2.1 KiB
2077 Edge Weight Mod
Experimental Cyberpunk 2077 GPS route-weighting mod tooling.
Feasibility
Cyberpunk exposes a native gamegpsGPSSystem, but the current public RTTI dump does
not expose script-callable methods for replacing or overriding the GPS planner. The
useful surface is the traffic lane resource data:
worldTrafficPersistentResource.data.lanesworldTrafficLanePersistent.lengthworldTrafficLanePersistent.maxSpeedworldTrafficLanePersistent.flagsworldTrafficLanePersistent.playerGPSInfoworldTrafficLanePersistentFlags.HighwayworldTrafficLanePersistentFlags.GPSOnly
That strongly suggests the in-game GPS path is computed natively over the traffic lane graph, using lane metadata as edge cost inputs. A full replacement planner would require native hooks or patching the game executable. A feasible REDmod-style mod is to patch lane resources so highways and major roads have better effective costs than side streets.
Current Implementation
This repo currently contains a WolvenKit-export patcher:
python3 tools/patch_traffic_lanes.py exported-json-dir patched-json-dir
The patcher recursively scans WolvenKit JSON exports for lanes arrays that look
like worldTrafficLanePersistent data and applies configurable speed weighting:
- highways get boosted toward a preferred GPS speed
- regular roads get a moderate speed floor
- pavement, crosswalk, and disabled traffic lanes are left alone
- optional non-highway speed caps can make highways more attractive
After patching, deserialize the JSON back into CR2W and pack the resulting resources into an archive.
The toolbox now has WolvenKit CLI installed:
toolbox run --container 2077 bash -lc '$HOME/.dotnet/tools/cp77tools --help'
See docs/tooling.md for the end-to-end archive build flow.
Status
This is not yet a packaged playable mod because this workspace does not contain the Cyberpunk archive resources. The toolbox has the required CLI tooling now, so the next step is running the archive build script against a local Cyberpunk 2077 install path.