This mod displays in-world holographic arrows for quest/point of interest navigation, mirroring the dots in the minimap.

Overview

In-World Navigation

This mod displays in-world holographic arrows for quest/point of interest navigation, mirroring the dots in the minimap. They're currently displayed all of the time, but will eventually be configurable.

preview

Installation

Get the latest release here - packed-v*.zip in the release contains all of the requirements listed below at their most up-to-date versions (at the time of release). Simply extract it and copy the contents in your game's installation folder. If you're upgrading, you may want to delete the contents of the r6/scripts/in_world_navigation folder, since files may have been renamed/removed.

If you want to install the mod outside of a release (not recommended), the build/ folder in the repo contains all of the mod-specific files that you can drag into your game's installation folder.

Requirements

Bugs

If you come across something that doesn't work quite right, or interferes with another mod, search for or create an issue! I have a lot of things on a private TODO list still, but can start to move things to Github issues.

Special thanks to @psiberx for Codeware Lib, InkPlayground Demo, and Redscript & CET examples on Discord, @WopsS for RED4ext, @jac3km4 for Redscript toolkit, @yamashi for CET and the E-mode mod (very helpful in figuring out how to work with FMOD), @rfuzzo & team (especially @seberoth!) for WolvenKit, and all of them for being helpful on Discord.

Comments
  • Game crash on specific quest events

    Game crash on specific quest events

    Editing to consolidate known locations:

    Gimme danger - After choosing to go with Goro to do reconnaissance Gimme danger - After leaning on balcony and V says "better get comfortable" Never Fade Away - Right after choosing whether or not to take drugs in Johnny's flashback Gig: Bloodsport - At the end, after talking to Roh, if you did NOT complete using stealth (completing with stealth didn't crash) Gig: Freedom of the Press - At the end, when Regina is about to give optional objective for convincing Max The Hunt - After finding cartoon and talking to Joss, accepting to stay the night Violence - After talking to Lizzy and you get up to go The Beast in Me - Talking to Claire at start, quest transitions to waiting a day for response Search and Destroy - After checking door and returning to Takamura Search and Destroy - Leaving the building (without rescuing Takamura) I'll Fly Away - When you get to the bridge Kold Mirage - When told to put the deck on the counter Chippin' In - right when you take the pill at the Afterlife Chippin' In - after getting the tattoo Following the River - when you get near the location

    opened by Thortok 24
  • Quest marker updates flatline the game.

    Quest marker updates flatline the game.

    I have noticed that we a quest marker trail updates due to walking through a door for instance, the game will flatline immediately, without any errors. This happens when the quest marker is on the doorway to exit a location. You walk through the doorway and the quest marker now changes to the next exit or its proper destination and the game flatlines. Uninstall the mod and the problem goes away on the same save. Reinstall the mod and the issue comes back.

    opened by WhiteElf 5
  • Last version don't show in Mod Settings, and crash game at load save.

    Last version don't show in Mod Settings, and crash game at load save.

    First of all, I hear some asserted that the mod works since the 1.61 update. But I can say that there is a problem and I will try to be precise because the goal is not to just say "it doesn't work".

    WITHOUT THE MOD

    Already I certify that without this mod (and with others mods like "Always First Equip" and "Improved Minimap Zoom" who will use Mod settings), I can start the game and see the Mod Settings menu and all submenu for the mods and the game work well. NB: I dont have RedMod DLC installed (because i dont use any mod for this)

    I have all this dependencies:

    • Cyber Engine Tweaks (1.21.0)
    • Native Settings UI (1.9)
    • RedScript (0.5.9)
    • RED4ext (1.9.0)
    • ArchiveXL (1.1.6)
    • Mod Settings (0.0.9)
    • Input Loader (0.0.7)
    • TweakXL (1.0.8)
    • CTD Helper (0.0.4)

    I have all this mods:

    • Accurate Speedometer (1.0)
    • Always First Equip (1.10.1)
    • Better Explosions And Fire Smooth (2.5)
    • Better Surfaces Textures (1.00)
    • Better Vending Machine Hacking (1)
    • Corrupt NCPD (1.3)
    • Cyber Vehicle Overhaul (1.6)
    • Cybergirls Ads - All-In-One (4)
    • Disable 2D & 3D Effects for UI & Chromatic Abberation (1.2)
    • Extended & Improved Headlights (1.1)
    • FreeFly & NoClip (2.0)
    • Hide Distant 2D Cars (0.1)
    • Hide Read Shards (0.3)
    • Improved Minimap Zoom (1.7.4)
    • Judy Romanced Enhanced (1.3)
    • Legendary Cyberware Collection (1.6)
    • Let There Be Flight (0.1.8)
    • Let There Be Flight - Azerty (0.1.7)
    • More Eddies Found In NightCity (1.0)
    • No Intro Videos (0.3)
    • Pet The Cat (1.0)
    • Ragdoll Physics Overhaul (1.2)
    • Ranged Attack Speed Damage Fix (2.0)
    • Real Vendor Names (1.3.0)
    • Silent Silencers & Throwing Knives (1.2.1)
    • Simple Flashlight (2.2)
    • Simple XP Multiplier (2.2)
    • Spicy HUDs - Cyber Punk'ed (2.2)
    • Talk to Me (1.2)
    • Untrack Quest By Right Click (1.1)
    • V's Edgerunners Mansion (1.5)
    • Water 2077 (1.0)

    NOW ON A FRESH VANILLA GAME FILE

    For testing, i had reset all the files of the game to the most vanilla state. I will test the game with only Mod Settings, RedScript and Red4Ext (for check if all work before add the mod file) The game work fine, and Mod Settings menu appear with the false menu filled with : testestestestest and label label label Screenshot

    ADD ONLY THE MOD

    Now if I add the mod files (and nothing else) in the lastest version : 0.0.5, and restart the game, in this case, the Mod Settings menu no longer appears and the game crash if i try to load a save or start a new game. Screenshot

    I can even prove that I have all installed correctly and that there is only him present. Here is the list of game files with only the mod, after i have try to start: Pastebin

    • RedScript (0.5.9)
    • Red4ext (1.9.0)
    • Mod Settings (0.0.9)
    • In-World Navigation (0.0.5)

    I can't do a safer test and yet it doesn't work with this instructions.

    WHAT THE CHROM

    I don't understand how some people said the mod work (without tell what version or type of installation) because I tried really hard to get the mod to work, I created several copies of the base game folder (verified by Steam) and tested many various way. Really, there is something wrong.

    I am attaching all the log files that were generated after trying to launch the game with ONLY this mod. I don't think we need the dump file that the game generated after the crash (but i have zip all these in the zip)

    redscript.log in_world_navigtion.log mod_settings.log red4ext.log Cyberpunk2077-20221113-031528-4364-16344.zip

    opened by SubActif 2
  • doesn't work with patch 1.61 anymore

    doesn't work with patch 1.61 anymore

    Love the mod, thanks your hard work on it!

    The mod used to work just fine for me before 1.6. Now with patch 1.61 the game refuses to start if I have the mod active in Vortex (updated everything else), but it starts with it deactivated (deploying after each change, of course). If enabled, the game exe starts foa second or two & then quietly crashes. There's no graphics mode switching, no dialog messages, nothing. It just disappears from the task manager a second or so after having launched the game.

    I'll gladly provide more information if necessary; just tell me what & where to find it. Thanks!

    opened by mbunkus 2
  • CTD on load

    CTD on load

    Having issues getting this running, dependencies are all up to date. My crash logs are (ctd_helper.log) and Cyberpunk2077.dmp

    Any help would be appreciated

    opened by WouldBeForestHermit 1
  • Game Crash on Startup

    Game Crash on Startup

    I get the following error code in the CP 2077 crash log: EXCEPTION_ACCESS_VIOLATION

    What did i do: I used to have my global variables stored in the player object. To use the "Mod Settings" mod, I created a class of IScriptable (as in your examples) and put my global variables there. I access them via an instance of the new class, like so:

    public native class ABC extends IScriptable {
      public static native func GetInstance() -> ref<ABC>;
    
      @runtimeProperty("ModSettings.mod", "ABC")
      @runtimeProperty("ModSettings.displayName", "Test 1")
      @runtimeProperty("ModSettings.description", "Test 1")
      @runtimeProperty("ModSettings.step", "1")
      @runtimeProperty("ModSettings.min", "1")
      @runtimeProperty("ModSettings.max", "99")
      public let abc1: Int32 = 10;
    
      @runtimeProperty("ModSettings.mod", "ABC")
      @runtimeProperty("ModSettings.displayName", "Test 2")
      @runtimeProperty("ModSettings.description", "Test 2")
      @runtimeProperty("ModSettings.step", "10")
      @runtimeProperty("ModSettings.min", "10")
      @runtimeProperty("ModSettings.max", "1000")
      public let abc2: Int32 = 10;
    }
    
    @wrapMethod(DamageSystem)
    private final func ProcessProjectionPipeline(hitEvent: ref<gameProjectedHitEvent>, cache: ref<CacheData>) -> Void {
      [...]
      let abcInstance: ref<ABC> = ABC.GetInstance();
      /* do something with abcInstance.abc1*/
      [...]
      wrappedMethod(hitEvent, cache);
    }
    

    Am I doing it wrong?

    opened by HJHughJanus 1
  • Auto-disable in hostile area or combat

    Auto-disable in hostile area or combat

    Would be very beneficial to have this auto-disabled as the 3D objects interfere with sight lines during combat or while attempting quickhacks or headshots during stealth.

    opened by elaphros 1
  • simplify algorithm + fix ground bug

    simplify algorithm + fix ground bug

    Hey there,

    While testing your mod I encountered a strange bug where navpoints randomly disappear. After looking at the code, the problem seems to come from there:

    https://github.com/jackhumbert/in_world_navigation/blob/0daf3eafce3c80d99e5f2e3e29544fa3a3f6aca1/src/redscript/in_world_navigation/InWorldNavigation.reds#L159-L161 Unlike SpawnEffectOnGround, this part does not take the ground into account, so the navpoints are there but under the road.

    And at the same time I was looking for fixing this, I also simplified the UpdateNavPath by removing a lot of unnecessary conditions. Should be easier to add new features.

    opened by mathbou 1
  • (let there be flight) game crashs when loading in

    (let there be flight) game crashs when loading in

    Sorry for making an issue on here. There is a limitation of making issues. I downloaded newest ltbf packed version (0.0.12) and all newest dependencies. Once I download the mod, it works well. But if I save & load file then the game crashes. After that, the game always crashes when I load the game. Here are log files. log.zip

    opened by anax015obs 0
  • Automatically hide in photo mode

    Automatically hide in photo mode

    Currently, whenever the arrows are visible and you enter photo mode, the nav arrows remain visible.

    Either the arrows should always hide in photo mode, or there should be a default-enabled option to hide them when in photo mode.

    opened by Taudris 0
  • Translation not working for Setting - Display Mode

    Translation not working for Setting - Display Mode

    Hey Jack

    \r6\scripts\in_world_navigation\InWorldNavigation.reds

    Line 19 - @runtimeProperty("ModSettings.displayValues", "\"Always\", \"When Driving\", \"When Walking\"")

    When I try to change these 3 values, the language in the game menu still remains in English. From what I've seen, the other translators report this as well. How can I translate these values?

    opened by 7R0J4Ner 0
  • CTD on entering vehicle

    CTD on entering vehicle

    I sometimes get a CTD when entering a vehicle.

    I have IWN set for driving only. I have changed the settings to double the distance between markers and generate half the markers. (10/100)

    It seems so far that it only happens if I have a destination set already when I go to enter the vehicle.

    I believe it most likely to be a timing issue caused by the mod attempting to load the route at the same time the minimap is attempting to switch from on-foot to driving mode.

    CTD Helper log attached ctd_helper.log

    opened by GrimGadget 3
  • Makes driving weird

    Makes driving weird

    Driving controls are slightly different, makes car handle different. For example, cars jump and bounce weird when driving, also impacts with other vehicles cause the other cars to snap back into place, throwing player vehicle

    opened by WhiteGuyGaming 0
  • an issue with r6

    an issue with r6

    i had recently installed the mod but the mod has an issue which crashes all the scripts and shows an error saying this mod is responsible the image i have sent shows the error prompt image_2022-10-04_155849491 in the posts page of the nexus mod listing others have had the same issue it might be best to fix this issue as this mod is phenomenal and is a must have

    opened by DarthPlaugies 2
Releases(v0.0.5)
Owner
Jack Humbert
Owner of OLKB, Founder of QMK https://olkb.com, https://qmk.fm
Jack Humbert
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