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TeaCrab

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onethirtyone

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About this mod

This mod provides a preset of tuning profile that will be applied to all drive-able cars and bikes within the game. Including NPC vehicles, and possibly the tank.
The default global profile extends all vehicle's top speed by roughly 1.7 times, adjusting each gear to compensate for the speed and possibly make the the engines sound better?

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Requires Gripped Up - Otherwise bikes will spin their tires and not gain any speed after about 85mph.  Either versions work.
(This issue happens on most bike but most prominent on Brennan Apollo.  Even with Gripped Up, Brennan Apollo spins its tires at 120mph.  Need to find out what's unique about this bike or maybe its tire and tune it out.)

Using this mod with Authentic Shift can result in craziness.  You could say they are not compatible, but in reality, their range of modification overlaps on player owned vehicles. 
(Investigating whether there is a way to detect if Authentic Shift is also installed and prevent my mod from applying changes to vehicles already modified by Authentic Shift)

REMOVE PREVIOUS VERSION
..\bin\x64\cyber_engine_tweaks\mods\TeaVehicleTweaks

Additional to the global vehicle tuning profile, here's what you can do with this mod:

  • Restore all vehicles
    Swap all vehicle's engines back to Vanilla.

  • Process all vehicles
    Generate and use modified engines based on the Tuning Profiles:
    __moddata.lua & __userdata.lua
    (The tuning profiles are used to calculate and generate "tuned" engines based on the vanilla engines)

Re-Summon Vehicle for the changes to take effect.

Reload all mods with CET for any script/profile changes to take effect.

RESTORE VEHICLE RECORDS before reloading all mods to prevent numbers from going wild.

Use [Debug Level > 0] to see all the details inside the Console window.

Under certain circumstances the TweakDB engine records can be corrupted, which will result in impossible Engine characteristic.  At which point the game must be restarted for the TweakDB Records to reset to Vanilla numbers.

A few handy tools are provided to debug & test targeted vehicles.

Example User-Defined profile for Arch V4 Paladin.

Mod Path:
<User Installation Location>\Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\TeaVehicleTweaks

  • __VehicleRecords.go  = ID List of some common Vanilla & Modded vehicles
  • __moddata.lua = Default global tuning profiles
  • __userdata.lua = User defined tuning profiles

For Vanilla-esk Vehicles:
Default global tuning profile should work out of the box, although I have not personally tested ALL vehicles.  Post in the bug if you find one acting crazy.
For Modded Vehicles:
As long as the modded vehicles clones and uses vanilla vehicle engines, it will work fine.
Otherwise, this mod's global Tuning profile will be applied to modded vehicles, and can result in some utter craziness.

For example, Arch V4 Paladin was so fast after applying this mod's global profile, I had to add the feature to allow for per-vehicle(s) tuning profiles.  Kek...

Have fun!

PS:

Check the images for:
  • Bonus setting for Vehicle Lights.  Looks great with Path Tracing.  (Headlights can be drastically inconsistent in their light intensities across different vehicles.  Maybe that can be included in the tuning profile in the future)
  • Bonus input mapping for Immersive Driving.  Now turning with keyboard at high-speed won't land you in junkyard.  (Though it still could depending on how you tune your rides with this mod)