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 surfaces are generated traffic resources:

  • worldTrafficPersistentResource.data.lanes
  • worldTrafficLanePersistent.length
  • worldTrafficLanePersistent.maxSpeed
  • worldTrafficLanePersistent.flags
  • worldTrafficLanePersistent.playerGPSInfo
  • worldTrafficPersistentLaneConnectionsResource.data
  • worldTrafficConnectivityOutLane.exitProbabilityCompressed
  • worldTrafficConnectivityOutLane.isSharpAngle
  • worldTrafficLanePersistentFlags.Highway
  • worldTrafficLanePersistentFlags.GPSOnly

The in-game GPS path is computed natively over generated traffic graph data. A full replacement planner would require native hooks or patching the game executable. A feasible REDmod-style mod has to patch generated graph resources and test which fields the native planner actually consumes.

Current Implementation

This repo currently contains WolvenKit-export patchers:

python3 tools/patch_traffic_lanes.py exported-json-dir patched-json-dir
python3 tools/patch_lane_connections.py all.traffic_persistent.json all.lane_connections.json patched.lane_connections.json

patch_traffic_lanes.py 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 in the game's lane scale
  • regular roads keep a moderate speed floor
  • pavement, crosswalk, and disabled traffic lanes are left alone
  • optional non-highway speed caps can make highways more attractive

In-game testing disproved maxSpeed as the main GPS routing lever: even highway speed 120 did not change GPS routes, although freeway traffic visibly moved faster. Treat speed patches as traffic simulation experiments, not route weighting.

patch_lane_connections.py patches all.lane_connections by raising highway-enter/stay edge probabilities and lowering competing non-highway exits. That candidate is staged as an experimental archive but has not yet been proven to affect GPS routing.

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. See docs/traffic-system-debrief.md for the detailed feasibility and traffic graph notes.

Status

A conservative speed archive, an aggressive speed archive, and a connection probability archive were built from the local Flatpak Steam Phantom Liberty install. All zz_edge archives are currently disabled in the game folder.

Cyberpunk 2077/archive/pc/mod/zz_edge_weight_gps_highway_probability.archive.disabled

Build outputs are ignored by git. Experimental archives should be enabled one at a time and tested from a cold boot.

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