Fan Project: Let's Open Night City

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I know it is a titanic task but if there are many of us who do it it can be very interesting. We could start with a room and see what problems we find and how to work together to solve it.

Some would dedicate themselves to opening doors, others to creating the environment on which to introduce the design of rooms. Then it would be tested and a mod would be created.

It is an idea that has occurred to me and that could be interesting, I would love to be able to start this project.

Disadvantages:

We need some of the experienced modders who have already designed new rooms to explain the steps to follow to do so.

We must know how to divide the work in teams and how to solve the possibility of creating a single package or mod with the results. An ftp access to a server may be enough to upload and share the works.

What do we need?

Let them explain to us:

Installed tools we need to do it.

Steps to follow for opening a door, creating a floor, walls and ceiling and how to add the content of the room, doors, etc.

How to save the work and how to create a single mod with all the work of the team.

It does not seem to me an impossible task if someone explained to us how a door opens and how a room is created. Yesterday I was researching how to make a mod and with the official explanations we have it is totally impossible to do anything.

I wouldn't mind just starting the project and explaining the results and how I've done it to encourage many chooms to start the work of opening Night City.

By opening Night City we can give many more hours of gameplay and make it easier to create new missions.

What do you think chooms?

Permanent mods made with Wolvenkit. The best way to create mod that loads directly when you start the game.



@Krat0es has already given us a first path to follow to create content on the map with the official CDPR tool: Wolvenkit.


And not only this tutorial, but also the tutorial on how to add objects to Night city


You are all invited to participate in this wonderful project

Tools you will need:

Required

Wolvenkit 8.7.1

Cyber Engine Tweaks

Object Spawner

AMM

Optional

Blender 3.3

Cyberpunk Blender Add-on

Visual Studio Code

Notepad++
 
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In all honesty, I've been part of enough of these team projects to know it's going to be a shit show if it even picks up. Additionally, I don't think you truly understand how monumental of an undertaking that would be, even with much better tools at our disposition.

With that said, this is not the best place for this. You'll have much better results, if any, asking on the few Discords dedicated to CP2077 modding. These Discords will be much better places to learn and get people for the project. Not saying you won't get anyone from here but the Discords are just better suited for this kind of ask.

Furthermore, one way I learned how to mod years ago was to download mods and deconstruct them. There are a few out there that add areas and some minor missions. Download them, open 'em up and look at how they work. You won't understand most of what you're looking at, at first. Ask questions, most modders will gladly give you information as long as you're not rude about it and respectful of their time. Eventually you'll get basic understanding and become more confident. There is no easy way into modding. It's a self starter kind of project. Try, fail and try again until you get it. As long as you keep that in mind and aren't too hard on yourself, you'll get it eventually.

I'm not very optimistic about your project and I don't particularly care about opening up the city but I do wish you luck in this.
 
In all honesty, I've been part of enough of these team projects to know it's going to be a shit show if it even picks up. Additionally, I don't think you truly understand how monumental of an undertaking that would be, even with much better tools at our disposition.

With that said, this is not the best place for this. You'll have much better results, if any, asking on the few Discords dedicated to CP2077 modding. These Discords will be much better places to learn and get people for the project. Not saying you won't get anyone from here but the Discords are just better suited for this kind of ask.

Furthermore, one way I learned how to mod years ago was to download mods and deconstruct them. There are a few out there that add areas and some minor missions. Download them, open 'em up and look at how they work. You won't understand most of what you're looking at, at first. Ask questions, most modders will gladly give you information as long as you're not rude about it and respectful of their time. Eventually you'll get basic understanding and become more confident. There is no easy way into modding. It's a self starter kind of project. Try, fail and try again until you get it. As long as you keep that in mind and aren't too hard on yourself, you'll get it eventually.

I'm not very optimistic about your project and I don't particularly care about opening up the city but I do wish you luck in this.
Not even going to get into this at all this is more of a chore rather than it being fun to make imo.
(though i will at least help if its needed)
 
Not even going to get into this at all this is more of a chore rather than it being fun to make imo.
(though i will at least help if its needed)
With a simple phrase that you add to the forum you are giving light because there is a total darkness of how to work.

I totally agree that it is not a cakewalk, but we do not have a little explanation about modification in an official way to at least play a little with the tools.

How do you open a closed door and then work on its interior?

It is the first big question that everyone asks.
 
I'm down to help, but as I mentioned before I'm not an experienced coder, but I do get a proper kick out of building locales in NC, I've reverse-engineered mods in the past and yeah it'sa bitch.. Ultimately though I don't see harm in making a Discord or seeing about getting a section added to the main CP77 Modding one specifically for location building/resource sharing and yes, I too want to know how to permanently delete a door, even from there I could do a lot with just AMM prop presets, and learning how to merge those.
 
I'm down to help, but as I mentioned before I'm not an experienced coder, but I do get a proper kick out of building locales in NC, I've reverse-engineered mods in the past and yeah it'sa bitch.. Ultimately though I don't see harm in making a Discord or seeing about getting a section added to the main CP77 Modding one specifically for location building/resource sharing and yes, I too want to know how to permanently delete a door, even from there I could do a lot with just AMM prop presets, and learning how to merge those.

We have a section in the forum to talk about mods, but anyone who wants to work on adding content to Night City is totally lost and has to spend hundreds of hours learning the way and hassling other experienced modders who have already seen the light.

Some support from CDPR to animate would be a nice touch.
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As a rookie, lost and initiated in this exciting world of modifying and adding content to Night City, I think the first stop is to read all the content on this website:


Understand the guts of Red Engine so you can then start playing with the Wolvenkit tool.

Like me there are thousands of people who would like to walk this dark path.

I thank those of you who participate for shedding light and encouraging others.

The discord channel that already exists on the modification of Cyberpunk 2077 is another essential stop.
 
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With a simple phrase that you add to the forum you are giving light because there is a total darkness of how to work.

I totally agree that it is not a cakewalk, but we do not have a little explanation about modification in an official way to at least play a little with the tools.

How do you open a closed door and then work on its interior?

It is the first big question that everyone asks.
I only make my stuff because its fun anything not fun i would'nt come near it. im not aganst any of this i will happly answer any questions.
 
I only make my stuff because its fun anything not fun i would'nt come near it. im not aganst any of this i will happly answer any questions.
I feel like a fan talking to a rock star. I am nervous.

I will prepare some basic questions that will serve as an initial guide for everyone, thanks for helping, for shedding some light. Your works are very good.
 
In all honesty, I've been part of enough of these team projects to know it's going to be a shit show if it even picks up. Additionally, I don't think you truly understand how monumental of an undertaking that would be, even with much better tools at our disposition.

With that said, this is not the best place for this. You'll have much better results, if any, asking on the few Discords dedicated to CP2077 modding. These Discords will be much better places to learn and get people for the project. Not saying you won't get anyone from here but the Discords are just better suited for this kind of ask.
More of a small side note, but I think by opening up this project outside discord at least might give future modders some resources and assets to work with once and if 2077's modding tools become robust enough for some grand projects. Nothing like SkyOblivion or Beyond Skyrim of course (considering how difficult it is for this game to run the base game world), but making this as open and transparent as possible might provide some new locations, tools, and understanding on how to build some worthwhile mods. I think some pessimism is realistic considering what modders have to work with and past projects in other games, but I think less focus on big goals and more focus on building a foundation for future projects is worth the venture. Plus, CP2077's modding scene is still relatively new and might have some room for growth.
 
More of a small side note, but I think by opening up this project outside discord at least might give future modders some resources and assets to work with once and if 2077's modding tools become robust enough for some grand projects. Nothing like SkyOblivion or Beyond Skyrim of course (considering how difficult it is for this game to run the base game world), but making this as open and transparent as possible might provide some new locations, tools, and understanding on how to build some worthwhile mods. I think some pessimism is realistic considering what modders have to work with and past projects in other games, but I think less focus on big goals and more focus on building a foundation for future projects is worth the venture. Plus, CP2077's modding scene is still relatively new and might have some room for growth.

That is my idea, make an appeal, work and contribute. I just got into this pool too. I'm going to spend a few days reading and understanding before shedding light with new constructive comments on how to start opening the doors of Night City. I am not an expert programmer but I am an enthusiast who touches code and works as a web designer and crm. Cyberpunk 2077 has been important to me, I would like to be able to open doors and create content, I feel the need to do it and I'm sure there are many more people who would love to sit down and give their contribution to Night City.

Discord will be a good support and some important modders, including Krat0es who have said, here I am if I can shed some light.

Then the quest creators could use all the new locations to develop their stories.

Nothing is impossible, you just have to sacrifice time and, although I have little free time, I'm going to do it for the enjoyment of all the chooms in the world.
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@Vattier just posted a new video on how to get started modding with Cyberpunk. This information is gold.
 
I would love to get back in to modding and this would be the perfect game to do so, but now a days....I just don't have the time.
 
I would love to get back in to modding and this would be the perfect game to do so, but now a days....I just don't have the time.
Maybe if you were clear about how to use the tools (I think a lot of time is spent on this) you could do some magic
 
I would like to be able to open doors and create content
I haven't looked at the modding tools for this game, but replacing a door that can't be opened with one that does...should be relatively straightforward. More than likely, the door itself should be a feature within the tool kit. It's just a matter of setting its dimensions and applying the appropriate textures. Essentially the basics of modding are: create a 3d model and apply textures.
 
I only make my stuff because its fun anything not fun i would'nt come near it. im not aganst any of this i will happly answer any questions.

@Krat0es
FIRST MISSION :coolstory:

My first mission is to remove the locked doors and replace them with interactive doors that can be opened and closed.

The work area will be the doors near V's apartment. In the
Wolvenkit Wiki we have the help:

interior_-22_19_1_1

I open Wolvenkit, I create a new project and with images I explain what I do thanks to the
Krat0es tutorial

1:cool:

I look for the sector and since I know what it is, I charge it directly to the project (if I were not sure, then I would open it to investigate it)

1.jpg


2:cool:

Once added to the project I open it

2.jpg


3 :cool:

To see the sector I click the preview button:

3.jpg


Moving in the 3d image is hell, but I'll give you some help: Keyboard buttons: w: go ahead S: back To the left D: right Q: up Z: down With the mouse we move faster and with the wheel too.

4:cool:

Once I'm in the corridor of V's apartment, I have to deactivate the packages that make up the sector to find the door in the back, which is the one I want to eliminate. It's after the trolley_b_001 package. Inside door_single_sliding_g is package number 10 with name "instance_09". We already have located the door

4.jpg


5:cool:

All this we have done is to investigate which is the package that we want to modify. Now we click on the "wolrdStreamingSector" button and we click on nodeData since the door that we are going to eliminate will be inside there

5.jpg



6:cool:

It was file number 10 after trolley_b_01. Select the file, click the right mouse button and delete it.


5-5.jpg



7:cool:

We save the work and package it as Redmod

6.jpg


8:cool:

We open the .zip of the mod that we have created and drag its files to the root folder of Cyberpunk 2077. We start the game and check that the door has indeed disappeared.

Cyberpunk 2077 Screenshot 2022.10.20 - 17.39.36.84.jpg


@Krat0es I ask you

The first big question:

Now there is no door but if I try to access I can't. How is access to that area enabled?

Second big question:

Before removing the door in nodeData I can see its exact location with X,Y,Z coordinates. Will I need them to put in place an interactive door that opens and closes? It will be the next step in learning.....

Third big question:

How do you put an interactive door that opens and closes? In a few days I will ask you new questions, thank you for being passionate and taking a few minutes to answer me.

I am sure that we will help more and more people to have an interest in modifying Night City :sleep:
 
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@Krat0es

I have installed Wolvenkit 8.7.0 from 20-10-2022 and all its plugins. I have also installed Blender and added the Cyberpunk Blender Add-on to it.

Another tool I have installed is Visual Studio Code and Notepad++


Wolvenkit 8.7.0

Blender 3.3

Cyberpunk Blender Add-on

Visual Studio Code

Notepad++

FIRST MISSION :coolstory:

My first mission is to remove the locked doors and replace them with interactive doors that can be opened and closed.

The work area will be the doors near V's apartment. In the
Wolvenkit Wiki we have the help:

interior_-22_19_1_1

I open Wolvenkit, I create a new project and with images I explain what I do thanks to the
Krat0es tutorial

1:cool:

I look for the sector and since I know what it is, I charge it directly to the project (if I were not sure, then I would open it to investigate it)

View attachment 11325539

2:cool:

Once added to the project I open it

View attachment 11325542

3 :cool:

To see the sector I click the preview button:

View attachment 11325545

Moving in the 3d image is hell, but I'll give you some help: Keyboard buttons: w: go ahead S: back To the left D: right Q: up Z: down With the mouse we move faster and with the wheel too.

4:cool:

Once I'm in the corridor of V's apartment, I have to deactivate the packages that make up the sector to find the door in the back, which is the one I want to eliminate. It's after the trolley_b_001 package. Inside door_single_sliding_g is package number 10 with name "instance_09". We already have located the door

View attachment 11325554

5:cool:

All this we have done is to investigate which is the package that we want to modify. Now we click on the "wolrdStreamingSector" button and we click on nodeData since the door that we are going to eliminate will be inside there

View attachment 11325557


6:cool:

It was file number 10 after trolley_b_01. Select the file, click the right mouse button and delete it.


View attachment 11325560


7:cool:

We save the work and package it as Redmod

View attachment 11325563

8:cool:

We open the .zip of the mod that we have created and drag its files to the root folder of Cyberpunk 2077. We start the game and check that the door has indeed disappeared.

View attachment 11325536

@Krat0es I ask you

The first big question:

Now there is no door but if I try to access I can't. How is access to that area enabled?

Second big question:

Before removing the door in nodeData I can see its exact location with X,Y,Z coordinates. Will I need them to put in place an interactive door that opens and closes? It will be the next step in learning.....

Third big question:

How do you put an interactive door that opens and closes? In a few days I will ask you new questions, thank you for being passionate and taking a few minutes to answer me.

I am sure that we will help more and more people to have an interest in modifying Night City :sleep:
1. There is a collision box there its purple colored in the sector preview it can prevent you from entering locations.
2. you need to put a door there if you want a door there thats how it works.
3. the stuff for placing stuff in the world is broken currently so you cant *yet*
 
1. There is a collision box there its purple colored in the sector preview it can prevent you from entering locations.
2. you need to put a door there if you want a door there thats how it works.
3. the stuff for placing stuff in the world is broken currently so you cant *yet*
Thanks Krat0es, so I forget to open doors that are only decorated.

Collision files can be removed for access. Perfect.

Can I open doors that have a "closed door" sign? Or neither.

How did you open the doors at the Lizzy? What kind of doors were they?

When you opened them, did you already have the space inside and have you only added objects?

:facepalm:
 
Thanks Krat0es, so I forget to open doors that are only decorated.

Collision files can be removed for access. Perfect.

Can I open doors that have a "closed door" sign? Or neither.

How did you open the doors at the Lizzy? What kind of doors were they?

When you opened them, did you already have the space inside and have you only added objects?

:facepalm:
you can delete whatever you want if you know how to do it.
 
you can delete whatever you want if you know how to do it.
Failed mission :oops:, it's early to continue debating. :giveup:

So you can't even open the gates of Night City and create content if there's nothing behind the gates.

Now I get it, you can only open locked doors of rooms that have skin (there are only a few in the city like the door you opened in Lizzy for example) and add some interaction or item, nothing more.

We have to wait for that function of opening doors and creating rooms to be developed by the guys at Yigsoft.

So I don't waste another second of my life on something impossible for now.
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EDITED: NOW IF YOU CAN!!!

 
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I would love to learn how to mod this game. Don’t have any experience in making full blown mods but I used to write scripts and edit scripts for an Arma 2 org years ago. I know it’s not the same but taught myself how to do that in a few months. But In saying that there was tons of info on bohemia interactive forums. I have a few good immersive ideas that I would like to add to Cyberpunk. One is a fuel system mod like the one from gta. There are quite a few choo2 stations around the map. Another is a small one, being able to make calls without stopping walking. I have watched a couple of the Redmod tutorials and learnt how to make respec points cost 0, which was explained very well.
 
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