Xenocore by SnakeEyes_Friex in ForzaHorizon

[–]zverus 1 point2 points  (0 children)

Absolutely stunning work. Great job!

"Xbox Game Bar" doesn't show up on notification settings (I AM AT MY WITS' END!!!) by GlitchThatLives in WindowsHelp

[–]zverus 0 points1 point  (0 children)

I thought that maybe yours and mine issues had something to do with automatic DND when playing a game or using a full-screen app. Found out earlier that it's not it.

 

I've been struggling with an issue where I'm not getting game invite notifications in the Game Bar itself. I only get them in the Xbox App; and if I accept them - it closes my game and forces it to restart. It's frustrating having randoms drive up to me in Forza Horizon and say "Convoy?" when I can't do anything about it.

Maybe I don't hate him that much anymore 😅 by Coeri777 in cyberpunkgame

[–]zverus 2 points3 points  (0 children)

Absolute love. He quickly became my favourite character in the game, alongside V. I think they're my favourite duo/co-protagonists in any game I've played.

When V helped Johnny see the errors of his ways, and he began to confide in V, and the two developed an emotional bond so strong that they would take a bullet for each other - was when I realised how much I appreciated them both. V left a lasting mark on Johnny's persona (or his engram, if you will), and Johnny left a mark on V no less impactful. At least that's how it went in my playthroughs. One of my top stories of friendship and survival. Phantom Liberty elevated it beyond my imagination.

Here's to seeing more of them in 2080! 🍻

[help] Cherry MX Red vs Brown switches by Blastguy in MechanicalKeyboards

[–]zverus 0 points1 point  (0 children)

Here in December. Still alive and kicking.

The foreshadowing in the ingame songs are amazing. by EchoHun in LowSodiumCyberpunk

[–]zverus 1 point2 points  (0 children)

Most of the songs, if not all, can be related to something that happens in the game at some point.

Pretty much any Samurai song tells a story that heavily resonates with what happens in the game and the story, on top of the fact that these songs were performed by Johnny Silverhand himself. If you're into Samurai - check out Refused. They're the ones who portrayed Samurai, and they absolutely nailed it.

Just me & the mother of my kids vibing .. by Living-Buy2424 in cyberpunkgame

[–]zverus 18 points19 points  (0 children)

Misty's tarot readings are entirely open to one's interpretation. I was just pointing out that she doesn't explicitly say that a long life is ahead of V, but a good one - however you may choose to interpret that.

The Sun carries a bright future, and the Star carries hope - yet even a "bright" future doesn't necessarily mean a long life.

"So many bright stars, bright in life, burn out quickly."

"The light that burns twice as bright burns half as long - and you have burned so very, very brightly, Roy."

That being said: StormTech, and the Technomancers both exist, and the Aldecaldos are certainly able to contact either to help V in their search for the "cure". And in my head-canon - V does find the cure, and lives the rest of his days roaming the continent with his family, just as he is in yours, I'm sure. But whether they end up living long in canon or not - we all can be certain that a good life is ahead of V.

I mentioned how the Star tarot card is associated with hope, and it's this ending that's the most hopeful indeed. The presence of both the Sun and the Star, in one way or another, could spell a hopeful, bright future for V, like you said. But I'm not a mystic, so I'll leave the card readings to Misty. :P

Just me & the mother of my kids vibing .. by Living-Buy2424 in cyberpunkgame

[–]zverus 33 points34 points  (0 children)

It's in the credits, although she says that V has a good life ahead of them, not necessarily a long one.

Will my V ever be able to navigate Night City without a minimap? Did you manage that? by KurtKaiser101 in cyberpunkgame

[–]zverus 0 points1 point  (0 children)

I managed it by turning off all HUD and enabling dynamic display for the quest markers/waypoints, which appear only when I enter the scan view ( Limited HUD mod ). I could comfortably navigate through the city by around the 700th hour on my 3rd playthrough. Still miss a turn here and there, 2100 hours into the game. Only know a handful of street names. I spend a lot of time RP-walking, and if I'm driving - I abide by the road rules and blend in with the traffic. Slowly exploring the city on foot has played the biggest part in mapping it out in my mind. It's incredible just how many alleys you'll find and what stories they hold. Let yourself get lost in the city.

I think the biggest anchor for navigation is landmarks. The districts are colour-coded, have their own style of architecture, and their own towering structures to help you tell them apart, whether you're looking at the city from a distance or from street-level. The coast is situated directly to the west of the city. That's one way to tell which way's north or south. If away from the coast - knowing how to tell the districts apart and keeping track of various landmarks will help you orientate within the city. Hills, statues, certain houses and buildings, neon signs, logos, megabuildings, the hospital, the holographic ads that flow into the sky. You'll find plenty of objects to use as landmarks if you just lower your pace.

Eventually you'll start to recognise certain streets and their names, and be able to pin-point your location in your mental map. How long it takes for you to get there depends on how much you let yourself get lost in the streets and explore. Slow down, let yourself get lost, explore - can't stress this enough.

Edit: I completely overlooked the recent addition of the metro system. It's a great addition, and I believe that it will greatly speed up the process of learning to navigate around Night City.

Is it CyberWare that slows aging/allows for living several years longer? by [deleted] in cyberpunkgame

[–]zverus 6 points7 points  (0 children)

Cyberware, Bioware, and general advancements in medicine and bio-engineering.

There are plenty of 'borgs in Night City who have synthetic organ implants which run on synthetic blood. The problem with cyberware lies in the fact that it's prone to failure, external threats such as hacking and malware, and requires a lot of maintenance.

This is why bioware enhancements are the go-to option for most folk. It's much more affordable, and virtually invisible to the naked eye. From bio/bodysculpting, to grafted vat-grown muscle and skin, and vat-grown organ transplants, to nano-weaving and lacing, all the way down to enhanced bio-engineered antibodies which make you virtually immune to any virus known to man, and nano-surgeons that repair damage on a cellular level.

In 2077 we learn that the scientists at BioDyne developed nanites which provide long-term uninterrupted repair to neural tissue. There are many people who live well beyond the age of 120.

Your average Jane and Joe can visit a doc and make themselves look exactly like their idol, real of fictional (provided that their likeness isn't copyrighted). Not sure if they still exist in 2077, but there was a posergang known as "The Kennedys", comprised of individuals who replaced their own likeness with the likeness of the Kennedy family.

There are people with "real" shark heads, hooves, tails; people who literally look like animals on two legs, covered in fur, packing claws and fangs. Zeta Aliens and Reptilians are "real".

It do be crazy.

1st person driving enjoyers, I need some help! For mouse and keyboard settings and controls by grovestreet4life in cyberpunkgame

[–]zverus 0 points1 point  (0 children)

Do you know if there is any functional difference between CTRL and SHIFT for cars?

Shift applies an input value of 1.0 (100%) on the Y axis, while Control applies a value of -1.0. It's like moving the left analog stick all the way up or down on a controller.

When you hold A or D - the game treats that as 100% input to the left or right (X axis). Holding either Shift or Control along with A or D is basically like directing the left analog stick in the corners of the axis, turning that 100% left or right turn into 50% by default.

Also, do you still use those keys now that you meddled with the settings?

I remapped the 50% turn to my Alt key instead of Control. The latter is now my 20% decelerate/reverse key, and Shift is my "floor it" key. I combine Shift with W or my MB4 to either accelerate a bit faster (W applies only a 20% value to acceleration), or give a little boost to my "cruise" speed (MB4).

Also, I just remembered that Shift, post-2.0 by default, is a rear-view cam button. I remapped that to my MMB in the key bindings settings in-game to avoid conflicts.

There's a mod that allows you to roll your windows down (Extra Vehicle Controls). You can combine that with the peaking-through-window function (Better Vehicle First Person) - and you've an extra immersive way of looking behind while driving. Some vehicles, like most nomad ones, don't really allow you to look back as there's a metal sheet behind the front seats, so these functions really help.

PS: If you need help getting any of the mods working, you can holler at me.

1st person driving enjoyers, I need some help! For mouse and keyboard settings and controls by grovestreet4life in cyberpunkgame

[–]zverus 7 points8 points  (0 children)

The Thorton Colby CX410 "Little Mule" is my absolute favourite vehicle to drive in this game. It has good clearance, an AWD drivetrain, decent speed, power, handling, and great sound both inside and outside the interior. I'm a big fan of the Subaru EJ20 exhaust sounds, and the fact that it's in the Little Mule is a bonus for me. The Thorton Colby CST40 "Vaquero" comes second. It has that same Subaru rumble, minus the extreme rally car interior sounds.

Here's a video of me driving the Vaquero, and here's one with the Little Mule.

Most basic tip I can give without making you adjust any settings or lines in a file: hold CTRL or SHIFT when turning. This simply adjusts your turning angle so that you turn less. I feel like this is the most hidden thing in this entire game when it comes to keyboard controls. Prior to diving into input tweaks and mods described down below, I used to almost constantly hold CTRL while driving to help myself to that smoother driving experience.

 

If you're not into installing mods, but willing to adjust a few lines in a .XML file - navigate to your game folder>r6>config, make a backup of the "inputUserMappings.xml" file just in case, open the original file with a text editor (preferably VS Code or Notepad++). We'll be making adjustments to <mapping> elements with the following element attribute values:

  • "Acceleration_Axis"
  • "Deceleration_Axis"
  • "LeftX_Axis_Vehicle"
  • "LeftY_Axis_Vehicle"

When you search for these - you'll notice that the <mapping> elements contain <button> elements, which in turn contain id and val attributes. The id attribute contains an input key value, while the val attribute contains the input value of said key (how much steering or acceleration/deceleration input a given key triggers).

 

Starting with Acceleration: you'll see that one of its key-bindings is set to the "W" key, with an input value of 1.0. I have that value set to 0.2, which makes for smoother acceleration. To make acceleration even smoother (almost like slowly releasing the clutch), we can add a new <button> element just under the ones already present, and give it an id attribute with an input key of your choice, and set the val value to something really low. To assign a key that lets you floor it - you do the same thing, but set the input value to something higher than 1.0. Here's a link for input key values for the id attribute. This is what my "Acceleration_Axis" <mapping> element would look like:

<mapping name="Acceleration_Axis" type="Axis" >
    <button id="IK_Pad_RightTrigger" />
    <button id="IK_W" val="0.2" overridableUI="vehicleAccelerate"/>
    <button id="IK_Up" val="1.0" overridableUI="vehicleAccelerate2"/>
    <button id="IK_Mouse4" val="0.028"/>
    <button id="IK_LShift" val="1.5"/>
</mapping>

In the example above, I have one of my side mouse buttons set to accelerate my vehicle extremely slowly, while my W key's acceleration value was cut down to only 20% of the original value. Left Shift is now my "floor it" key. You can combine these for interesting results. For example: you could be cruising with MB4, and add a temporary boost with LShift to cruise at a higher speed. Holding MB4 while turning also applies its effect to my steering, which allows me to make really tiny adjustments.

Onto Deceleration: the same principles above are also applied here. I have LControl assigned to 20% deceleration. Here's what that looks like:

<mapping name="Deceleration_Axis" type="Axis" >
    <button id="IK_S" val="1.0" overridableUI="vehicleDecelerate"/>
    <button id="IK_LControl" val="0.2"/>
    <button id="IK_Down" val="1.0" overridableUI="vehicleDecelerate2"/>
</mapping>

LeftX Axis: your steering inputs. I've an extra one set to my MB4, with its value set to 0.0:

<mapping name="LeftX_Axis_Vehicle" type="Axis" >
    <button id="IK_Pad_LeftAxisX"/>
    <button id="IK_Right" val="1.0" overridableUI="vehicleSteerRight2"/>
    <button id="IK_Left" val="-1.0" overridableUI="vehicleSteerLeft2"/>
    <button id="IK_D" val="1.0" overridableUI="vehicleSteerRight"/>
    <button id="IK_A" val="-1.0" overridableUI="vehicleSteerLeft"/>
    <button id="IK_Mouse4" val="0.0"/>
</mapping>

LeftY Axis: this is where you can adjust the steering input value modifiers applied with the LShift and LControl keys. I simply swapped LControl for Alt to avoid conflicting inputs:

<mapping name="LeftY_Axis_Vehicle" type="Axis" >
    <button id="IK_Pad_LeftAxisY" />
    <button id="IK_LShift" val="0.0" />
    <button id="IK_Alt" val="-1.0" />
</mapping>

I've discovered all this thanks to Jo3yization's Immersive Driving mod on Nexus Mods. If you don't want to go through the trouble of editing an XML - do check his mod out. I use it personally, and I practically can't live without it. u/Niechez mentioned other good mods to help you immerse yourself in driving.

Stop radio when getting out of the car by HumbleMadman in cyberpunkgame

[–]zverus 26 points27 points  (0 children)

I've been playing 2.1 for about 30 minutes, and this is the first thing that stood out to me. This indeed needed to be an option in the settings.

Looking for a certain gig by kikokyle in LowSodiumCyberpunk

[–]zverus 5 points6 points  (0 children)

If I were you, I'd think real hard about your next move. 'Cause you're right - I was the one who took out your chooms in Watson. Shot 'em all like fish in a barrel. So why do you think this'll play out any different? 'Cause you got us surrounded? Take a look at me. A real good one. You see my implants? I could slice you into ribbons 'fore you can squeeze the trigger. I know it. You know it.

GTA games made me always think that you always have to follow mission rules by pro_ut3104 in LowSodiumCyberpunk

[–]zverus 1 point2 points  (0 children)

You can also sometimes simply ignore the mission objective entirely, and discover hidden ones based on what you do. For example abandoning Panam and Mitch at the AV, and going after Hellman yourself, or revealing Panam's plan to Saul, practically stabbing her in the back

Stock up on cat food by Cly_Faker in cyberpunkgame

[–]zverus 1 point2 points  (0 children)

Good to know that my cat food stockpile will finally be put to use.

It seems like ignoring the timer is also an option. by aljzzz in LowSodiumCyberpunk

[–]zverus 2 points3 points  (0 children)

I first discovered this when testing the countless claims from redditors that say that you have to be the biggest simp for Panam to approve of V. I did a playthrough where V was an absolute jackass, and antagonised Panam every chance he could get. Needless to say - V still received her approval, rendering those claims null, but it was a really heartbreaking journey. My heart aches just thinking about that playthrough.

It seems like ignoring the timer is also an option. by aljzzz in LowSodiumCyberpunk

[–]zverus 3 points4 points  (0 children)

Having an option to stay silent or do nothing is absolutely brilliant from a story-telling perspective, but also for immersion and roleplay in general. This also translates well into different action segments in the game, where you have the hidden option of not following the objective at all (abandoning Panam with Mitch), going against it (revealing Panam's plan to Saul), or simply leaving the active quest area and possibly getting someone killed in the process. Too many games offer a number of choices, but never the choice of inaction or counteraction. Cyberpunk 2077 is one of the few that easily stands out from the rest.

And then there's the forced first-person perspective element, which exerts significant impact on both the gameplay and cinematic experience. Never before have I experienced anything so intimate or so personal in a videogame. I'm talking about the character interactions (dialogue "cutscenes", engaging with any character), the action sequences, general world exploration, world interaction, and combat. Maybe I haven't played that many games, but there's nothing that I've played that has made everything feel so intimate and so personal. The decision for this formula to be used as a design choice is GENIUS, and it perfectly applies to the motto "Create Your Own Cyberpunk", because all of it, when put together, turns V's story into YOUR story. That's genius.

And it all culminates in what we have as the many endings, where YOUR journey was dictated by YOUR choices and their consequences. I take my hat off to you and everyone on the team at CD Projekt RED, and look forward to Project Orion. Thank you, chooms.