This mod provides full control over vehicle systems: headlights, power state, engine, interior lights, crystal dome, doors, windows, hood, trunk and spoiler. It also preserves these elements state when the player gets out of the vehicle. Customizable lights, 3-states police lights, and a lot more !
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Russian Translation For Enhanced Vehicle System - TEMPORARILY OUTDATED-
Changelogs
Version 17.2
- Bug fix: when changing some settings in the menu they would not be applied in real-time. - Removed a debug log message that showed in the CET GameLog.
Version 17.1
- Updated for game v2.21. -Bug fix: police vehicles won't be able to use the Cosmetic_Troll feature using the multi-tap action anymore because it conflicts with the siren mode and siren-as-horn actions. Instead police vehicles will only be able to use the Cosmetic_Troll feature using the hold action. -Bug fix: when displaying the CrystalCoat color picker using the multi-tap actions with a gamepad controller, the headlights would incorrectly change their state.
Version 17.0
- Fixed how the light color feature is applied on the vehicle. - The auto-reset light color switch is now available for each light type instead of a global one. - Fixed broken light animations on vehicles.
Version 16.9
- vehicle_ui.curveset file is now patched dynamically instead of being erased. -Game bugfix: when enabling photo mode using FPP view with armored vehicles the mesh visibility would be incorrect. -Stability improvement for CrystalCoat related processing. -Enhancements for the old CrystalCoat (<= 2.13): CC will disable before the vehicle explodes and CC will restore even when the player is out of the vehicle. -RGB color system has been replaced by HSB. -Rainbow light sequence can now use the saturation and brightness settings. -Fixed the different light sequence modes. -Fixed usage of the setting: npc_headlights.npcHeadlightsIntensityMultiplier. -CrystalCoat color picker: automatic mode switching between Lights and Primary color when using a mouse. -The settings will be applied after exiting the menu only if at least one setting has been modified.
Version 16.8
Headlights flashing feature will now use [T] key instead of [A] by default. Fixed CrystalCoat related interactions. Added new CrystalCoat settings. Fixed CrystalDome mesh visibility issues with armored vehicles. Restored the Cosmetic_Troll feature to customize headlights color, and neon rims for motorbikes.
Version 16.7
Updated for game v2.2.
Version 16.6
The HUD fix has been removed because it could not work if Limited HUD mod was installed while "Auto Drive HUD fix" is installed. Instead you should install the "Auto Drive HUD fix" from the Auto Drive mod page. Bug fixes: - Stability improvements. - Enum values of the settings file could be stored as integer values in some cases. - Door speed closing and spoiler deploy/retract with speed features were broken. - Power state could be forced to be enabled after reloading the game while being in a vehicle with power off. - Restored the intro/outro animation of vehicle dashboard UI. Fixed the vehicle UI during most scripted missions. - Some vehicles had their roof light used as regular ambient lights (Herrera Riptide...). - Summoning a CrystalDome vehicle from too far away could lead to CrystalDome issues when mounting. - Fixed the CrystalDome issue with unmodded Rayfield vehicles. New features: - Added new features and bug fixes from Enhanced Police Lights System v6.51. Added optional Audioware dependency along with a EVS addon to enable police siren as a horn.
Version 16.5
Bug fixes: - Fixed headlights beam when the player gets out of the vehicle. - Fixed HUD hints size. - The XML input file for Input Loader has been modified for a better compatibility with other mods like Auto drive. - Fixed potential issues with "Toggle custom lights settings" feature. - Fixed CrystalDome mesh visibility issues on Nomad vehicles. New features: - Removed dependency: Mod Settings. Added mandatory dependency: Cyber Engine Tweaks + Native Settings UI. Added optional dependency: RedData. - New settings to customize NPC vehicles headlights power. - Cosmetic-Troll hidden feature to modify headlights color can now be reset like CrystalCoat. - Roof light is now independent from interior lights and can be controlled and configured. Interior lights can also be configured. - New control for headlights flashing. - Restore the vehicle state between game sessions. - Added a new setting to prevent EVS from auto-resetting the light color for a better compatibility with other mods. - Translation data has been modified.
Version 16.4
Minor improvements: - headlights update won't use camera movements anymore. - when toggling the power state the dashboard UI widgets won't affect CrystalCoat widgets anymore. Added Codeware dependency.
Version 16.3
Bug fix: - Headlight beams are now preserved after getting out of the vehicle. - When the CrystalCoat feature is disabled by damage, the lights whose color were bound with CC colors will now revert to the custom settings, or to default.
Version 16.2
Bug fix: - the custom light intensity can now be combined with the CrystalCoat color for any light. New feature: - you can now customize the saturation and brightness parameters of the CrystalCoat HSB color system. This allows you to define shades of gray or tinted gray colors. New translation keys for modders: hgyi56-EVS-settings-crystalcoat-color_picker_override_sb_primary, hgyi56-EVS-settings-crystalcoat-color_picker_override_sb_secondary, hgyi56-EVS-settings-crystalcoat-color_picker_override_sb-desc, hgyi56-EVS-settings-crystalcoat-color_picker_saturation, hgyi56-EVS-settings-crystalcoat-color_picker_saturation-desc, hgyi56-EVS-settings-crystalcoat-color_picker_brightness, hgyi56-EVS-settings-crystalcoat-color_picker_brightness-desc
Version 16.1
Compatibility with CrystalCoat implementation for both "v2.11-type" and "v2.12-type".
Version 16
Official support of translations using ArchiveXL. The mod already contains English and French languages. Support of custom settings package to modify default settings.
Version 15
Fixed a random crash issue.
Version 14
Bug fixes: - Custom lights settings cannot be toggled anymore. - The hidden feature from the game v2.12 that allows to natively customize headlights color is broken. - The lights color is not always being applied after activating crystal coat. New features: - Ability to define which crystal coat color to use for each light type: primary, secondary or lights color. These settings are now dispatched into light categories. - New settings to display individual input hints. Improved detection for whether a input hint shall be displayed or not.
Version 13
Updated for game v2.12.
Version 12
Bug fixes: - After leaving a nomad vehicle with crystal dome enabled, and the player goes away then the crystal dome external mesh is invisible when going back to the vehicle. - When getting into a vehicle in power off state, the lights enable for a short moment. - When crystal coat has been enabled at least once and then is disabled, it creates a blink effect when the player toggles the headlights custom settings off. - Herrera Outlaw Weiler has a crystal dome issue when getting out with crystal dome enabled. - Herrera Outlaw Weiler cannot open windows. New features for v12: - Interior lights customization. - Police siren for motorcycles. - Crystal coat: include / exclude any light type with crystal coat feature. - Crystal coat: new setting to use primary /secondary color for lights. - Crystal coat new setting to keep the feature enabled on exit. However CrystalCoat is currently not able to stay visible when getting away nor it is meant to be used on multiple vehicles at the same time. - Crystal coat multi-tap: 2: toggle the feature on/off, 3: open the color menu.
Version 11
Bug fixes: - While getting out of a Quadra Type-66 with open window, the window gets out of the door mesh during the exit animation - Herrera Riptide GT2 uses a single front door design that is not supported yet - Quadra Sport R-7 580 only has two doors but it is possible to trigger 4 window sound effects - Delamain screens in taxi cab are not working during some Delamain missions New features: - Support of single front door vehicles: Herrera Riptide GT2 - Quadra Type-66 now can remember window state like the other vehicles - Toggle light settings on the fly using multi-tap: 1 is headlights, 2 is tail lights, 3 is utility lights, 4 is blinker lights, 5 is reverse lights. Hold to toggle all at once. I chose [F1] + [ 1] for keyboards and [Left Shoulder] + [Down] for gamepads. Works whether V is inside or outside vehicles. - Input hints can be displayed with default input hints. There is a new setting to toggle them.
Version 10
Bug fixes: - When V is getting out of the vehicle from the driver seat to the passenger seat, it breaks the system - NCART Metro system is broken - When V steals a running car, the dashboard turns off - Breaks the Phantom Liberty mission "Firestarter" New features: - Headlights customization - Tail lights customization - Blinkers customization - Reverse lights customization - New setting to customize the hold time to trigger utility lights
Version 9
Bug fixes: - police lights not working properly. - utility lights intensity does not work while using solid color mode. - utility lights may be accidentally triggered while using the double tap command for power state. Solution for this: adding a short holding time (0.05s) to toggle utility lights. - When headlights shutoff is active and the player toggles the utility lights it always disables the headlights shutoff even if the sync option is disabled. - Custom speed for door closing setting was not showing anymore. - When getting out of the vehicle the door will now close with the same timing as the base game. This will also solve the bump-glitch against the door when the player gets out. New features: - When using spoiler deploy / retract speeds, they will only take effect when the player is reaching these speeds instead of forcing the spoiler state all the time. - New crystal dome feature: when the crystal dome is synchronized with power state there is an additional option to "Keep on until exit". If this option is activated you can toggle the power state off and the crystal dome will stay on until you get out of the vehicle while power is off. - New setting to prevent crystal dome shutdown during combat. - New setting to auto-enable crystal dome during combat. - New setting to keep police siren enabled when V gets out or the vehicle. - New setting to keep police siren enabled when police driver NPCs get out of the vehicle.
Version 8
- Renamed "ignition" into "power state" - Support of utility lights (neon rims, spotlights) as standalone or connected to the headlights shutoff. Standalone means that they will stay on/off forever until the player toggles them. Lot of new settings concerning utility lights. Ability to customize color, light intensity, color sequence (solid, blinker, beacon, pulse, two colors cycle, rainbow), sequence speed, impacting only motorcycles or all vehicles equipped with utility lights. Default mode on first enter: off, active for motorcycles, active for all vehicles. You can also synchronize the utility lights with the headlights shutoff. - Doors are now fully controllable. They will only do what the player tells them to do (no more auto-cycling). Each single door can now be toggled separately (multi-tap:1 is driver, 2 is front passenger, 3 is back left, 4 is back right). If the player wants to keep the entering door (front left or front right) open while entering he has to open it first before getting out. Same logic for exiting. The "close doors while moving" function now has 3 states: No, On start moving, Custom speed. "On start moving" means that doors will close on start driving but you can open them back during driving and they will stay open until you stop and start again. "Custom speed" is the default game behavior but it allows you to define the closing speed (it also adapts to mph or kmh unit). - Each single window can now be toggled separately (multi-tap:1 is driver, 2 is front passenger, 3 is back left, 4 is back right). - Hood, trunk and spoiler control (multi-tap: 1 is hood, 2 is trunk, 3 is spoiler). Both spoiler deploy and retract speeds can be customized and disabled (speeds also adapt to mph or kmh unit). You can also synchronize the spoiler with the power state. I chose [2] + [F2] for keyboard and [Right] + [X/Square] for gamepads. Hold to toggle both hood and trunk at the same time. - Crystal dome is fixed as well and now operates just as the player wants. You can synchronize the crystal dome state with the power state or make it only manual. Of course you can always toggle it manually at all time. - Dashboard screens now toggle with the power state and stay on if V gets out with power state on. - New setting to prevent stopping power or engine if the player is being attacked. - New setting to automatically start the engine if the player is being attacked. - New settings to synchronize headlights with daytime and customize the hour of activation and deactivation. It is also possible to include utility lights with this functionality. - When the player is quitting handgun aiming mode while in a vehicle the doors and windows won’t be forced to close if they were previously opened. If the vehicle is using « Door combat type » such as the Rayfield Caliburn the doors will be locked open while aiming. If the vehicle is using « Window combat type » with sliding doors then if doors are open the player can still manipulate windows (except for Quadra Type66 because it uses a specific door design). If doors are hinged the front windows will be locked open. Doors can always be manipulated during combat except for « doors combat type » vehicles. - Merged my other mod Enhanced Police Lights System so it is integrated into this one. - While V is mounted into a vehicle as a passenger during story missions, he has the ability to control his own window with any "multi-tap 1/2/3/4" window command. He can also control his own door only if the vehicle is using sliding doors using any of the "multi-tap 1/2/3/4" door command.
Version 7
Fixed headlights update for gamepad users. Fixed all gamepad combinations so they won't trigger base commands anymore. Fixed Nomad starting mission to get out of the garage.
Version 6
Added controls for: ignition, interior lights, crystal dome, doors, windows. Added a temporary light shutoff when holding engine key longer. Added mod settings.
Version 5
NPC vehicles are no more affected by the headlights default state. Interior lights of the player's vehicle now stay on if V goes out with either lights or engine on. Engine control is now toggled by L key or gamepad Up + RightShoulder by default.
Version 4
The mod now includes engine control as well as headlights control.
Version 3
Shrink the inputContexts.xml modifications to the minimum and use a new file name.
Version 2
The mod now uses input loader so you don't have to bother for the inputContexts.xml file anymore. The mod now needs redscript, RED4Ext and Input Loader dependencies.
DESCRIPTION This mod provides full control over vehicle systems: headlights, power state, engine, interior lights, crystal dome, doors, windows, hood, trunk and spoiler. It also preserves these elements state when the player gets out of the vehicle. Customizable lights, 3-states police lights, and a lot more !
You can use the Cosmetic_Troll feature with all the vehicles that do not support CrystalCoat using the same keybind.
NATIVE SETTINGS UI This mod provides some settings that will change your experience depending on your preferences. Open the menu and click on "Mods" then look for the mod name and change the settings as you wish. The settings will persist upon restart of the game.
You can synchronize headlights / utility lights with daytime and customize the hour of activation and deactivation.
You can also customize headlights, tail lights, reverse lights, blinkers, utility lights and interior lights with a wide variety of settings: color, sequence, latency, brightness, vehicle type...
Rear spoiler can be synchronized with power state, and its deploy and retract speeds can also be defined or disabled.
Define the lights whose color will be modified by the Crystal Coat’s colors. You can keep the feature enabled on exit.
Enable the police siren for motorcycles. You can choose to keep the siren enabled on exit for the player and for NPCs.
Shutting down the power state triggers the temporary headlights shutoff. Turning the power state / engine back on disables the temporary headlights shutoff.
Some sliding door vehicles cannot manipulate windows while doors are open. These vehicles are: Quadra Type-66 (all variants), Herrera Riptide GT2.
During story missions when you are playing as the passenger of a vehicle, you can toggle your own window at any time. You can also control your own door if you are the passenger of a sliding door vehicle.
How to change key bindings There are key bindings defined in: "\\Cyberpunk 2077\r6\input\Enhanced Vehicle System.xml". At the bottom of the file you have "<mapping>" entries with the keyboard / device buttons.
You can set whatever you want. You shall choose controls or combinations that are not already being used in the context of vehicle driving. You can also remove some key bindings by simply removing "<mapping>" entries from the file.
Depending on the key combinations you set, you may trigger other vehicle controls even if this combination is not used by the base game. I want to create a translation for this mod Great ! If you are willing to participate and make this mod support a new language, you can do it easily by following this tutorial. The mod already contains English and French languages. Some bugs I found in the game v2.1 that I fix with my mod - Police NPCs getting out of their car to arrest V now always keep their lights on. The siren can stay on or turn off depending on the setting you choose. Same for V. - Police NPCs getting out of their car to arrest V now put the side banner lights to red. Behavior is the same as V. - When the player gets out of a police car, the side banner light now keeps the same color without cycling for no reason. - When the wanted level gets down to zero and the player is driving a police car with lights/siren on, the car lights/siren keep their current state instead of being shutdown by the game. - All NPC vehicles now have their dashboard screens enabled.
Known issues - When the player gets out of a vehicle with headlights on, they may cycle off and back on.
- Intro/outro sound effects of vehicles are still playing as usual no matter what you will do.
- You may notice a high beam flash when the player enters in a vehicle and the engine starts.
- Custom brightness will often be overridden by the next acceleration or brake event. Custom brightness is mostly meant to be used in a static context (out of the vehicle to take screenshots or video).
- When setting a custom color for tail lights, the optical blocks (plastic mesh) may not get fully updated to their new color until the next brake event.
- Light components of vehicles are composed of two elements: a light source and a glass mesh. This mod allows to customize the light source color. However when mixing different colors of light source and glass mesh the result is degraded or even void. This is why the light source color shall always match the glass mesh color. A white glass mesh will suit any light source color.
REQUIREMENTS
Game version: v2.1 / v2.11 / v2.12 / v2.13 / v2.2 / v2.21. You must use the relevant file depending on your game version.
INSTALLATION
Extract the ZIP archive into the game folder.
Read the "How to change key bindings" paragraph above to modify or remove the keyboard / device controls.
SUPPORT Feel free to contact me in case something does not work as expected so I can investigate. Use the POSTS tab and describe your issue with as many details as you can.