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Nova Traffic (CET - Modded Vehicles in Traffic) Simplified Chinese Translation
Changelogs
Version 1.7c
CATEGORY VERSION
Now properly swaps vehicle "Twintone" color templates for vehicles in game version 2.2.
Version 1.7.1cv
CUSTOMIZABLE VERSION
v1.7.1cv: Changed the method of swapping slightly to be more efficient (now uses the same method to swap as the other 2 mod versions). Also removed military vehicles from the default "replacers" list.
v1.7cv: Now properly swaps vehicle "Twintone" color templates for vehicles in game version 2.2.
Version 1.7
SIMPLE VERSION
Now properly swaps vehicle "Twintone" color templates for vehicles in game version 2.2.
Version 1.6.1cv
"Customizable Version": Fixed an error log (didn't affect functionality, just logged an error sometimes).
Version 1.6.1c
"Category" version now stores the original vehicle's TweakDBID in a new "replacedVehicleID.novaTweakID.value" TweakDB flat so it can be checked from other mods (the "Simple" and "Customizable" versions already did this)
Version 1.6.0c
Unreleased version of Nova Traffic that uses a category-based swap system.
CET menu for customization of min/max swap timer.
New single .json pack format with support for user-managed custom swaps.
Added vanilla-to-modded swap ratio slider.
No burned vehicles.
Version 1.5.4-cv
Customizable Version - Added checks in script so it doesn't display certain 'vehicles' into the 'Mod Vehicles' tab that come from some other mods, as those vehicles shouldn't be added (mods this affects include Gangs of Night City and Night City Alive)
Customizable Version - Potentially fixed swapping for destroyed vehicles (put a check in place to see if the vehicle's appearance name includes the word 'burnt' and will exclude any vehicles from the swaps that do)
Version 1.5.3-cv
Added new 'Settings' tab to the CET overlay menu in the "customizable" version... This has options to enable/disbale the swaps, enable/disable the console logging, and to force a second swap (makes swaps slightly more random).
Version 1.5.2-cv
Swapped checkboxes for buttons in all tabs in the CET overlay menu
Removed the 'All Vehicles' tab
Added 2 new tabs: "Vanilla Vehicles" and "Mod Vehicles". These tabs list every vehicle that you do not currently have in the swap pools (or have removed from swap pools before). These have buttons to add each vehicle as a 'Replacer' (they will automatically be removed from these 2 tabs and will be inserted into the '- Replacers' tab, which is the tab that lists your replacer vehicles (vehicles that are allowed to replace the 'originals')
Version 1.5.1
No changes to mod functionality, just added a way for other mods to properly "get" the TweakDBIDs of replacement vehicles (the TweakDBIDs are stored in a new TweakDB flat for each vehicle named "Vehicle.vehicle_ID.novaTweakID"
Version 1.5.0
Finally got all of the weaponized vehicles moved to the proper list so they don't swap if you have them disabled in the menu... Thanks to Discord user @Rem NL for helping to test :)
Version 1.4.2es
Simple Version: Added toggle to enable weaponized vehicle swaps, and a toggle to disable burnt (destroyed) vehicle appearances for swapped vehicles (intended to be used with the "Potentially Broken Vehicles" toggle to fix their appearances, but just know this isn't a perfect solution)...
Version 1.4.1es-b
Simple Version: Changed the default state of the "Potentially Broken Vehicles" toggle to false
Version 1.4.1es
Simple Version: Removed a few player vehicle swaps that were added in the last update (didn't realize they were player vehicles)
Version 1.4.0es
Experimental Simple Version: Adjusted swapping rules so all vehicles are allowed to replace any other vehicle (excet for modded vehicles, which can not be replaced)... Also removed some vehicles from the main lists that caused issues and locked them behind a toggle in the menu (so you can still enable them if you don't mind burnt or hovering cars)... Plus a few other adjustments to the menu and additional vehicles added to the lists... Let this overwrite any files when prompted or you will likely crash if updating from the older versions...
Version 1.3.3es-b
Fixed issue introduced in v1.3.3es that caused some modded vehicle swaps to randomly explode (thanks to u/Krush SG for bringing this to our attention so quickly and for helping test)
Version 1.3.3es
Added more vanilla vehicles to be replaced in the "Experimental Simple" version (now you can really replace almost all traffic with modded vehicles)... Also adjusted some of the swapping functionality to hopefully reduce issues like floating/bouncing cars and crashes to desktop...
Version 1.3.2es-b
Removed my own modded car json files from the folders in the "Simple" variant, as they contained a couple vanilla vehicles that I was testing and forgot about
Version 1.3.2e
Added the combat cab archive mod file back in, as I forgot to include it in the last update (only affects combat cab swaps).
Version 1.3.1e
Fixed an issue that would cause the game to crash if you loaded in on a swapped motorcycle (didn't have to be a motorcycle before you saved, just had to be inside of a swapped vehicle).
Added checks (to ensure params exist for the new vehicle) before swapping a vehicle to improve stability
Version 1.3.0e
Improved performance.
Added slider to add an additional delay between vehicle swaps that affects all swaps.
Added toggle to toggle off vanilla vehicle swaps (requires reloading like the modded toggle).
Made global toggles work without reloading.
Added support for alternate modded vehicle appearances
Added support to load vanilla vehicle to swap from any json file in the "vanilla/swapFrom" subfolder.
Added bike support (not included but you can add them).
Version 1.2.0a
Fixed settings menu not updating properly
Added error handling to most parts of the code, such as when adding vehicles or saving/loading
The script now warns you if a modded vehicles json file (custom or the main one) is malformed and it will not result in a crash
Now checks that config files are valid/exist before attempting to read/write to them, and creates one if it doesn't exist
Checks that vehicles actually exist before adding them into the pools by checking for a TweakDB flat for each vehicle - If a vehicle fails to pass this check, it will still load other vehicles from the file
Added support for community list to automatically add modded vehicles to traffic.
Made systems modular for easier updates.
Removed moddedVehicles.json format in favor of the custom folder.
Added sliders for all modded vehicles.
Version 1.1.0
Added custom vehicle support for mod authors!
Version 1.0.1b
Removed vanilla vehicles from the list.
Fixed a couple errors with base vehicle names.
Version 1.0.0b
Initial release of the community list for modded vehicle support.
Recommended not to make changes to this file as it will be overridden in the future. Will add user support.
Dynamic traffic replacement, adding new vehicles to traffic with modded vehicle support!
Deets:
My first collab mod with TheManualEnhancer to bring you full control over your traffic, adding new vehicles and modded vehicle support to your world.
Installation:
Use Vortex (recommended) or manually install by just dragging and dropping the contents of the zip to the Cyberpunk 2077 root folder.
For GOG it should be something like "C:\Games\Cyberpunk 2077\[it goes here]
For Steam it should be something like "C:\Games\Steam\steamapps\common\Cyberpunk 2077\[it goes here]
Usage ("Customizable" Version):
This version does not use .json files for loading vehicles. Instead, it has options in the CET overlay menu to add/remove them. Install, launch game, and open CET overlay to configure/add modded vehicles. In the CET overlay, you will find these 5 tabs:
The first and second tab are your current vehicle swap 'pools'. The first tab is the 'original' vehicles that will get replaced by other vehicles. The second tab is the vehicles that are allowed to replace other vehicles, so these will replace the vehicles in the first tab. You can click the checkbox next to any vehicle in the list to remove them, and they will be moved to the 3rd/4th tabs.
The 3rd/4th tabs in the menu are vehicles that have been removed from the 1st/2nd tabs. You can click the checkboxes next to a vehicle ID in these tabs to move that vehicle back into the swap pools (and back into the 1st/2nd tabs). These tabs also contain text fields for you to add new vehicles by entering their TweakDBID (vehicle CET codes).
The 5th tab auto-generates a list of every vanilla vehicle found in your game files, and the 6th tab includes a list of all of your modded vehicles, making it super easy to add them to the swap pools. Just click any button to add the vehicle to the swap pools. Adding vehicles to the swap pools from this tab will add them to the 2nd ("- Replacers") tab so they can't be replaced, and are only allowed to replace other vehicles.
Usage ("Simple" Version):
Vehicle mod authors: To add support for your mods vehicles, make sure to ship your mod with a custom vehicle json located in ..bin\x64\plugins\cyber_engine_tweaks\mods\NovaTraffic\custom.
If you want your vehicles to have randomized appearances in traffic, make sure that ll appearances are set in the .ent file (this won't work yet, but will soon)
In the custom folder, add a json file and name it after your vehicles tag (ie. Vehicle.NAME_OF_VEHICLE.json). Inside the json file, enter the vehicle identifier along with their minimum and maximum replacement timers, like so:
That's it. Ship your mod with that custom json in bin\x64\plugins\cyber_engine_tweaks\mods\NovaTraffic\customand we'll take care of the rest!
Users adding modded vehicles to traffic:
Navigate to ..bin\x64\plugins\cyber_engine_tweaks\mods\NovaTraffic\..
Put any json file containing modded vehicle list in this format into your "community" or "custom" folders:
The timers are in seconds. The timers will attempt to replace a random vehicle from the pool of vehicles you have enabled with a modded vehicle every X seconds (X being a value between min and max set in the json file).
Timers for vehicles in the "community" folder will have sliders for them in the mod's in-game menu (vehicles in the "custom" folder will not)
IMPORTANT: The formatting of the json is critical. Ensure the max values are higher than min (I hate that I have to even mention it). Use the custom-EXAMPLE.json to get an idea of how it should look.Follow this structure:
1. Vehicle spawns may repeat while others do not appear to spawn at all. We're looking into adjusting the probabilities but they should eventually spawn as you roam around the map. This is much better in v1.2.0 than prior versions, but we are still working on it.
2. Some vehicle swaps cause the game to CTD when loading a save This is pretty much just bound to happen with a mod like this, as it is basically breaking the vanilla vehicles on purpose. We're trying to figure out which vehicles can cause this, but there are a lot to test and there's really no way we'll ever be able to find them all (especially with new modded vehicles being released almost daily). If you could help narrow down which vehicles cause crashes and leave comments in the posts section, it would be appreciated and will benefit everyone in the long run. But, if you do experience a crash on loading a save, just restart the game and try again (and hope for the best).
3. Some people may crash when launching the game This seems to be mostly related to storage, though not necessarily storage speed exactly. Before installing, it is suggested to disable HDD mode in-game (if that doesn't work, try enabling it, and maybe even reducing crowd density). It is also suggested to close any other running programs before launching the game, and close/hide any performance overlays (or other overlays such as ReShade)... If you continue to experience crashes on game launch, try different (including old) versions...