This is a mod for Cyberpunk 2077 that adds a flying mechanism to all cars, with a couple different modes and options.
Other features include:
Video preview of the Drone/Acrobat mode
For an up-to-date version of the mod, you can download just the game_dir/
folder, and install that into your game's directory.
Official, numbered releases are available here - If you're upgrading, check the release notes for special instructions.
red4ext/let_there_be_flight/inputs.xml
contains all the keybindings for the keyboard & controller - you can customize these to your liking. See all possibilities here: https://nativedb.red4ext.com/EInputKey
Other settings can be found in red4ext/plugins/let_there_be_flight/packed.reds
for the time being - search for FlightSettings.SetFloat
to see all the variables used by the mod.
Vehicles can be customized via extending the IFlightConfiguration
class (should not be extended directly if you don't know what you're doing - use CarFlightConfiguration
, SixWheelCarFlightConfiguration
, or BikeFlightConfiguration
). As an example, the below disables flight for all vehicles except the Jen Rowley Type 66:
public class CustomCarFlightConfiguration extends CarFlightConfiguration {
public func CanActivate() -> Bool = false;
}
public class CustomSixWheelCarFlightConfiguration extends SixWheelCarFlightConfiguration {
public func CanActivate() -> Bool = false;
}
public class CustomBikeFlightConfiguration extends BikeFlightConfiguration {
public func CanActivate() -> Bool = false;
}
public class FlightConfiguration_quadra_type66__basic_jen_rowley extends CarFlightConfiguration {
public func CanActivate() -> Bool = true;
}
To better report crashes, click on "What does this report contain?" in the crash handler window:
And find the Cyberpunk2077.dmp file, shown here:
Copy this file, along with your red4ext/logs/ctd_helper.log
file before you run the game again - it will get overwritten on each launch:
If you can include both of these files in any report, it should make it a lot easier to track down bugs.
The en-us localization dictionary can be seen in /wolvenkit/source/raw/user/jackhumbert/localization/let_there_be_flight.en-us.json.json - this is a JSON-formatted file. To create a new translation, copy this file, and adjust all of the femaleVariant
values. Please use the standard language tag (like 'en-us', 'fr-fr', etc) as the file name. You can send this to me and I'll include it with LTBF, or you can host it yourself on Nexus, etc.
If you want to distribute your own language pack for LTBF, you'll need to use Wolvenkit convert & pack this into an .archive
file (please name this file using the language tag, like this: let_there_be_flight.fr-fr.archive
), which needs to be paired with a let_there_be_flight.fr-fr.archive.xl
file to be read correctly by Archive-XL. Example contents are below:
localization:
onscreens:
fr-fr: user\jackhumbert\localization\let_there_be_flight.fr-fr.json
You'll need to replace all fr-fr
instances with your language code.
There's an installation script at red4ext/plugins/let_there_be_flight/uninstall.bat
- if you run this, all LTBF mod files will be deleted, but its dependencies will remain.
These are some of the steps I take to update the mod for new versions of the game - it involves some manual address looking-up using IDA, a custom version of Zoltan, and my fork of RED4ext.SDK:
#define
s from red4ext/logs/let_there_be_flight.log to deps/red4ext.sdk/include/RED4ext/Addresses_VFT.hppSpecial 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.
Interested in adding flying vehicles or a similar mechanic to an existing game? Let me know!
Audio system made with FMOD Studio by Firelight Technologies Pty Ltd.