KeAShizuku
Educated
- Joined
- Dec 11, 2023
- Messages
- 188
The mod scene for this game is underrated. There are some really good ones.
they starting to hype/promise exciting things all over again lol
Yeah, the next Cyberpunk will have TWO five-minute miniquests!they starting to hype/promise exciting things all over again lol
I cannot overstate just how much I hate this game's modding infrastructure. I genuinely detest it. Wasted another couple of hours getting the game back up to date from a clean setup, fiddling with the mods and redoing controls. Good thing I had Disciples 2 to play over the installer.
Also, does someone at CDPR have an F fetish? Like an actual paraphilia where they get a hardon whenever they see the F key, rub themselves on it when no one's looking? Because certain interactions, like the bed or the mirror, are back to being hardcoded to fucking F. It's amazing, genuinely amazing.
Anyway, I guess the only question now is how to put this new 4070 to use - native resolution with high RT or DLSS with PT? I'm leaning towards the latter. There's no argument that native's a much crisper image, but I like this raytracing crap quite a lot.
Is the virtualisation conflict with CET fully resolved? Last I checked, MO2 still needed some manual tinkering with paths and couldn't cover just about everything in CBP.Mod Organizer 2 works with the game very well now, it makes modding the game and keeping mods updated ten times easier.
Is the virtualisation conflict with CET fully resolved? Last I checked, MO2 still needed some manual tinkering with paths and couldn't cover just about everything in CBP.Mod Organizer 2 works with the game very well now, it makes modding the game and keeping mods updated ten times easier.
In any case, it's not the mod manager that's pissing me off - MO2 would be a welcome improvement, but I can get by with JSGME. The problem is all the labyrinthine nested dependencies that make commercial server upgrades look like a simple job. Each modder sitting in their own little corner, cranking out their own little framework that does specifically one thing, for another modder to come in and require a dozen of them. I nearly blew a gasket when I saw Virtual Atelier had grown yet another dependency since October - that's six base frameworks to power a middle framework that lets other mods add items for sale on in-game computers. And whenever CDPR rolls out a patch, it's anyone's guess which and how many will need updating. (And to top it all off, I got a script corruption on my first setup, so I had to do a clean reinstall, which is becoming routine with this game.)
And this isn't so much the modders' fault but CDPR's, for having failed to offer a native solution to extend game content from the start and ignoring the mod scene altogether for like a year or so, despite knowing there was vivid community interest back since their Witcher 3 days. As a result, modders picked up the slack and really made some phenomenal progress, but the infrastructure developed "organically", and anyone with a technical background knows that term's not a compliment. Ironically, it's probably better that their belated REDmod program seems to have failed, because the last thing this mod scene needed was more fragmentation.
That's what I recalled, you've still got the odd exception that needs special treatment. Maybe next time I reinstall completely I'll take a look at it, but for now it's not worth the pain of refactoring. It does feed even more into my animosity towards CDPR over the modding situation. Back when it started out, the only reason I even picked up CET was because CDPR shut down console access. Batshit move in a singleplayer game.There's a page on Nexus about it, with a small .pdf to download. There are two ways, one using the root builder plugin and installing everything via MO2, the other just to install CET and Red4Ext manually, and everything else via MO2. I used the latter method, as while the root builder method does work now (where it didn't for a long time), it was still a bit iffy for me. The second method was rock solid for me. The latest MO2 also handles Redmods as well now, I believe (haven't played the game in quite a few weeks). There's a handy-dandy Discord linked there if you have any problems.
I've had another look around the Nexus earlier today and tested a handful of different solutions, but no dice, by and large. It just seems like most authors have dramatically different aspirations for what the game should look like. Nova LUT seemed the most promising, but still, it's way too muted. For now I've settled on using just the Nova ENV with pumped up gamma to get rid of some of the green haze. Ideally, what I'd want is an LUT that's just a little bit cooler and darker than the original, get some of that grit in there, but I seem to be the only one.Re. lighting, personally, I tend to go for a "hyper-realistic" look in CP2077, so I've been using the Natural Californian Lighting Mod a lot, which has a very - well, dusty, hot-feeling, sun-blazing - vibe to it. That's a non-Reshade native lighting mod with no performance impact. There are a few other native lighting mods, but I'm not sure that any of the extant ones do a more gloomy, Bladerunnery colour correction, a lot of them seem to be bent on getting the 2018 demo vibe. But IIRC some of them do have more desaturated options too, which I imagine would work with an appropriate LUT.
(As an aside, apparently there's a problem with LUTs and CP2077 to do with darker tones. The maker of the most realistic LUT at one time (now taken down by the author) explained it in the article tab, I forget what it is but it meant that the way CDPR do things, if you depart too far from their vanilla colour scheme, dark areas can sometimes be very dark, very low-rez looking and banded. But that might just be in relation to his problems in his attempt to do a hyper-realistic LUT. Something to potentially watch out for though.)
That's what I recalled, you've still got the odd exception that needs special treatment. Maybe next time I reinstall completely I'll take a look at it, but for now it's not worth the pain of refactoring. It does feed even more into my animosity towards CDPR over the modding situation. Back when it started out, the only reason I even picked up CET was because CDPR shut down console access. Batshit move in a singleplayer game.There's a page on Nexus about it, with a small .pdf to download. There are two ways, one using the root builder plugin and installing everything via MO2, the other just to install CET and Red4Ext manually, and everything else via MO2. I used the latter method, as while the root builder method does work now (where it didn't for a long time), it was still a bit iffy for me. The second method was rock solid for me. The latest MO2 also handles Redmods as well now, I believe (haven't played the game in quite a few weeks). There's a handy-dandy Discord linked there if you have any problems.
I've had another look around the Nexus earlier today and tested a handful of different solutions, but no dice, by and large. It just seems like most authors have dramatically different aspirations for what the game should look like. Nova LUT seemed the most promising, but still, it's way too muted. For now I've settled on using just the Nova ENV with pumped up gamma to get rid of some of the green haze. Ideally, what I'd want is an LUT that's just a little bit cooler and darker than the original, get some of that grit in there, but I seem to be the only one.Re. lighting, personally, I tend to go for a "hyper-realistic" look in CP2077, so I've been using the Natural Californian Lighting Mod a lot, which has a very - well, dusty, hot-feeling, sun-blazing - vibe to it. That's a non-Reshade native lighting mod with no performance impact. There are a few other native lighting mods, but I'm not sure that any of the extant ones do a more gloomy, Bladerunnery colour correction, a lot of them seem to be bent on getting the 2018 demo vibe. But IIRC some of them do have more desaturated options too, which I imagine would work with an appropriate LUT.
(As an aside, apparently there's a problem with LUTs and CP2077 to do with darker tones. The maker of the most realistic LUT at one time (now taken down by the author) explained it in the article tab, I forget what it is but it meant that the way CDPR do things, if you depart too far from their vanilla colour scheme, dark areas can sometimes be very dark, very low-rez looking and banded. But that might just be in relation to his problems in his attempt to do a hyper-realistic LUT. Something to potentially watch out for though.)
I was thinking it's kinda weird that videogames don't include colour balance or vibrance sliders, just brightness or gamma. It seems like a relatively easy way to win some brownie points with gamers.
P.S. It does look like modders might've given me a way to turn Happy Sunshine City into Rainy Night City, though.
Yeah, I am pretty annoyed by this myself. Also why don't we have a toggle aim option yet? It seems that 2.1 broke the ToggleADS tool I was using for this.Nevermind more detailed UX concepts, like how the game has distinct press and hold inputs but you can't stack 'em on the same key, or how it won't let you leave inputs unbound (e.g. I never use Toggle Scanner so I key it to the Numpad to free up closer inputs), how hard is it to make sure that your "Primary Interaction" input COVERS ALL YOUR PRIMARY FUCKING INTERACTIONS?!
Oh, this is just amazing... They didn't "forget" to link the Primary Interaction UI bind to the config, they hardcoded it! I just checked UserSettings.json and there's no more IK_F's in there after I changed the available binds in-game, the dialogue/bed/etc. interactions are no longer part of the 2.x config. So, technically, this isn't just a feature regression, this is an outright software engineering downgrade!
Seriously, is anyone at CDPR's brass still surprised the game released as such a steaming pile of runny shit when this is the level of rigor in their programming department? Fuck off.
You're a gentleman, sir. Didn't end up installing the mod (yet), but skimming the Readme reminded me that I was looking in the wrong place - it's not UserSettings.ini in AppData, it's inputUserMappings.xml in /r6/etc. So you can still manually edit those binds like at launch, with the proviso you may have trouble with delta patches.This is the mod to free up keybinds: No More Hard-Coded Keybinds.
Be aware that it replaces the equivalent that comes with the game, so make a backup of that.
Bro, you can't even walk around. You can choose between sitting down and looking into the car or standing by the door and looking out the window. There's also a hidden feature where if you turn the camera all the way to your left, V swings over all the way to look out the window, but only if you're sitting down!You aren't able to steal shit in there or start a fight? You know, at least something gameplay related?