asking since the mod hasn't being updated since long, maybe it needs a bit of freshening?

    If not, I apologize by advance.

    In any way, thank you Illtempered for your work and effort.


    I"d like to be able to use it though.

    ...and sorry for my eventually weird english.
  8. TheDudeAbides157
    TheDudeAbides157
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    Just a little heads up, this can cause the drive from the Afterlife to Konpeki Plaza to take forever.  Especially if you have anything like Realistic Traffic Density installed.
  9. YamiShoumetsu
    YamiShoumetsu
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    My biggest issue right now is that when I stop in traffic for quite sometime due to red light, for some reason the AI of some npc cars goes nuts and starts ramming other cars in a hurry to drive forward. Is there any mod that fix this? So many times my car got rammed by an npc car who was iwhen I was just chilling out with the radio while waiting for the traffic lights to go green. Initially those npc cars will wait patiently on the traffic but then suddenly goes nuts and starts ramming cars in front of them and then speeds up as if being chased by some imaginary being or something.
    1. ThatBlackGhost
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      Unfortunately, that just vanilla AI being vanilla AI in this game, my man. And it's also my main issue with the pedestrian traffic AI in this game as well when trying to abide by the "road rules". GTA has the same issue. The AI isn't really programed to recognize when the player is just in a red light queue with other vehicles and only sees them as clogging up space on the road, so the AI will just try to drive around you regardless. Like I said, even GTA does this. So if the people at Rockstar can't create an AI that can recognize when the player is RP'ing a situation like this in traffic, I have ZERO hope that the gonks at CDPR can, and currently, there isn't a mod that attempts to rework traffic AI to compensate for this, at least not one that I'm aware of. Playing this way is already pretty niche as it is. It's one thing to just change some red light LODs, it's another to bother trying to rework a whole AI system for it.
    2. YamiShoumetsu
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      That is just really unfortunate then. As a programmer myself (not in gaming industry), programming such AI seems possible. There might be a reason why things become this way. Maybe they just don't deem it as priority. Or maybe its a waste of processing resources that making it sophisticated cripples the games overall performance. Or maybe it introduces bugs in other stuffs like quests involving some cars, etc. At any rate, I guess we just have to live with it. Also another issue in traffic is the intersection. Somehow someone in CDPR decided to put the traffic lights in the opposite direction. You won't be able to see it in first person unless you are using a car who don't have a roof or has more vision towards its roof or unless you are in third person view.
    3. ThatBlackGhost
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      Yeah, and let's be honest, this game has WAY more problems than being concerned about the immersion of us legal road roleplayers. Let's not forget that at launch, if you left your car even just halfway on the street on a 2+ lane road, when you return to it, you'd see a 6 car backup of traffic behind it. Thankfully, that doesn't happen as often anymore. So, I can definitely see a check at perceived red light queues or something of that nature not being a priority to them at all. Like I said, it's a very niche way to play open-world games that have driving mechanics, and I wouldn't be surprised if most dev teams design around the player flying past every red light as oppose to waiting for them. GTA makes their traffic system as infuriating as it is for that very reason, I'm sure. And since 2.0, I've already noticed some infuriating traffic design decisions in this game that's taken right out of Rockstar's playbook, such as cars randomly swapping lanes out of no where JUST to cut you off when they were just sitting in a red light queue, lol.
    4. YamiShoumetsu
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      Its really such a same though as i really loved just driving around sometimes while listening to some banger radio.
    5. Maniac3020
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      I have found that inching your car forward or backward resets this timer. Just be careful, that every time you move, the car behind will move a little closer too.
    6. CaraHanaa
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      I have found that inching your car forward or backward resets this timer. Just be careful, that every time you move, the car behind will move a little closer too.
      Thank you so much for this comment 🩷!!

      I was going insane being rammed all the time (I play with my own traffic mod that raises the density to the maximum the engine can handle so the ramming was prevalent at every single intersection) and just inching forward and hitting the handbrake (so you don't move to far) fixes all of it!!

      I timed the NPC response time and when you don't inch forward, it will take 25 to 30 seconds before they ram you. With the inching forward I played for 30 minutes without getting hit a single time!

      You just made the driving immersive again (outside of the inching forward every 10 seconds xD) so thank you again! 🩷
    7. 50ShadesOfMyCow
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      These are very astute observations, y'all. I noticed the same thing and am hopeful that a mod will arrive in due time to fix traffic.

      Guys, think about it. Real life tech is advancing so quickly, atm, that a real AI will probably be able to fix this s#*! for us. In 2–3 years, tops, this will be done away with. Tech is about to become f*#@ing siiiiick
  10. Galaxy119
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    Does nothing.