If you downloaded 1.4 -- please delete it, it has incorrect archive names.
Version 1.3 BIG UPDATE!
Listen for throttle input/acceleration: Activating nitrous now requires throttle/acceleration input (any amount of acceleration/throttle)
Dynamic FOV: Implement dynamic camera effects (FOV/Blur) during Nitro boost, with configurable intensity
HUD hide on fpp: Add setting to automatically hide the Nitro HUD when in first-person perspective.
HUD hide on scanner: Implement Nitro HUD fade-out when scanner is active to prevent overlap.
HUD Opacity: Add configurable opacity setting for the Nitro HUD
HUD Horizontal adjustment: Add horizontal position adjustment setting for the Nitro HUD (Default layout)
Popup for mod setting changes: Implement in-game popup notification advising vehicle re-entry or game reload after keybind/gameplay/HUD setting changes.
SFX toggle for burnout: Add setting to enable/disable the Nitro burnout sound effect
Negative values for boost: Allow negative percentage values in the Nitro Boost Power gameplay setting and more leeway for regen as well
Alt button: Add Alt as a configurable keybind option for Nitro.
Fix Audioware warning
Fix vehicle icon missing on the Nitro HUD.
Translations: Add support for 12 languages
Version 1.2 Adds resolution scaling which fixes HUD misalignment issues on 1440p, 1080p, etc. Highly recommend updating.
[size=6]Version 1.1
Adds a lot of player requested content. See changelog for details, short gist:
Customizable nitro exhaust colors (5 colors) and improved VFX
Controller updates (X button and separate binding option)
Tuning changes to reduce modded car nitrous boost which was too high
Adds a new layout option to place the bar beside speedometer (Change in Mod Settings and then restart game to see the change)
Disables nitrous for quest-related vehicles
Thanks to ctrlsec for the Dynamic FOV idea Thanks to Le0n0r for providing Russian translations
Will this work for modded cars? Can I change the boost values? How do I activate it?
Read the description
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I got "REDScript compilation has failed for NitroBoost" If you're having redscript failed compilation error then follow these steps:
Go through requirement list and double check if everything is there including Codeware
Double check Audioware version - you NEED 1.3.2
If Audioware is 1.3.2 and you have every requirement installed and up to date, then please paste the file found in your Cyberpunk game folder -> r6/logs/redscript_rCURRENT and use something like https://pastebin.com/ to share the file please
How to install
First ensure dependencies (and the dependency's dependencies) are installed and up to date
This includes Codeware, Audioware, Mod Settings, redscript (and their dependecies which are the core mods: RED4Ext, ArchiveXL, TweakXL)
Unzip the file, and drop into the game folder or use your Mod Manager.
Gamepad users, you can unbind the Vehicle Camera Reset button (Left Thumb) to use it as Nitro activation button without issues, create a .xml file with the name of your choice inside: r6/input/[name].xml Requires Input Loader Put the following content in it, save and bind the LeftThumb in Nitrous settings: <?xml version="1.0"?> <bindings>
option 1. nitrous drain multiplier - lowering this would lower the amount of nos used (makes it last longer) option 2. nos recharge rate - upping this would increase how fast it recharges thank you
Excellent mod! Very well done, however, there is a bit of a minor issue on my side, and it's that whenever nitrous is being used there is a camera jerking motion, like the camera moves back and forth quite aggressively for the first few seconds after pressing the button. I don't know if it's a bug or not because the issue (iirc) only started "manifesting" itself after starting the PL campaign. It could be that it's bugging out due to a conflict with another mod, but I don't really have any camera adjustment mods installed so idk. Something to note: it only occurs in 3rd person mode no matter the type of vehicle, but in 1st person it's just as smooth as it was in the beginning.
Best mod ever! and still, could we somehow buy nitro for our cars? maybe through a website, or a place, or through a captain? It would be cool, having received a new car, to come to a certain place to get nitro, before that experiencing awe, how it will work on the newly received transport. and not instantly have it immediately for all vehicles
I would love if this feature was an actual upgrade for individual vehicles, like in the TTRPG. I doubt we can hope for a CMS integration, but maybe, with the resurgance of other mods like Let there be flight, there is room for a new framework shared betweem all these "high end car modification" mods, to let the player sink their money into.
LORE FRIENDLY: Not only does the mod do what it advertises, but surprises you with bonus lore that beautifully ties into game content.
Don't want to spoil it for you, but check this out.
It's so lore-friendly, I started to question if content I was seeing was from the mod or if it was from the base game! Check this out, is this from the mod? or from CD Projekt Red? Tyger Claws are hustling some NOS from helpless citizens of Night City!
Hints of NOS are everywhere, I have no doubt if CDPR had more dev time, they'd add NOS them selves.
Cheers choom, give this mod an endorse.
(I want to highlight this Tyger gonk literally smoking near the flammable NOS like a badness/dumbass)
Feedback: New setting "Nitrous Drain Rate Multiplier"
Wow, great mod.THE DEFAULT SETTINGS THOUGH, WTF. That's not nitrous, that's rocket fuel, and we're given enough to probably reach the moon and meet Lucy (driving a Caliburn.)
I'm looking to tune down and balance my nitrous, lore friendly. The drain rate is slow and I currently have no way to modify that. I want my nitrous to feel like a dash for vehicle, and less like a rocket propeller. Aka, used in small bursts, strategically, to help recover speed after making a tight turn for example.
This should be fairly simple to add, I believe. Plz, thank u choom.
- npc drivers in the claire races can use also Nitro + a toogle for that - police will start chasing you if you use nitro nearby a police car on the street + a toogle
this mod is so awesome and it works flawless! this makes this so much more fun!
is it possible to run this without audioware, because it tanks my performance by introducing mad framedrops when turning(got a potato pc) usually i get 100fps and have stuttering fix installed because im cpu bottlenecked, but audioware kinda reverses the fix and its really not worth it for me but really like the nitro idea to make driving less monotone and wouldn't care one bit if it doesn't have a matching sound. Tried it myself by deleting all the audioware references from the scripts but i guess there are more in the archive file and i dont know how to open and edit them tbh, well attempts have been made i guess.
Ok thanks for considering. I doubt that audioware guys can do much about it since I'm cpu bottlenecked and loading/playing custom audio files would naturally cause more cpu load. Was expecting that beforehand but just not in this magnitude. Just a hunch tho. If I'm right then there's no need to waste their/your time on a 'me' problem. Never took time to learn redscript, so it's just a skill issue on my part anyway. However if there's more demand, then a 'minimalist' variant would be a good option.
256 comments
Version 1.4.1
See changelog. Minor update.
If you downloaded 1.4 -- please delete it, it has incorrect archive names.
Version 1.3
BIG UPDATE!
Version 1.2
Adds resolution scaling which fixes HUD misalignment issues on 1440p, 1080p, etc. Highly recommend updating.
[size=6]Version 1.1
Adds a lot of player requested content. See changelog for details, short gist:
Thanks to ctrlsec for the Dynamic FOV idea
Thanks to Le0n0r for providing Russian translations
Read the description
If you're having redscript failed compilation error then follow these steps:
How to install
Requires Input Loader
Put the following content in it, save and bind the LeftThumb in Nitrous settings:
<?xml version="1.0"?>
<bindings>
<mapping name="VehicleCameraReset_Button" type="Button">
<button id="IK_C" overridableUI="vehicleCameraReset"/>
</mapping>
</bindings>
option 1. nitrous drain multiplier - lowering this would lower the amount of nos used (makes it last longer)
option 2. nos recharge rate - upping this would increase how fast it recharges thank you
Don't want to spoil it for you, but check this out.
It's so lore-friendly, I started to question if content I was seeing was from the mod or if it was from the base game!
Check this out, is this from the mod? or from CD Projekt Red? Tyger Claws are hustling some NOS from helpless citizens of Night City!
Hints of NOS are everywhere, I have no doubt if CDPR had more dev time, they'd add NOS them selves.
Cheers choom, give this mod an endorse.
(I want to highlight this Tyger gonk literally smoking near the flammable NOS like a badness/dumbass)
Wow, great mod. THE DEFAULT SETTINGS THOUGH, WTF. That's not nitrous, that's rocket fuel, and we're given enough to probably reach the moon and meet Lucy (driving a Caliburn.)
I'm looking to tune down and balance my nitrous, lore friendly. The drain rate is slow and I currently have no way to modify that.
I want my nitrous to feel like a dash for vehicle, and less like a rocket propeller. Aka, used in small bursts, strategically, to help recover speed after making a tight turn for example.
This should be fairly simple to add, I believe.
Plz, thank u choom.
any chance to add this to this mod?
- npc drivers in the claire races can use also Nitro + a toogle for that
- police will start chasing you if you use nitro nearby a police car on the street + a toogle
this mod is so awesome and it works flawless! this makes this so much more fun!
2- Yea. Its planned
usually i get 100fps and have stuttering fix installed because im cpu bottlenecked, but audioware kinda reverses the fix and its really not worth it for me but really like the nitro idea to make driving less monotone and wouldn't care one bit if it doesn't have a matching sound.
Tried it myself by deleting all the audioware references from the scripts but i guess there are more in the archive file and i dont know how to open and edit them tbh, well attempts have been made i guess.
I doubt that audioware guys can do much about it since I'm cpu bottlenecked and loading/playing custom audio files would naturally cause more cpu load.
Was expecting that beforehand but just not in this magnitude.
Just a hunch tho.
If I'm right then there's no need to waste their/your time on a 'me' problem.
Never took time to learn redscript, so it's just a skill issue on my part anyway.
However if there's more demand, then a 'minimalist' variant would be a good option.