Cyberpunk 2077 – CyberScript Mod: Aerodyne Vehicle (AV) Taxi & Flying Module Engine



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How to Call Delamain AV Taxi Service (Rayfield Excalibur) & Flying Module Test.
(Vehicle Flying Module Datapack)
If you’re having trouble, you can read & learn in tutorial guide.

Download CyberScript mod:
https://www.nexusmods.com/cyberpunk2077/mods/1339

And follow tutorial guide:
https://github.com/donk7413/cb77quest_wiki/wiki/How-to-install-And-First-Steps

00:00 Call AV Taxi
01:41 Flying AV Taxi
04:06 Vehicle Flying Module

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7 thoughts on “Cyberpunk 2077 – CyberScript Mod: Aerodyne Vehicle (AV) Taxi & Flying Module Engine”

  1. I mean if they put in tbe game they would need no fly zones for regular AVs but they would also need AVs that can go off tge tracks. I think that was a big thing.

    In my personal opinion I would live to see essentially a more finished version of cyberpunk Essen a Cyberpunk 2.0 that has all the minor things that people were expecting. It would be a lot of work but it could work.

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  2. Not that the work the creator team put into the mod was insignificant, and I'm not a hater. I understand that their focus is on the Cyberscript itself, that it's a work in progress, and these datapacks exist as somewhat a proof of concept on what Cyberscript can be used to create by modders. But holy hell their AV and flying module datapacks are hella janky😭 It essentially is a noclip command for vehicles with collision detector to stop you from moving into an object. Their AVs' engine sfx is generated from a motorbike hidden inside the AV's model that V was actually riding on when we "entered" any AVs without a proper seat and interior that we get to sit on during cutscene like the Delamain AV in this vid. Hell, there is even a Zetatech helicopter with mid-spinning static rotor blades you could buy in the datapack. Nothing wrong with creating an illusion like hiding a bike in the model trick they did, but when doing so it's extremely important to make it convincing. Also, this might be an issue on my end from the mod not playing nicely with other mods I have installed, it tends to crashes the game whenever I summon the AV while I'm close to the ground. They don't fly in like being show here for me, just popped up with a quarter of the model cliped into the ground. Can't really fool myself into believing that I'm flying an AV when there's no flight physic and the mid-motion static rotor blades. Hope they'd put work into this feature, or if someone would create a module for Cyberscript that does it better than this, or collaborate with the Let There Be Flight author cuz the absolute mad man actually implemented flight physic and turns car wheels into thrusters on activating flight mode that shift its orientation accordingly to the direction you're applying the thrust to for extra immersiveness.

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