1.6/1.61 - Ongoing Bugs List

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BUGS, UI, QoL ISSUES
Jumped into 1.6 for a moment. List of most glaring issues below.

Note: I appreciate how everyone on the net is an amateur game designer academician these days, expressing their often unsubstantiated opinions on everything, so please forgive me if it sounds this way. I mean not to be vicious but there's still surprisingly many fundamentals in the game (or lacking) for nearly two years now, despite so much patching. Please guys, polish your game up properly, some of the stuff not having been fixed is simply unbelievable at this point.



- Break Hold doesn't work: enemies still display break hold ability, despite it having never worked and modders restoring it since. Broken and present since release.


- Player Statuses bugs still in the game despite being found and fixed by a modder a long while back.
https://www.nexusmods.com/cyberpunk2077/mods/4316


- Map navigation loop bugs: the GPS navigation in vehicles is often buggy, resulting in putting the player in loops that advise to go one way then change it to the opposite direction ad infinitum. It's not a matter of slow nav refreshing, it's specific and consistent bad loops, that seem related to near-bridge areas mostly where paths are vertically layered.


- Same ammo icon used for all weapon types. And no way to see amounts at a glance other than through actual equipped weapons.


- Tech and Power gun icons wrong way around, with piercing icon assigned to power and ricochet icon to tech.


- No damage type indication in weapon inventory icons. In a game designed around utilising appropriate damage types vs specific weaknesses, with a bucketful of pointless colours all over, the most critical piece of info is missing.


- Forced vehicle camera auto-centering makes zero sense on PC. It's also design-inconsistent, since it's only enforced in first person. It should have a basic toggle option.


- Forced zoom-in when peeking corners or aiming with weapon holstered. As above and should have a toggle option too. Zooming is always available with kiroshi anyway almost from the get go, so forcing a significant zoom when peeking corners or wanting simply to walk by holding the aim key is more annoying than helpful on PC where sitting a few feet from the display.


- Same few stealth takedown animations ad infinitum. Takedowns have the same two or three boring animations regardless of weapons used. Considering how CP's core gameplay is 50/50 about combat and stealth, stealth overall is simplistic and boring nearly to the point of being broken, with fixed and easy to avoid patrols, way too easy to execute takedowns, break hold npc abilities not working, same boring takedown animations, and bodies are sometimes marked as found even when scooped up from the ground before npc approaches closer to investigate. Exactly half of your game - the stealth - is poorly balanced and extremely unengaging, significantly affecting the other, better half - the combat.



- UI and PC controls design is a self-contradicting and incoherent mess through and through:

- KB+M control structure is very poorly implemented and conflicts at various levels. Most common binds such as cancel/return can't be changed, so tough luck left-handers or any alt layouts.
- Main menu side scroll can be dragged with a mouse, identical one within the in-game menus can't.
- You have added the ability to change interaction key from F to E for instance, yet implemented it so carelessly that it conflicts in the scanner mode where E is hardwired to scrolling for no good reason, meaning F must still be used to execute anyway.
- You have then also added an extra 'holster' bind recently, but the double-tap holster with its utterly useless single tap cycling is still required because the weapon wheel function bound to it is essential to the game. So instead of smartly fixing the weapon wheel behaviour by dispensing with the cycling feature, pointless on PC, you just added an extra holster key and now there are two: an annoying one that must stay anyway, and a convenient one that requires a separate bind, creating further dichotomy.
- Inventory transfer quantity slider doesn’t support mouse scroll nor the basic movement binds, requiring instead an awkward on-point dragging with a mouse or using arrow keys to switch quantities one by one.
Similar dichotomies and inconsequential design is true of many binds and UI on the overall. Instead of actually solving those, it seems like you just keep adding further knots of patchy design into the quagmire, microsoft-style. Those issues are not a matter of personal preferences either – it's objectively and demonstrably badly implemented control scheme on multiple levels, and it is frustrating to see that it got more bloated instead of getting better 2 years after the release. Please, please, seriously, clear up and smarten up to control scheme so that binds can be customised in ways that make sense and don't conflict.
 
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Not exactly accurate.

Minimum as stated by CDPR or any company is a "that's the minimum we tested at, anything below that - we do not guarantee anything". Meaning playing with hardware that's below the minimum requirement is very much a "you've been warned, you're on your own" moment.

Even with games with no specification of any resolution of graphics settings you can force lower graphical options. Doesn't mean the minimal requirements are actually below that just because you can push it lower.
You said some interesting thing: "that's the minimum we tested on, anything bellow that - we do not guarantee anything". Now, go read the requirements page very carefully. Notice that in no place it says "minimum is for Low settings and 1080p or lower"? This means that if you have some alienware 50 grand ultra machine but a 900p screen, support for you is forfeit, because the setting you're playing on was never tested, and thus, is not supported. Funny, isn't it?

Regardless, that's not what I was talking about, I was talking about the action of playing the game. Very literal. If you can perform said action with lower specs than what the devs consider to be the minimum, then the actual, or practical, minimum requirement is lower. It's like drinking water. What's the bare minimum you're required to drink water? Do you need a cup? A cup seller would have you believe so.
 
Crafting and upgrading a Psalms assault rifle crashing game on Xbox series S

Not doing a bug report. Not getting paid to be a tester
 
Any news on why the tattoo change was removed from apperance change? stuck now with a tattoo i chose before 1.6 because i was modding a tattoo.
 
Any news on why the tattoo change was removed from apperance change? stuck now with a tattoo i chose before 1.6 because i was modding a tattoo.
It's rather a bug than a intentional change ;)
(if it was intentional, why tattoos are indicated among the change that you can do at ripperdocs)
 
You said some interesting thing: "that's the minimum we tested on, anything bellow that - we do not guarantee anything". Now, go read the requirements page very carefully. Notice that in no place it says "minimum is for Low settings and 1080p or lower"? This means that if you have some alienware 50 grand ultra machine but a 900p screen, support for you is forfeit, because the setting you're playing on was never tested, and thus, is not supported. Funny, isn't it?

Regardless, that's not what I was talking about, I was talking about the action of playing the game. Very literal. If you can perform said action with lower specs than what the devs consider to be the minimum, then the actual, or practical, minimum requirement is lower. It's like drinking water. What's the bare minimum you're required to drink water? Do you need a cup? A cup seller would have you believe so.

Oh please, this is grasping at straws. Arguing for the sake of arguing.

Minimum requirements are set, anyone not meeting them should expect poor performance. There isn't anything more to it.
 
Does the Projectile Launching System missing almost every shot count as a bug. Even if they're standing out in the open with no cover at mid range.
Only ammo type I've used so far is the default rounds and tranquilizer rounds.
Mainly using tranq so I don't blow myself up with a misfire, and they take down most enemies in 1 shot.

Playing PS5
 
Hi everyone. I'm currently stuck in a weird bug at the end of "The Pickup" mission (PC, updated at 1.6 patch): once I got the "Call Dex" task I didn't receive any call from him, the same if I try to call him. After a couple of tries, I completed two side jobs and then, when I try to get back to the Pickup mission, I'm not able to track the quest again.

I tried all the following workaround:

- Edit the save file with the save editor

- Edit the metadata.json file

- Delete the cache, going back to V house and sleep

- Trying to complete the quest with the Cyber Engine Tweaks

- Reload an old save: in that case I have the "Call Dex" task but I can't trigger Dex to call me; I can complete the mission using the Engine Tweaks but of course I can't trigger the next main quest (The Heist?). I also tried to copy part of the strings from this savefile to the bugged one:

"activeQuests": "6B577A51814903CA",

"trackedQuestEntry": "quests/main_quest/prologue/q003_maelstrom/maelstrom_end/call_dex",

"trackedQuest": "LocKey#9467",

"mainQuest": "LocKey#9467",

"debugString": "",

"locationName": "LocKey#10964",

but nothing changes.

Any of you experienced something similar? Thanks
 
I really can't believe that Takemura is still standing there when Arasaka attacks the hotel room where he took Hanako. This has been happening awhile now, and been reported.

Can also confirm that this is stilled bugged:

CP77SearchDestroyTakemuraBug.jpg


Will submit a report too
 
Some bugs that I've been noticing on my Playstation 5 copy of the game:

* My V's main apartment didn't load at one point and the textures were way off.

* The V's weapon's cache didn't load well and had a bunch of words behind the wall.

* The clothes of the Afterlife's patrons were all flashing brightly for some reason during the mission to meet Dex.

* T-Bug's wristband was flashing brightly during our conversation with Dex as well.

* When I attempted to use the bathroom mirror in the Afterlife, the game full on crashed (and I sent a report).
 
I have tried everything to launch the game from steam. I want to use mods but can’t open the Redlauncher :(

I have tried every fix that cdpr recommends on their site..

Does anyone else have this problem on windows 11?

I can only launch from within the game folder on my computer.
I can only launch from within the game folder on my computer.
 
I have tried everything to launch the game from steam. I want to use mods but can’t open the Redlauncher :(

I have tried every fix that cdpr recommends on their site..

Does anyone else have this problem on windows 11?

I can only launch from within the game folder on my computer.
I can only launch from within the game folder on my computer.
You mean, you only can launch the game directly from the .exe ?
But nothing happen when clicking on Play on Steam ?
Anyway, take a look here in case.
Games do not run after 'Preparing to Launch'

And if it's only Redlauncher :
 
You can still dupe Skippy and turn one into Regina and have him for your weapon wall
He no longer talks but it is still possible
 
I found the implementation of settings on the Cyberpunk (v1.6) settings page is buggy... I was getting the same numbers no matter what preset I picked ie. same for Raytracing Low, Medium, High.

It seems if you change the settings you have to click the Apply button at bottom, otherwise the settings do not take, even though the benchmark run will show the new preset name.

Problem is the Apply button does not always appear when you change settings. You have to fiddle a few settings until Apply button appears, and then go back and pick the preset.

eg. I ran Low preset, then ran Ultra preset, and could see that it was still showing Low quality settings, and got exact same results... then I re-ran Ultra after enabling the Apply button and clicking and it then did correct Ultra results.

Please fix this cdprojektred! The Apply button should appear any time the Preset is changed.

Also if we could also keep DLSS disabled while running the presets it would be much better - right now, DLSS could be changing resolution so not comparing like with like.

Low Preset - correct results
ED92E24F-44AE-41EC-9C43-98913F0EA90B.jpeg


Ultra Preset - wrong results (these appears to be another run of Low Preset even though it says Utlra Preset)
DE323E4D-FE83-412A-8299-36AB36C15A44.jpeg


Ultra Preset - correct results only after clicking Apply button
24AE7A64-AF0D-4E4D-BE51-92BE367C4C21.jpeg
 
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A real minor one here but the satellite dish that you can see on top of a building from the window of your first apartment is just floating in the air:



I think it's been like this forever, but it bugs me whenever I look out of the window. I thought it might just be a LOD issue so I no-clipped to the top of the building but the dish was still floating.
 

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A real minor one here but the satellite dish that you can see on top of a building from the window of your first apartment is just floating in the air:
Thanks a lot. Now I won't be able to unsee it. ;)
 
Weird, on xbox, it's a single "push" (on LS or as me, on the button assigned to LS)
Very strange. I see some people say they experience and others say they don't but I purchased the game on PS4 and PS5 and it's done it on both platforms with multiple controllers.

There's quite a few Reddit posts regarding this issue.
 
Very strange. I see some people say they experience and others say they don't but I purchased the game on PS4 and PS5 and it's done it on both platforms with multiple controllers.

There's quite a few Reddit posts regarding this issue.
Yep maybe a playstation bug, because it seem to me to be a bug (not intended at least).
I played on XB1x and then on Series X, and it's a single push (But I agree, it must be very annoying to maintain LS for couple of secondes for running... Especially in combat...)
Maybe a good idea to report it to CDPR (if it's not already done).
I don't which category, but this one should be good :)
 
I really enjoyed playing the Tiny Mike gig that came with this patch. I guess there are mods that could make it available before the patch but I had never tried it. One thing I noticed that CDPR may want to look at, is that once the gig is complete and Tiny Mike goes to hang out at Afterlife... Apparently the script that makes him sit at a table and holler at V when he sees them, it doesn't account for the random NPCs who may take a random seat in the bar. The first time he saw me there were no issues, but the second time it was actually quite comical because it looked like Mike was sitting in some dude's lap, LOL! I mean, I've got no issues with it if that's the way Mike swings, but they are clipping through one and other. Anyway, thanks for the additional content, it's pretty cool regardless.
 

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