FAQ - The key doesnt show up on screen next to the text Most likely Input Loader is not working. Check the logs.(It's listed in Troubleshooting.)
- Auto drive to a location with a different height. Place custom mappin on roads.
- Cars in the same lane stops. Also, cars in the same lane does not spawn. Turn off "Clear Traffic On Path" or Change to "Traffic AI" in Mod Settings.
- I don't want to overtake Turn on "Sync speed ..." or Change to "Traffic AI" in Mod Settings.
- Hitting an obstacle, incorrect route, etc. This MOD uses DriveAI from BaseGame. This MOD does not control navigation, obstacle avoidance.
- What is the difference between "Normal AI" and "Traffic AI". 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 can't get through DogTown Gate(There are plans to automatically switch the AI to allow passage. done). It seems to crash depending on the environment.
- Looks like a Bug. Crash when using traffic AI, Can't use mounted weapon, Moving on its own, etc. Please check if it is in Bugs. If it's not listed in Bugs, please report it here.
1. Assuming you are installing manually, go to your game's installation directory, the folder named Cyberpunk2077. (Likely something like Steam\steamapps\common\Cyberpunk 2077) 2. Look for the folder called r6 and open it. 3. Inside the r6 folder you should see a few more subfolders. Open the folder called input. 4. Inside the input folder, find the file called 'auto_drive.xml'. Right click on this file and select open with -> notepad. 5. Now that you have the auto_drive.xml file opened in notepad, look for the line (line 17) where it says <button id="IK_V" /> 6. Where it says "IK_V" is the button map for the toggle auto drive function. The show spoiler option in the mod author's pinned post has a list of what you would need to change that to in order to change the keybinding to a desired key. 7. Example 1: If you wanted to change toggle auto drive to your left shift key, you would replace <button id="IK_V" /> with <button id="IK_LShift" /> 8. Example 2: If you wanted to change toggle auto drive to your N key, you would replace <button id="IK_V" /> with <button id="IK_N" /> 9. Notice how in both of those examples I leave the quotations and IK alone, just changing what was originally 'V' with the desired key using the format the mod author listed. 10. Save the edited file in notepad and close out. 11. Open your game, get in a car, mark an icon on your map, and press the key that you rebinded the auto drive toggle to.
Side-note of step 1: If you are not installing manually and are using a manager like MO2 or vortex, you would find the location where your mods are installed through that before going to step 2. (I don't use vortex so I wouldn't be able to say if that uses a virtual file system or moves things in and out of the actual game directory).
Note: Make the changes and save the file while the game is not running. I am 99.99% sure that any changes you make to the file in notepad with the game running would only apply if the game is closed and started again.
Of course you need to consider what your current keybindings are to determine what key you choose, my examples were just randomly selected from the list. Credits: Explanation by TSND
Troubleshooting - Please check logs.
Spoiler:
Show
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 The above lines are output. No error output. The latest version number of RED4ext, ArchiveXL, Input Loader is 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\logs\input_loader.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.
- Please try troubleshooting. - Please try uninstalling any 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.
Command Some functions can be used by entering commands into CET.
Spoiler:
Show
- Returns the position of the tracked map pin in the minimap print(AutoDriveMod_AutoDriveSystem.GetInstance():GetTrackedPoint())
- Move specified points in order and loop AutoDriveMod_AutoDriveSystem.GetInstance():StartLoopDrive(points: array<Vector4>, opt range: Float, opt maxSpeed: Float, opt minSpeed: Float, opt ticksTimeout: Float) ex) Loop line counterclockwise AutoDriveMod_AutoDriveSystem.GetInstance():StartLoopDrive({ ToVector4{ x = 227.71417, y = 194.1033, z = 81.822845, w = 1 }, ToVector4{ x = -334.35046, y = 1879.8674, z = 71.369965, w = 1 }, ToVector4{ x = -1847.9711, y = 1725.2034, z = 49.290237, w = 1 }, ToVector4{ x = -2004.8768, y = -1429.6564, z = 38.4554, w = 1 }, ToVector4{ x = -1302.3025, y = -1568.292, z = 53.533073, w = 1 }, ToVector4{ x = -853.11786, y = -1883.4144, z = 41.191074, w = 1 }, ToVector4{ x = 97.16794, y = -827.0497, z = 46.58303, w = 1 }, ToVector4{ x = 5.600638, y = -338.95728, z = 63.87922, w = 1 }, }) - Wandering drive tentative implementation AutoDriveMod_AutoDriveSystem.GetInstance():StartWanderingDrive()
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's not letting me add a bug report for whatever reason, but when I enable auto drive and look behind or away from the cars in front, when I turn the camera back around, the cars in front have despawned. It only seems to affect the lane that I'm currently in. Using Traffic AI, not Normal AI.
look up the settings of the mod and enable any advanced option panels. watch out for something like "clear streets" or something like that under "traffic ai" there shoud be an option, that should solve your problem
I'm a bit bad for not commenting, so it's rare for me to feel motivated enough to stop and say something. Turns out you beat me to it - I've played through the game maybe 4-5 times and never found the time to properly explore. In 20hrs of my latest playthrough with this mod in my list I've already seen more of NC riding in Delamain than I ever have.
Hello, thank you for this mod. I read sticky + did troubleshooting.
My issue doesn't really affect my enjoyment in the game - but does sometimes irk me: especially if it's a long distance quest location. My settings are all at default values, I have not touched or altered any of the settings.
I read the bugs panel, but saw the issue was for "Traffic AI" - not necessarily "NormaI AI" - So I thought I'd add.
What my issue is: If I activate autodrive, and the vehicle hits a barrier, or any obstacle on the road - my game will crash.
I cannot reproduce it. I tried auto drive porsche 911 cabriolet from "Border Checkpoint" FastTravel point to "Protein Farm" FastTravel point. The vehicle hits a barrier along the way but doesn't crash. - Have you uninstalled all mods except auto drive and requirements? - Please provide all logs. - Please provide the settings file.(red4ext\plugins\mod_settings\user.ini) - Please let me know the route and vehicle type I can reproduce.
I did uninstall every mod except this one, and still experienced immediate crashes upon the AI hitting some obstacle. I eventually (same day as original post), uninstalled every mod - verified game files and then reinstalled this mod, and the crashes quit occurring. Still not entirely sure what broke, or what caused a fault. In my case - it was with any vehicle, motorcycle or car. If it hit even a micron of another vehicle, or random trash bag in the road my game would seize up forcing me to manually close it via steam.
Since I can't provide files now that I've managed a solution, here is what I know always triggered the seize for me..
If there was a turn that the AI didn't expect, and it would slam into a wall, or something.. it would seize the game.
If an enemy NPC car hit me, the game would seize.
If the vehicle had to go around some obstacle, like that stretch that has the homeless camp on the road, if it even drove over a box that had collision the game would seize.
As of now, I haven't encountered a single crash since verifying file integrity 2x, then reinstalling the mod+it's requirements. I still enjoy the mod, even before when I had that strange error - I wish I could provide more information that would help, but if I ever experience another error like this I will update my comment with the necessary information you need..
I found something like a bug. After receiving the last overwatch in Riders on the Storm, melee weapons and grenades became unusable. If you remove the tweak file in Cyberpunk 2077\r6\tweaks, it will be removed.
I could reproduce it. I will fix it. In this quest, equipment restrictions seem to apply when getting out of the van. I think the equipment restrictions will be lifted if you sit in the passenger seat of another car and get out.
Found a glitchy area down the road from the Sun Tarot card. This is an area where the pathing crosses over itself a couple of times due to the vehicle turning and climbing around. At one point it totally freaks, with the car spinning in circles. Basically have to turn off auto pilot when navigating that area.
Other than that, I've been quite happy with the mod. Seems like a feature that should have been included.
I love the mod but I also would love an explanation to the various speed settings. (ex. which setting to adjust to have it brake sooner behind a vehicle, which setting controls top speed, etc)
Just wanted to say - WOW! This is incredible and I'm so glad I found it. I just navigated all the way from Kabuki center to Dogtown with only a few bumps and bruises, otherwise a totally smooth ride! I even have heavier traffic mods installed and this navigated just fine. Thank you so mucy!
Is anyone else having the issue where the car makes strange noises sometimes when Autodrive mode is activated? It kind of sounds like the handbrake is engaged the whole time, or like part of the frame is dragging on the road or against the tires. The sound is also there when the car is stationary. The issue occurs frequently, but not consistently and keeps on untill i deactivate autodrive again.
This is by far on of the best mods I've come across in the modding world :) Just cruizing around the city without having to check for other traffic and crashing into lampposts ;)
Many thanks and looking foreward to updates and tweaks!
910 comments
auto_drive_as_passenger video.
FAQ
- The key doesnt show up on screen next to the text
Most likely Input Loader is not working. Check the logs.(It's listed in Troubleshooting.)
- Auto drive to a location with a different height.
Place custom mappin on roads.
- Cars in the same lane stops. Also, cars in the same lane does not spawn.
Turn off "Clear Traffic On Path" or Change to "Traffic AI" in Mod Settings.
- I don't want to overtake
Turn on "Sync speed ..." or Change to "Traffic AI" in Mod Settings.
- Hitting an obstacle, incorrect route, etc.
This MOD uses DriveAI from BaseGame. This MOD does not control navigation, obstacle avoidance.
- What is the difference between "Normal AI" and "Traffic AI".
Both are DriveAI from BaseGame. My impression.
- 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 can't get through DogTown Gate(
There are plans to automatically switch the AI to allow passage.done). It seems to crash depending on the environment.- Looks like a Bug. Crash when using traffic AI, Can't use mounted weapon, Moving on its own, etc.
Please check if it is in Bugs. If it's not listed in Bugs, please report it here.
- Change the keybinding
edit r6\input\auto_drive.xml
Input Key name list
IK_None,
IK_LeftMouse,
IK_RightMouse,
IK_MiddleMouse,
IK_Unknown04,
IK_Unknown05,
IK_Unknown06,
IK_Unknown07,
IK_Backspace,
IK_Tab,
IK_Unknown0A,
IK_Unknown0B,
IK_Unknown0C,
IK_Enter,
IK_Unknown0E,
IK_Unknown0F,
IK_Shift,
IK_Ctrl,
IK_Alt,
IK_Pause,
IK_CapsLock,
IK_Unknown15,
IK_Unknown16,
IK_Unknown17,
IK_Unknown18,
IK_Unknown19,
IK_Unknown1A,
IK_Escape,
IK_Unknown1C,
IK_Unknown1D,
IK_Unknown1E,
IK_Unknown1F,
IK_Space,
IK_PageUp,
IK_PageDown,
IK_End,
IK_Home,
IK_Left,
IK_Up,
IK_Right,
IK_Down,
IK_Select,
IK_Print,
IK_Execute,
IK_PrintScrn,
IK_Insert,
IK_Delete,
IK_Help,
IK_0,
IK_1,
IK_2,
IK_3,
IK_4,
IK_5,
IK_6,
IK_7,
IK_8,
IK_9,
IK_Unknown3A,
IK_Unknown3B,
IK_Unknown3C,
IK_Unknown3D,
IK_Unknown3E,
IK_Unknown3F,
IK_Unknown40,
IK_A,
IK_B,
IK_C,
IK_D,
IK_E,
IK_F,
IK_G,
IK_H,
IK_I,
IK_J,
IK_K,
IK_L,
IK_M,
IK_N,
IK_O,
IK_P,
IK_Q,
IK_R,
IK_S,
IK_T,
IK_U,
IK_V,
IK_W,
IK_X,
IK_Y,
IK_Z,
IK_Unknown5B,
IK_Unknown5C,
IK_Unknown5D,
IK_Unknown5E,
IK_Unknown5F,
IK_NumPad0,
IK_NumPad1,
IK_NumPad2,
IK_NumPad3,
IK_NumPad4,
IK_NumPad5,
IK_NumPad6,
IK_NumPad7,
IK_NumPad8,
IK_NumPad9,
IK_NumStar,
IK_NumPlus,
IK_Separator,
IK_NumMinus,
IK_NumPeriod,
IK_NumSlash,
IK_F1,
IK_F2,
IK_F3,
IK_F4,
IK_F5,
IK_F6,
IK_F7,
IK_F8,
IK_F9,
IK_F10,
IK_F11,
IK_F12,
IK_F13,
IK_F14,
IK_F15,
IK_F16,
IK_F17,
IK_F18,
IK_F19,
IK_F20,
IK_F21,
IK_F22,
IK_F23,
IK_F24,
IK_Pad_A_CROSS,
IK_Pad_B_CIRCLE,
IK_Pad_X_SQUARE,
IK_Pad_Y_TRIANGLE,
IK_Pad_Start,
IK_Pad_Back_Select,
IK_Pad_DigitUp,
IK_Pad_DigitDown,
IK_Pad_DigitLeft,
IK_Pad_DigitRight,
IK_Pad_LeftThumb,
IK_Pad_RightThumb,
IK_Pad_LeftShoulder,
IK_Pad_RightShoulder,
IK_Pad_LeftTrigger,
IK_Pad_RightTrigger,
IK_Pad_LeftAxisX,
IK_Pad_LeftAxisY,
IK_Pad_RightAxisX,
IK_Pad_RightAxisY,
IK_NumLock,
IK_ScrollLock,
IK_Unknown9E,
IK_Unknown9F,
IK_LShift,
IK_RShift,
IK_LControl,
IK_RControl,
IK_UnknownA4,
IK_UnknownA5,
IK_UnknownA6,
IK_UnknownA7,
IK_UnknownA8,
IK_UnknownA9,
IK_UnknownAA,
IK_UnknownAB,
IK_UnknownAC,
IK_UnknownAD,
IK_UnknownAE,
IK_UnknownAF,
IK_UnknownB0,
IK_UnknownB1,
IK_UnknownB2,
IK_UnknownB3,
IK_UnknownB4,
IK_UnknownB5,
IK_UnknownB6,
IK_UnknownB7,
IK_UnknownB8,
IK_Unicode,
IK_Semicolon,
IK_Equals,
IK_Comma,
IK_Minus,
IK_Period,
IK_Slash,
IK_Tilde,
IK_Mouse4,
IK_Mouse5,
IK_Mouse6,
IK_Mouse7,
IK_Mouse8,
IK_UnknownC6,
IK_UnknownC7,
IK_Joy1,
IK_Joy2,
IK_Joy3,
IK_Joy4,
IK_Joy5,
IK_Joy6,
IK_Joy7,
IK_Joy8,
IK_Joy9,
IK_Joy10,
IK_Joy11,
IK_Joy12,
IK_Joy13,
IK_Joy14,
IK_Joy15,
IK_Joy16,
IK_UnknownD8,
IK_UnknownD9,
IK_UnknownDA,
IK_LeftBracket,
IK_Backslash,
IK_RightBracket,
IK_SingleQuote,
IK_UnknownDF,
IK_UnknownE0,
IK_UnknownE1,
IK_IntlBackslash,
IK_MouseHover,
IK_MouseX,
IK_MouseY,
IK_MouseZ,
IK_MouseW,
IK_JoyU,
IK_JoyV,
IK_JoySlider1,
IK_JoySlider2,
IK_MouseWheelUp,
IK_MouseWheelDown,
IK_UnknownEE,
IK_UnknownEF,
IK_JoyX,
IK_JoyY,
IK_JoyZ,
IK_JoyR,
IK_UnknownF4,
IK_UnknownF5,
IK_Attn,
IK_ClearSel,
IK_ExSel,
IK_ErEof,
IK_Play,
IK_Zoom,
IK_NoName,
IK_UnknownFD,
IK_UnknownFE,
IK_PS4_OPTIONS,
IK_PS4_TOUCH_PRESS,
IK_Last,
IK_Count,
IK_Pad_First,
IK_Pad_Last,
2. Look for the folder called r6 and open it.
3. Inside the r6 folder you should see a few more subfolders. Open the folder called input.
4. Inside the input folder, find the file called 'auto_drive.xml'. Right click on this file and select open with -> notepad.
5. Now that you have the auto_drive.xml file opened in notepad, look for the line (line 17) where it says <button id="IK_V" />
6. Where it says "IK_V" is the button map for the toggle auto drive function. The show spoiler option in the mod author's pinned post has a list of what you would need to change that to in order to change the keybinding to a desired key.
7. Example 1: If you wanted to change toggle auto drive to your left shift key, you would replace <button id="IK_V" /> with <button id="IK_LShift" />
8. Example 2: If you wanted to change toggle auto drive to your N key, you would replace <button id="IK_V" /> with <button id="IK_N" />
9. Notice how in both of those examples I leave the quotations and IK alone, just changing what was originally 'V' with the desired key using the format the mod author listed.
10. Save the edited file in notepad and close out.
11. Open your game, get in a car, mark an icon on your map, and press the key that you rebinded the auto drive toggle to.
Side-note of step 1: If you are not installing manually and are using a manager like MO2 or vortex, you would find the location where your mods are installed through that before going to step 2. (I don't use vortex so I wouldn't be able to say if that uses a virtual file system or moves things in and out of the actual game directory).
Note: Make the changes and save the file while the game is not running. I am 99.99% sure that any changes you make to the file in notepad with the game running would only apply if the game is closed and started again.
Of course you need to consider what your current keybindings are to determine what key you choose, my examples were just randomly selected from the list.
Credits: Explanation by TSND
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 is 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
- 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\logs\input_loader.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.- Please try troubleshooting.
- Please try uninstalling any 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.
Command
Some functions can be used by entering commands into CET.
- Returns the position of the tracked map pin in the minimap
print(AutoDriveMod_AutoDriveSystem.GetInstance():GetTrackedPoint())
- Move specified points in order and loop
AutoDriveMod_AutoDriveSystem.GetInstance():StartLoopDrive(points: array<Vector4>, opt range: Float, opt maxSpeed: Float, opt minSpeed: Float, opt ticksTimeout: Float)
ex) Loop line counterclockwiseAutoDriveMod_AutoDriveSystem.GetInstance():StartLoopDrive({
ToVector4{ x = 227.71417, y = 194.1033, z = 81.822845, w = 1 },
ToVector4{ x = -334.35046, y = 1879.8674, z = 71.369965, w = 1 },
ToVector4{ x = -1847.9711, y = 1725.2034, z = 49.290237, w = 1 },
ToVector4{ x = -2004.8768, y = -1429.6564, z = 38.4554, w = 1 },
ToVector4{ x = -1302.3025, y = -1568.292, z = 53.533073, w = 1 },
ToVector4{ x = -853.11786, y = -1883.4144, z = 41.191074, w = 1 },
ToVector4{ x = 97.16794, y = -827.0497, z = 46.58303, w = 1 },
ToVector4{ x = 5.600638, y = -338.95728, z = 63.87922, w = 1 },
})
- Wandering drive tentative implementation
AutoDriveMod_AutoDriveSystem.GetInstance():StartWanderingDrive()
There have been many similar questions in the past. I'm going to make this a sticky post to avoid similar questions.
This is the way.
I read sticky + did troubleshooting.
My issue doesn't really affect my enjoyment in the game - but does sometimes irk me: especially if it's a long distance quest location.
My settings are all at default values, I have not touched or altered any of the settings.
I read the bugs panel, but saw the issue was for "Traffic AI" - not necessarily "NormaI AI" - So I thought I'd add.
What my issue is:
If I activate autodrive, and the vehicle hits a barrier, or any obstacle on the road - my game will crash.
- Have you uninstalled all mods except auto drive and requirements?
- Please provide all logs.
- Please provide the settings file.(red4ext\plugins\mod_settings\user.ini)
- Please let me know the route and vehicle type I can reproduce.
Since I can't provide files now that I've managed a solution, here is what I know always triggered the seize for me..
As of now, I haven't encountered a single crash since verifying file integrity 2x, then reinstalling the mod+it's requirements.
I still enjoy the mod, even before when I had that strange error - I wish I could provide more information that would help, but if I ever experience another error like this I will update my comment with the necessary information you need..
Please make a version with "input loader" yourself.
After receiving the last overwatch in Riders on the Storm, melee weapons and grenades became unusable. If you remove the tweak file in Cyberpunk 2077\r6\tweaks, it will be removed.
In this quest, equipment restrictions seem to apply when getting out of the van. I think the equipment restrictions will be lifted if you sit in the passenger seat of another car and get out.
Other than that, I've been quite happy with the mod. Seems like a feature that should have been included.
This is by far on of the best mods I've come across in the modding world :)
Just cruizing around the city without having to check for other traffic and crashing into lampposts ;)
Many thanks and looking foreward to updates and tweaks!