FAQ Q: The key doesnt show up on screen next to the text A: Most likely Input Loader is not working. Check the logs.(It's mentioned in the Troubleshooting section of this post.)
Q: Auto drive to a location with a different height. A: Place custom mappin on roads.
Q: Cars in the same lane stops. Also, cars in the same lane does not spawn. A: Turn off "Clear Traffic On Path" or Change to "Traffic AI" in Mod Settings.
Q: I don't want to overtake A: Turn on "Sync speed ..." or Change to "Traffic AI" in Mod Settings.
Q: Hitting an obstacle, incorrect route, etc. A: This MOD uses DriveAI from BaseGame. This MOD does not control navigation, obstacle avoidance.
Q: What is the difference between "Normal AI" and "Traffic AI". A: Both are DriveAI from BaseGame. My impression.
Spoiler:
Show
- Normal AI : AI drive to destination at specified speed, ignore traffic. AI may collide with other cars in traffic. Since the vehicle stops on a roadway close to the destination, it may navigate to a location at a different height. - Traffic AI : AI drive with the traffic, ignore speed. AI follows traffic signs(traffic lights, road markings, etc.). Where traffic does not cross the center line, the AI does not cross the center line either. So it seems like they sometimes go through strange places. Collision detection doesn't seem correct. It seems to crash depending on the environment.
Q: Looks like a Bug. Crash when using traffic AI, Can't use mounted weapon, Moving on its own, etc. A: Please check if it is in Bugs. If it's not listed in Bugs, please report it here.
How to Finding and reading log files. - r6\logs\redscript_rCURRENT.logauto_drive\auto_drive.redsThe above lines are output. No error output.
- red4ext\logs\red4ext-yyyy-MM-dd-HH-mm-ss.log[yyyy-MM-dd HH:mm:ss.SSS] [RED4ext] [info] RED4ext (vX.X.X) is initializing... [yyyy-MM-dd HH:mm:ss.SSS] [RED4ext] [info] ArchiveXL (version: X.X.X, author(s): psiberx) has been loaded [yyyy-MM-dd HH:mm:ss.SSS] [RED4ext] [info] Input Loader (version: X.X.X, author(s): Jack Humbert) has been loaded [yyyy-MM-dd HH:mm:ss.SSS] [RED4ext] [info] Mod Settings (version: X.X.X, author(s): Jack Humbert) has been loaded The above lines are output. No error output. The latest version number of RED4ext, ArchiveXL, Input Loader, Mod Settings are output.
- red4ext\plugins\ArchiveXL\ArchiveXL-yyyy-MM-dd-HH-mm-ss.log[yyyy-MM-dd HH:mm:ss.SSS] [info] Loading "auto_drive.archive.xl"... [yyyy-MM-dd HH:mm:ss.SSS] [info] |Localization| Processing "auto_drive.archive.xl" using fallback language "en-us"... [yyyy-MM-dd HH:mm:ss.SSS] [info] |Localization| Merging entries from "auto_drive\localization\en-us\onscreens\onscreens.json"... The above lines are output. No error output.
- red4ext\plugins\TweakXL\TweakXL-yyyy-MM-dd-HH-mm-ss.log[yyyy-MM-dd HH:mm:ss.SSS] [info] "auto_drive\auto_drive.yaml"... The above lines are output. No error output.
- red4ext\logs\input_loader-yyyy-MM-dd-HH-mm-ss.log[yyyy-MM-dd HH:mm:ss.SSS] [info] Loading document: \path\to\Cyberpunk 2077\r6/input\auto_drive.xml The above lines are output. No error output.
- red4ext\logs\mod_settings-yyyy-MM-dd-HH-mm-ss.log[yyyy-MM-dd HH:mm:ss.SSS] [Mod Settings] [info] Loaded AutoDriveMod.*.* The above lines are output. No error output.
- Please try reinstalling requirements and this mod. - Please try troubleshooting. - Please try uninstalling all mods that are not requirements mods to resolve conflicts. - Please include the results of checking the logs, trying to troubleshoot and uninstalling other mods when asking questions.
See the first sticky post. Let me know the results of the troubleshooting steps outlined in the first sticky post. There have been many similar questions in the past. I'm going to make this a sticky post to avoid similar questions.
it made claim Vehicles mod can't steal car . but some dude( ah it u i didn't notice sory ) in coment section of that mod say it work for him but the can't use stolen vehicle with auto drive Ps: For who encouter same enrorr like me use Steal Vehicles - Drive To Add Cars - Reworked instead , it work for me
Is it possible to give this a tiny detail where when you enable autodrive you dont actually grip the steering wheel and essentially inherit the animations of a passenger? Would make it more immersive, if thats even possible within redscript
damn, just came here to try to find something like this, i remember when i first heard of self driving mods this was mentioned and i thought there was one where you scooched over to the passenger seat and it worked normally
from what i could tell, it will fetch a pool of nearby vehicles, and depending on the vehicles around it itll designate a start / end point for what to consider points to stop or start at. Disabling these makes it only care about direct cars infront or behind, but enabling either will add that behavior disregarding the cars orientation. (This might need a tiny patch if that isnt the intended behavior)
Would it be possible to use button groups for key binds in mod settings? I was using custom button groups before the update by manually editing input loader file with my custom key groups but now button groups doesn't seem to work; only works for keys set in mod settings menu after updating mod.
I don't know how to set buttonGroup in Mod Settings. Edit the xml file as before. Make sure you remove the overridableUI attribute. If you do not remove it, it will be overriden with the setting value (default value).
Ah I see not a problem I'll see if I can figure out some usable alternatives for my binds. I'll have to choose keys that work without conflicting with my current key binds I have set. Also have Controls Overhaul mod installed that I've modified with my own changes it kind of rebinds alot of keys to new functions making it complicated to choose a good key that won't cause any confusion. No worries I'll probably figure something out with some testing. Thanks for the mod works wonders when I dont fell like driving around. IIRC in novacity nightvision mod settings, dual key input is enabled. Maybe you could check the code on how it works for setting up button groups.
IIRC in novacity nightvision mod settings, dual key input is enabled. Maybe you could check the code on how it works for setting up button groups.
I'm not sure which mod you're talking about, but does that mod use Mod Settings and Input Loader? If so, please let me know the URL of the mod. If it is "Kiroshi Optics Night Vision Mod", then Mod Settings and Input Loader are not being used. I've looked into it before.
Right that's the one I forgot its kiroshi not novacity that would be the addon for color change that I mentioned. Okay makes sense I didn't realize it was using Native Settings UI for its settings. If I find a mod that has this feature Ill be sure to update post if it is possible.
Yeah that MS binding support is nice but for buttongroups it's a chore... I managed to set a few buttongroups (themselves containing individual overridable buttons by duplicating their redscript part and tweaking things a little) but it's a chore nonetheless. Has to be done user side either way so it's a trade-off with the added convenience of binding in Mod Settings but if you're settled with having some actions bound to combos, you can easily make piece with it ;)
Oh and Nobo, could you please post your changelogs at the same time as you push updates, not way after ? It's rather frustratingly difficult as a user to even try to understand what has changed by only having the files to go through and read to maybe figure it out... So saying that, what are the 0.0.0.36 updates about ?
Oh, yeah that must be a Nexus issue.. annoyingly. Thanks for the quick reply and update, guess I'll have to see how that works and how to adjust my current buttongroup bindings and tweaks to that new input handling thing and the on release part for the add-ons.
When holding Y to change crystal coat in the car, Clear Traffic would switch, so I changed from press the key to release the key within 0.5 sec. This means that I have changed all the keys to behave the same as Toggle Auto Drive key. (Holding the V Key will toggle the headlights but will not activate auto drive.) When pressing T key to answer a call while in auto drive, Traffic AI would switch, so I changed it from the T key to the L key. Keyrelease worked with buttonGroup too.
Makes sense for your chosen default keybinds but since they can be rebound in MS now, I think it can become a bit janky to operate. Thankfully I can keep doing the same tweaks with the new on-release system which works with buttongroups indeed, however I think it would really be better if it had a toggle to either have the old on-press or the new on-release. I get how the new one can be useful for some users but it can also be more cumbersome to play with for others (especially with buttongroups actually). Hope you'll consider it. I'll get back to the 0.0.0.35 set to keep the on-press system.
987 comments
auto_drive_as_passenger video.
FAQ
Q: The key doesnt show up on screen next to the text
A: Most likely Input Loader is not working. Check the logs.(It's mentioned in the Troubleshooting section of this post.)
Q: Auto drive to a location with a different height.
A: Place custom mappin on roads.
Q: Cars in the same lane stops. Also, cars in the same lane does not spawn.
A: Turn off "Clear Traffic On Path" or Change to "Traffic AI" in Mod Settings.
Q: I don't want to overtake
A: Turn on "Sync speed ..." or Change to "Traffic AI" in Mod Settings.
Q: Hitting an obstacle, incorrect route, etc.
A: This MOD uses DriveAI from BaseGame. This MOD does not control navigation, obstacle avoidance.
Q: What is the difference between "Normal AI" and "Traffic AI".
A: Both are DriveAI from BaseGame. My impression.
- Traffic AI : AI drive with the traffic, ignore speed. AI follows traffic signs(traffic lights, road markings, etc.). Where traffic does not cross the center line, the AI does not cross the center line either. So it seems like they sometimes go through strange places. Collision detection doesn't seem correct. It seems to crash depending on the environment.
Q: Looks like a Bug. Crash when using traffic AI, Can't use mounted weapon, Moving on its own, etc.
A: Please check if it is in Bugs. If it's not listed in Bugs, please report it here.
Q: Change the detailed keybinding
A: edit r6\input\auto_drive.xml
Input Key name list
How to change key bindings manually
Troubleshooting
- Please check logs.
How to Finding and reading log files.
- r6\logs\redscript_rCURRENT.log
auto_drive\auto_drive.reds
The above lines are output. No error output.- red4ext\logs\red4ext-yyyy-MM-dd-HH-mm-ss.log
[yyyy-MM-dd HH:mm:ss.SSS] [RED4ext] [info] RED4ext (vX.X.X) is initializing...
The above lines are output. No error output. The latest version number of RED4ext, ArchiveXL, Input Loader, Mod Settings are output.[yyyy-MM-dd HH:mm:ss.SSS] [RED4ext] [info] ArchiveXL (version: X.X.X, author(s): psiberx) has been loaded
[yyyy-MM-dd HH:mm:ss.SSS] [RED4ext] [info] Input Loader (version: X.X.X, author(s): Jack Humbert) has been loaded
[yyyy-MM-dd HH:mm:ss.SSS] [RED4ext] [info] Mod Settings (version: X.X.X, author(s): Jack Humbert) has been loaded
- red4ext\plugins\ArchiveXL\ArchiveXL-yyyy-MM-dd-HH-mm-ss.log
[yyyy-MM-dd HH:mm:ss.SSS] [info] Loading "auto_drive.archive.xl"...
The above lines are output. No error output.[yyyy-MM-dd HH:mm:ss.SSS] [info] |Localization| Processing "auto_drive.archive.xl" using fallback language "en-us"...
[yyyy-MM-dd HH:mm:ss.SSS] [info] |Localization| Merging entries from "auto_drive\localization\en-us\onscreens\onscreens.json"...
- red4ext\plugins\TweakXL\TweakXL-yyyy-MM-dd-HH-mm-ss.log
[yyyy-MM-dd HH:mm:ss.SSS] [info] "auto_drive\auto_drive.yaml"...
The above lines are output. No error output.- red4ext\logs\input_loader-yyyy-MM-dd-HH-mm-ss.log
[yyyy-MM-dd HH:mm:ss.SSS] [info] Loading document: \path\to\Cyberpunk 2077\r6/input\auto_drive.xml
The above lines are output. No error output.- red4ext\logs\mod_settings-yyyy-MM-dd-HH-mm-ss.log
[yyyy-MM-dd HH:mm:ss.SSS] [Mod Settings] [info] Loaded AutoDriveMod.*.*
The above lines are output. No error output.- Please try reinstalling requirements and this mod.
- Please try troubleshooting.
- Please try uninstalling all mods that are not requirements mods to resolve conflicts.
- Please include the results of checking the logs, trying to troubleshoot and uninstalling other mods when asking questions.
CET Commands
There have been many similar questions in the past. I'm going to make this a sticky post to avoid similar questions.
Ps: For who encouter same enrorr like me use Steal Vehicles - Drive To Add Cars - Reworked instead , it work for me
"Traffic try neighbours for start/end"
(This might need a tiny patch if that isnt the intended behavior)
If it is "Kiroshi Optics Night Vision Mod", then Mod Settings and Input Loader are not being used. I've looked into it before.
Oh and Nobo, could you please post your changelogs at the same time as you push updates, not way after ? It's rather frustratingly difficult as a user to even try to understand what has changed by only having the files to go through and read to maybe figure it out...
So saying that, what are the 0.0.0.36 updates about ?
Author's activity
Changelog added'Change log added for version 0.0.0.36-tms.1'
File added'auto_drive_traffic_mode_switch [version 0.0.0.36-tms.1]'
Changelog added'Change log added for version 0.0.0.36-ap.1'
File added'auto_drive_as_passenger [version 0.0.0.36-ap.1]'
Changelog added'Change log added for version 0.0.0.36'
File added'auto_drive [version 0.0.0.36]'
The time zone is JST(+09:00)
Changelogs
Thanks for the quick reply and update, guess I'll have to see how that works and how to adjust my current buttongroup bindings and tweaks to that new input handling thing and the on release part for the add-ons.
When pressing T key to answer a call while in auto drive, Traffic AI would switch, so I changed it from the T key to the L key.
Keyrelease worked with buttonGroup too.
Thankfully I can keep doing the same tweaks with the new on-release system which works with buttongroups indeed, however I think it would really be better if it had a toggle to either have the old on-press or the new on-release.
I get how the new one can be useful for some users but it can also be more cumbersome to play with for others (especially with buttongroups actually). Hope you'll consider it. I'll get back to the 0.0.0.35 set to keep the on-press system.
I use a combination of difficulty mods that also disable fast travel, so this is a godsend.