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CD Projekt's Cyberpunk 2077 Update 2.0 + Phantom Liberty Expansion Thread

KeAShizuku

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Dec 11, 2023
Messages
168
The mod scene for this game is underrated. There are some really good ones.
 

gurugeorge

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they starting to hype/promise exciting things all over again lol

UzSyxao.jpg

I don't know how the fuck they expect anybody to believe them now lol
 

Gargaune

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Joined
Mar 12, 2020
Messages
3,604
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.
 

gurugeorge

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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.

Mod Organizer 2 works with the game very well now, it makes modding the game and keeping mods updated ten times easier.
 

Gargaune

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Joined
Mar 12, 2020
Messages
3,604
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.

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.
 

Gargaune

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Joined
Mar 12, 2020
Messages
3,604
gurugeorge, you posted a GITS 2.0 screenshot a while back, are you aware of any other non-Reshade colour tone mods? I tried the new GITS 2.8 options, but the Fuji and Showa ones look terrible (at least on my non-HDR setup) while the Legacy goes in the right direction, but it's far too stark, kinda overexposed. I'd almost wanna do something that's midway between the candy-coloured vanilla and GITS 2.8 Legacy, but most of what I've seen on the Nexus is a deluge of weirdness that hurts my eyes and Reshade-based, to boot.
 

gurugeorge

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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.

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.

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.

Last I played I was knocking on 300 mods (admittedly about half of them just cosmetic and dress-up shit), and being able to use MO2 was a real godsend.

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.)
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,604
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.
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.


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'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.

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.
 

gurugeorge

Arcane
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Joined
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Strap Yourselves In
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.
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.


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'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.

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.

It really is just CET and Red4Ext you have to install manually - everything else goes through MO2. (Oh and I forgot, unlike best practice with Skyrim, where you make a mod out of whatever's in Overwrite, with CP2077 you leave Overwrite as is.)
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,604
Guys, I genuinely hate to keep harping on about this 'cause I don't wanna play the broken record... but I noticed my dialogues are back to F-hardbound as well. Seriously, am I missing something? Some setting or mod interference? Or are CDPR just that fucking incompetent? I mean here's an issue that you got lambasted for at launch, THREE YEARS AGO, eventually fixed after many (ridiculously many!) months, and now that you come out with your shiny new ReDEmpTiOn sToRY edition, you fuck it up again?! This isn't even fresh of the presses, it's 2.1, two patches down the line, and altogether a failure of software development practices.

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?! Seriously, three years down the line I gotta go back to manually editing the motherfucking .ini? Which, if I recall correctly, means delta patches won't work anymore because, you know, CDPR...
 

Wesp5

Arcane
Joined
Apr 18, 2007
Messages
1,930
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?!
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.
 

Yosharian

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Joined
May 28, 2018
Messages
10,405
Location
Grand Chien
If you aren't using a programmable keyboard in 2023 2024 I pity you, game developers just don't give a shit about accessibility/people with different keyboard setups

I gave up trying to make CP2077 behave correctly with remapped keys and just created a custom layer with everything shifted over one space so I can use ESDF

I use the same layer when I replay FNV that's another game that you just cannot remap the keys correctly
 

Gargaune

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Mar 12, 2020
Messages
3,604
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.
 

gurugeorge

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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.

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.
 

Gargaune

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Mar 12, 2020
Messages
3,604
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.
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.

In light of that, I owe CDPR an apology - they're not exceptionally incompetent, they're just regularly incompetent.
 

Gargaune

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Mar 12, 2020
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So I went on a tour to check out the 2.0 novelties before starting Phantom Liberty and finally got to the Metro... A boring, overdrawn cutscene with token player "inputs" and zero gameplay value, i.e. a perfect metaphor for so much of Cyberpunk's core design ethos! I'm not even mad, I was grinning up to my ears, it's perfect. And hey, you can't even really blame CDPR on this one, the fan community kept squealing they wanted a metro system, they got a fucking metro system, what else was it gonna be?! :lol:
 

jackofshadows

Arcane
Joined
Oct 21, 2019
Messages
5,004
You aren't able to steal shit in there or start a fight? You know, at least something gameplay related?
 

Gargaune

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Mar 12, 2020
Messages
3,604
You aren't able to steal shit in there or start a fight? You know, at least something gameplay related?
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!

Did I tell you it's the perfect metaphor or what? :-D


P.S. Ooh, ooh, I got it!

You could say that Cyberpunk's Metro feature is...

giphy.gif


... on rails!

You clicked on this spoiler because you wanted to see the YEEEAAAAAAAH image. There is no YEEEAAAAAAAH image, the meme is incomplete. And this is annoying you. Eating at you. It's like pressing on a Starbucks bottle cap, but for some reason it doesn't click! Or snapping a cracker in two just a couple of millimetres past that baked-in groove. Finding a single sock in your wash.

You wanted something, you expected it, it was right and logical that you'd get it... but you didn't.

This, too, is a perfect metaphor for Cyberpunk's design ethos.
 
Last edited:

Gargaune

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Mar 12, 2020
Messages
3,604
Man, this Path Tracing shit is pretty dope! I'm stuttering down to the 40s in some parts of Dogtown even with DLSS, but I can't bring myself to let it go. Dogtown itself's made a pretty good first impression, visually, and I don't just mean lighting tech, I mean environmental art that, unlike so much of the rest of Night City, does seem to capture that feeling of urban decay and looming oppression thanks to some of the more subtle stuff getting addressed, issues of proxemics, the angles you get on those tower blocks, vertical exploration and so on.

Imagine if you could get all these toys to a developer who really knew how to make FPP Action-RPG gameplay sing , someone like... umm... uh... Eidos Montreal! No, wait, Square gutted that studio internally... err... Arkane, then! No, no, nevermind, not unless you've got a time machine... Ooh, ooh, Bethesda! Oh, right, scratch that, they can barely handle their own engine...

Huh...

Hm...

I think I see the problem.
 

Wesp5

Arcane
Joined
Apr 18, 2007
Messages
1,930
Is it possible to mod the world? Then modders could fix a lot of things! Just recently I was shown an unfinished hotel that you can't reach without tricks and you also can get back into the hotel where the heist happened but it is empty after the intro.
 

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