As stated in the description, if you have any ideas for areas to unlock post a comment below with the coordinates from CET, using this command: print(Game.GetPlayer():GetWorldPosition())
So its not a barrier but an insta kill zone and its at the entrance of the airport if you have double jump you can get around a fence and into the airstrip or whatever is over there, could you add something to disable the instakill
Hey! I think you just answered my question. I came here because I think due to the terms "main files" and "optional files", it's totally not clear if the AIOs (all-in-omes) contain the optional files or not (neither when clicking on the preview file structure button)
Would be lovely if that could be clarified in description - but thanks for the clarification, Halliphax. Then I second your request 100%
No possibility of conflicts with main quests should prob be one of the requirements for a location to make it in "main", no?
It's great that with Ncart you've given a great example what to watch out for when combininig this with other locations mods. Maybe someone with the actual skills and knowledge like yourself should describe 1-3 more complex cases among the "Main" locations though - e.g.what about the SPL drive-in cinema mod together with this mod (my assumption: can run with the AIO (or the seperate Ncart version if Ncart mod is also activated)
Or if players should look out to deactivate it temporarily when coming near a quest line at the airport (or play the "Fresh Start" mod) at a location like the airport. Would be preem
You could totally tell the players to test it for themselves ofc as nobody can ask you to have an eye on all (possibly popular) mods coming out in the future, but maybe describing what a decent test should like could help <3 Just my 2 (long) cents...
oreoshake0211 - can you save and load outside the Black Sapphire, you might be encountering an issue where the LOD for the door doesn't unload and blocks the entrance.
I reloaded and the issue is still there, I checked all the locations and I found out that these 3 (Black Sapphire, Spaceport(Airport) and Oil Field) didnt work. I did reinstall the mod but the issue is still lingering. Other places worked tho. Hope there would be a fix for this coz I love this mod.
I've fixed Black Sapphire (last game update shifted stuff around I think) but I tested the Spaceport with your own save and it works fine, might be mod conflict on your end.
hey does this do any different function from City of dreams? i wonder since city of dreams seems to be very vague on what it does from what i understand it adds new proops and stuff to explore the outside and adds NPC's and stuff not sure
No theres a mod called City of dreams that seems to do what ur doing, but u cant open doors, i am talking about the mod not that ass collection filled with gooner s#*!, i like gooning but i wanna play not goon yeh great mods in there though
As I am using the Inside NCART Station mod and this mod, i stumbled across a possible issue at the Farrier & Ferguson Station in the Watson District. In both All in One & All in One (No NCART) the station entry have an invisible wall (inconsistently spawning) prohibiting entry to the platform. I can bypass it by using the All in One version, as it simply deletes one of the gates, but it is impacting the visual aesthetics of the stationentries a bit.
I've already posted the issue for the creator of the NCART mod aswell, since I can't really pinpoint as to which mod causes the error.
Does the invisible barrier still appear when you uninstall my mod and just use the Inside The NCART mod? That’ll tell you if it’s my mod or their’s causing the issue.
I think there’s another bug report on that mod page stating one of the stations still has a barrier in place so it might not be an issue with this mod.
Anyway if you could try the above I’d be grateful!
Heya, sorry for the late reply. Did some testing and the results leave me a bit puzzled.
I ran all tests at Farrier & Ferguson in following order: First test I ran the Open NC All in One and Inside NCART: The invisible wall at entry was ommipresent, never disappeared, even after leaving the district and relocating. Second test I ran with Open NC All in One (No NCART) and Inside NCART: The invisible wall was still often present (4 out of 5 times) but not omnipresent. Same as first test, relocated the district to reload the map segment each try. Third test I ran with only Inside NCART: Way less presence of the collisions, did multiple checks to affirm the first run (2 out of 5, 2 out of 5 and 1 out of 5)
It's weird shenanigans. I can't really wrap my head around this as I am a full-on novice in modding xD I hope this helped at least in some way. If more questions arise, lemme know!
So, the invisible wall is an issue with Inside NCART.
When I use Inside NCART with All in One (No NCART) = invisible wall is there (as expected because my mod isn't touching the NCART stations). When I use Inside NCART with All in One = exit door is gone and you can go inside the NCART station.
So, from what I can tell, everything works as expected sans the Inside NCART mod. That said, the author maybe left that station blocked off on purpose because the area you teleport to is incredibly narrow, there's a crouching NPC in the way of the map which I don't think you can jump over without Cyberware.
Also, not sure what the deal is with the inconsistently spawning collision barrier/invisible wall. It could be a RedEngine quirk or a mod conflict but I couldn't trigger this behaviour.
Something happened with black sapphire? There is no opened gate lime in your picture in description, cant get in. Its bcuz game update or i missing something. I has open sesame, also ncu 2 and works fine, like your konpeki.
I can confirm that I cannot enter using this mod, sometimes the metal door stays down and 100% of the time the glass door stays closed and even if it is opened (with another mod) there is still an invisible wall that prevents entry (being only possible to enter using the "freefly" mod) And the elevator has blocked access from the top floor. I have both requirements already installed (RED4ext, ArchiveXL)
I came across this during my current playthrough, I've uploaded a file to fix this (I think that different endings for You Know My Name create different object IDs that block the door, I'm not sure).
At any rate, it's still possible that approaching Black Sapphire will make the entrance bug out (where the LOD for the gate/shutters is still there), it's annoying but I can't find a way around this. You can save and load outside the entrance to get rid of them though.
Wow, that was quick! It's fixed, thank you very much. I know there are two missions that require you to go through this door (You Know My Name, Run This Town) Question: Is it possible for you to unlock the elevator access to the top floor after completing these two missions?
Elevator access is something I've avoided touching because I figured it was outside the scope of this mod.
Other reason being that Unlock Night City 2 also unlocks elevator control panels so if you download that mod you can get access to many other areas in addition to the ones this mod unlocks.
130 comments
Would be lovely if that could be clarified in description - but thanks for the clarification, Halliphax. Then I second your request 100%
No possibility of conflicts with main quests should prob be one of the requirements for a location to make it in "main", no?
It's great that with Ncart you've given a great example what to watch out for when combininig this with other locations mods. Maybe someone with the actual skills and knowledge like yourself should describe 1-3 more complex cases among the "Main" locations though - e.g.what about the SPL drive-in cinema mod together with this mod (my assumption: can run with the AIO (or the seperate Ncart version if Ncart mod is also activated)
Or if players should look out to deactivate it temporarily when coming near a quest line at the airport (or play the "Fresh Start" mod) at a location like the airport. Would be preem
You could totally tell the players to test it for themselves ofc as nobody can ask you to have an eye on all (possibly popular) mods coming out in the future, but maybe describing what a decent test should like could help <3 Just my 2 (long) cents...
https://drive.google.com/drive/folders/1bE7twBR5JNGNEZVx7E6Zl4sGvrjca6MV?usp=sharing
ToVector4{ x = -1920.0863, y = -1908.3557, z = 49.303024, w = 1 }
and the elevator in afterlife?
Does Unlock Night City not work for this?
Link: https://www.nexusmods.com/cyberpunk2077/mods/12681
You legit have it on ur description of this mod dawg
My mod simply unlocks areas (both those five and more)
As I am using the Inside NCART Station mod and this mod, i stumbled across a possible issue at the Farrier & Ferguson Station in the Watson District. In both All in One & All in One (No NCART) the station entry have an invisible wall (inconsistently spawning) prohibiting entry to the platform. I can bypass it by using the All in One version, as it simply deletes one of the gates, but it is impacting the visual aesthetics of the stationentries a bit.
I've already posted the issue for the creator of the NCART mod aswell, since I can't really pinpoint as to which mod causes the error.
Have a great day!
I think there’s another bug report on that mod page stating one of the stations still has a barrier in place so it might not be an issue with this mod.
Anyway if you could try the above I’d be grateful!
I ran all tests at Farrier & Ferguson in following order:
First test I ran the Open NC All in One and Inside NCART: The invisible wall at entry was ommipresent, never disappeared, even after leaving the district and relocating.
Second test I ran with Open NC All in One (No NCART) and Inside NCART: The invisible wall was still often present (4 out of 5 times) but not omnipresent. Same as first test, relocated the district to reload the map segment each try.
Third test I ran with only Inside NCART: Way less presence of the collisions, did multiple checks to affirm the first run (2 out of 5, 2 out of 5 and 1 out of 5)
It's weird shenanigans. I can't really wrap my head around this as I am a full-on novice in modding xD
I hope this helped at least in some way. If more questions arise, lemme know!
When I use Inside NCART with All in One (No NCART) = invisible wall is there (as expected because my mod isn't touching the NCART stations).
When I use Inside NCART with All in One = exit door is gone and you can go inside the NCART station.
So, from what I can tell, everything works as expected sans the Inside NCART mod. That said, the author maybe left that station blocked off on purpose because the area you teleport to is incredibly narrow, there's a crouching NPC in the way of the map which I don't think you can jump over without Cyberware.
Also, not sure what the deal is with the inconsistently spawning collision barrier/invisible wall. It could be a RedEngine quirk or a mod conflict but I couldn't trigger this behaviour.
And the elevator has blocked access from the top floor.
I have both requirements already installed (RED4ext, ArchiveXL)
At any rate, it's still possible that approaching Black Sapphire will make the entrance bug out (where the LOD for the gate/shutters is still there), it's annoying but I can't find a way around this. You can save and load outside the entrance to get rid of them though.
I know there are two missions that require you to go through this door (You Know My Name, Run This Town)
Question: Is it possible for you to unlock the elevator access to the top floor after completing these two missions?
Other reason being that Unlock Night City 2 also unlocks elevator control panels so if you download that mod you can get access to many other areas in addition to the ones this mod unlocks.
Sadly means you have to clip through the wall to get into the Plaza until I (or someone else) finds a better way.