RigmarDrake

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Viewing 15 posts - 1 through 15 (of 19 total)
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  • RigmarDrake
    Participant

    No controllers issues anymore. But reinstalling the mod (as I did dozens of times, including after switching from Windows 10 to Windows 11) had no effect whatsoever on the problem of the game/mod entirely failing to recognize controller inputs EXCEPT in override mode. It was not possible to play with controllers in anything other than override mode until the controller settings were changed in Steam (the broader Steam program–not SteamVR).

    We tried all kinds of troubleshooting for a week, but never the Steam controller settings. So I am reporting here what the issue was in case anyone else has the same problems at some point. I never used a gamepad with Steam before, and I reinstalled Steam entirely when I switched from Windows 10 to Windows 11 as part of the troubleshooting. So as far as I can tell, the offending Steam settings were on by default–at least with my setup. And these Steam settings were preventing the controllers from being recognized (except with full override in the mod) regardless of whether the game was run (and the mod was configured) for steamVR, openXR, OR the oculus runtime. Because the game was purchased in Steam, those Steam controller settings were preventing the controllers from being recognized in any runtime.

    RigmarDrake
    Participant

    Ran into difficulties trying to play with my controller bindings because so many buttons have multiple functions. So I finally figured out why the game was not recognizing controller inputs except in full override mode. It was a Steam controller setting. I right clicked on Cyberpunk 2077 in Steam, hit Properties, went down to Controller, and switched it to “Enable Steam Input.” And then that fixed it (either that or some of the other Steam controller options that I messed with at the same time).

    Now the mod’s default controller settings work with having disabled xbox gamepad override in the mod’s settings. When the mod’s default gamepad settings are enabled in this way, they do, in fact, “just work.” Wish I had found this simple solution a week ago.

    It’s just too bad that the hotkey menu does not seem to work with default gamepad settings. It’s not critically necessary anymore, but would be nice to have it. It is triggered by shift + middle mouse button (edgepeek), but the sprint button on the controller is not recognized as shift. And there are no rebindings in this mode, so it cannot be rebound to be shift rather than a gamepad button. But that’s a minor inconvenience.

    RigmarDrake
    Participant

    I was able to set it to 3840×2160. Looks fantastic, and the inventory menu works properly.

    It took me dramatically longer than expected to actually accomplish this because the option in Nvidia Control Panel to customize resolutions was greyed out for me. I tried messing around with virtual monitors and all kinds of other things without success. In case anyone comes across this post and has similar issues, for me the problem was that my Samsung G9 monitor was set to 240hz. Apparently you cannot set custom resolutions at 240hz, and you cannot solve this problem by just switching the refresh rate in the Nvidia control panel to 120hz or 60z. You need to physically hit the menu button on the monitor and drop the refresh rate from 240hz to 120hz. At that point Nvidia Control Panel will allow customized resolutions. And then I went to Geforce Experience to change the settings for Cyberpunk to launch with my 3840×2160 custom resolution.

    Cheers!

    RigmarDrake
    Participant

    I assumed that was the case, as with FOV settings too. But I believe that at least some of the people who referenced using the 3840×2160 resolution are on the G2, such as Demuse, who said so in a few posts (https://www.vorpx.com/forums/topic/cyberpunk-vr-update-thread/page/8/).

    So it sounds like he set that as a custom resolution himself? Unless those other internal factors were dispositive. But if he did set it as a custom res, I’ll try to figure out how he did it. There are various guides, but some of the techniques don’t work anymore or don’t work for everyone right away because of Nvidia Control Panel being so finnicky with different hardware.

    RigmarDrake
    Participant

    Actually, spoke to soon. The menu box with weapon details now pups up and stays around around for the first equipped weapon, which was not happening before. But there is still nothing when the cursor goes over the second and third weapons, unequipped weapons in the backpack, weapon stat comparisons, etc.

    So a wider resolution may be necessary after all. Would be great to be able to try 3840×2160. Is there some easy way to do that through the mod that the others have figured out? Typing 3840×2160 into the UserSettings text file does not work because immediately upon closing the file it reverts to the lowest resolution. And the customize resolution option is greyed out in Nvidia control panel, possibly because of my monitor. But anyway I’m sure I could figure this one out on my own with just a bit more research if it needs to be done externally from the mod.

    RigmarDrake
    Participant

    Ralf, THANK YOU!! I was very impressed that you responded to my posts at all, let alone toughed it out with me for this long over this very frustrating issue that does not seem to affect anyone else, and therefore should be an extremely low priority for you. I completely understood if you had lost patience, and I was trying finally to get out of your hair and get comfortable with keyboard and mouse (which has honestly been a lot more satisfying than I expected). But I am absolutely floored, and so grateful, that you took the time to make changes to your software and release this new build.

    IT WORKS! While the shift-gripped d-pad buttons still do not work as intended by triggering xbox gamepad d-pad functions, you fixed the issue I had where I could not bind Z and a bunch of other keys. Now I am able to bind every keyboard key, and with that, I can map Z, T (phone), M, etc. to the shift-gripped d-pad buttons (and the hotkeys) in gamepad mode. After rebinding those keys, I can do all of the necessary commands to play this game with controllers, and with all of the gestures working too. The grenade throw gesture still opened the map because RB is bound to M, but it was easy to fix that by rebinding RB to the combat gadgets key.

    So once more, THANK YOU! I am going to play the hell out of this mod in all of its motion controlled glory.

    There is one last, much less important issue. I’m now playing on the Reverb G2 instead of Quest 2, When I set the resolution to Ultra, the previous build of your mod set it to something near 2616×2212. Maybe it was exactly 2616×2212, but I thought the first number might have been 27xx. And the G2 looked so incredible at that resolution that I decided I couldn’t go back to Quest 2 for this game. Even though that would mean losing the incredible convenience of Air Link, I set up a pulley system for the G2’s tether to make it workable to have a wired connection while physically running around on the Kat Walk C2+ and swinging virtual katanas.

    However, the issue with that high resolution was that it screwed up the inventory. I read your older posts about this being a limitation inherent to the game itself, with the only solution being to pick a wider resolution. The next resolution down that didn’t have inventory issues and was an option from the in-game settings was 2560×1440. It raised the FPS a bit, but that resolution was hard to live with after experiencing the real deal. I read comments others made to earlier this year about playing at 3840×2160 to fix the inventory issue. I wanted to try that resolution as well, but I think it may be a custom resolution because it’s not available in the game settings or as one of the mod’s resolution presets. I spent a few hours yesterday trying to figure out how to set custom resolutions for the G2, with none of the options I read about working. It would still be nice to try 3840×2160, but it’s not strictly necessary because mod’s Ultra preset at 2616×2212 looks good enough and the aspect ratio and does not appear to cause the same inventory issues.

    But I was surprised to see that this problem fixed itself. In the previous build, was Ultra set to something different than 2616×2212? Did you change the resolution presets in this latest build to fix the inventory issues that the previous aspect ratio was triggering? If so, then thank you once more.

    RigmarDrake
    Participant

    I did notice that. Excellent feature. But when I hit shift grip in gamepad mode, it does not work for the d-pad buttons (it does work for all of the other shift secondary buttons). The d-pad buttons appear on the controller overlay when I hold shift grip, but they do nothing when I actually press them. And you can’t really play without the functions mapped to those buttons.

    I was almost able to make this work perfectly in keyboard and mouse mode (but still assigning keys to the controllers) with strategic use of the shift-grip function. The only problem was that I could not assign Z to any button, and some of the commands that are tagged to Z by default were stuck to Z even when I reassigned the ones that I could reassign using the in-game key bindings.

    Unfortunately, on my computer for whatever unknown reason it clearly does not just work as you intended it. So given the problems I have and am so far unable to solve, I don’t know that I will have any choice but to tinker with the inputs to create a work-around. When I have a moment I might try tinkering with the UserSettings or other config files in Notepad to see if I can figure out how to reassign Z to one of the Quest controllers in this round-about way. I see settings like this:

    “name”: “openNotifiation”,
    “type”: “name”,
    “value”: “IK_Z”,
    “default_value”: “IK_Z”

    I’m not sure that it will solve my problems, but maybe I can set the “value” to whatever one of the Quest 2 buttons is recognized as.

    RigmarDrake
    Participant

    Good idea, I had not deleted those files. But no, exact same issue (e.g., have to set controller to full override of x-box controller, d-pad buttons do not work, cannot bind certain keys).

    I also borrowed a Reverb G2, installed WMR, reinstalled the mod (with openXR this time), and had all of the same controller issues as with the Quest 2 and Oculus runtime. So at this point it does sound like something on my end is screwing with inputs. I uninstalled all of my Logitech apps for mouse and keyboard thinking maybe they were doing something, but nope. I have no idea what it could be at this point, but I will just tinker with things and try to fix it. And maybe at the end of the day I just have to suck it up and play with keyboard and mouse, as I’ve been having to do the past two days.

    But really appreciate all of your help. Thanks for trying to find so many solutions.

    RigmarDrake
    Participant

    Scratch my last idea. I uninstalled and deleted the mod again, manually deleted any straggler files, and then reinstalled. The gamepad bindings were different than what I had last, and back to the somewhat unusual mix I started with (e.g., with RB being bound to M instead of something that that makes sense for grenades or combat, left stick click was back to ctrl crouch instead of shift sprint like as I rekeyed it).

    I just thought that might be it because the d-pad buttons just say “up,” “down,” “left,” and “right” in the mod’s gamepad bindings menu and I thought maybe those were just keyboard commands instead of gamepad d-pad commands. And they still do nothing when I hit them.

    RigmarDrake
    Participant

    In retrospect, is it possible that the gamepad button that should correspond to grenades is map because of rebindings I previously did? I assumed all of my prior bindings were only in keyboard/mouse mode and would not carry over to gamepad mode, and further that reinstalling the mod reset everything to defaults (I also set all in-game key bindings back to default).

    But is that not the case, maybe because the mod saves rebindings somewhere else that gets saved even after reinstalls? If what I did before is still carrying over, the d-pad keys may not not be working because at some point I may have mapped them to the keyboard’s directional arrow keys instead. Is there a clean way to reset all key/gamepad bindings to your defaults?

    RigmarDrake
    Participant

    Forgot to write the second, more minor issue. The grenade throwing gesture (both variants) does not throw a grenade, but rather opens the map. I can solve that by assigning the button somewhere, but it would be nice to be able to throw grenades more naturally. The other gestures, including the right hand flick gesture (which previously only worked as F/interaction key but not as reload), are working great.

    RigmarDrake
    Participant

    Thanks you! I don’t think it was the problem directly, but uninstalling Avast allowed me to see an error I did not previously receive during the mod install process, indicating that the files were write-protected. That problem persisted despite me ensuring that the CP directory was not read-only, using admin mode, changing the write settings for the entire drive, etc.

    Eventually I figured out that the mod was installing to drive E despite the CP directory being on drive C. The problem may have been caused by some stray registry file from before I switched to Windows 11 and reinstalled everything. It’s possible that in Windows 10 I had Steam install CP to a drive that was previously labeled E. In any case, I finally resolved that problem and was able to install the mod with the current CP install on drive C.

    So we’re making progress! Now finally back in the mod on Windows 11, I had the same problem I had in Windows 10. The mod menu recognized my Quest 2 controllers even in Gamepad mode, but none of my controller inputs were recognized in CP unless I switched to keyboard and mouse mode in the mod settings. And as before, there are lots of key bindings that are not possible (including Z).

    But I finally figured it out. It is necessary to change the mod settings to enable the full override of the xbox gamepad controls. By default that is set to off, but it needs to be on. When that is done, almost everything works. It’s awesome.

    Just two final issues, one of which is particularly important to solve because it’s still not possible to reassign inputs corresponding to the Z key (or many other keys, such as M, J, P, but Z is the only one that is indispensable). In gamepad mode, functions corresponding to Z (as well as other keys that control calling phone, etc.) are bound to the d-pad buttons. When I hold the left grip button, the secondary buttons are visible on the controller overlay and I can see that the d-pad buttons are mapped as secondary buttons for the left joystick directions. However, these do not work–nothing happens when I hold left grip and work the left joystick. All of the other secondary buttons work great. Any ideas how to solve it? Without the d-pad working and it not being possible to assign Z, there is no way to switch from the data and hacks displays in the scanner/tab mode, and no way to toggle between different objections on the active quest.

    But we’re almost there! Thanks for all of your patience, I really appreciate it. This is stunning in full, maxed setting VR with psycho ray tracing. And the HUD overlay is fantastic after adjusting to get out of the Quest 2’s blurry peripheral areas.

    RigmarDrake
    Participant

    Also for further context, I also tried moving the CP folder out of the Steam directory and my desktop, ran the installer in admin mode from there. No effect.

    Maybe this is worth mentioning. As the installer unpacks, the progress bar moves smoothly to about 75% and I see the names of the files that are supposed to be unpacking. But then installer just immediately jumps to the next screen that says setup has finished installing. It does not visibly move from ~75 to 100. Maybe that is the point where the installer crashes? But I have always known progress bars to be inconsistent, taking as long on 2% as they take on 80%, teleporting to the finish, etc. So maybe that is normal and the the files being unpacked at the end are just easier. But thought it worth a mention as we’re running out of ideas here.

    RigmarDrake
    Participant

    If were just to manually paste the files that the installer is supposed to unpack into my CP folder, would that work? Or would there be some issue with a lack of registry?

    RigmarDrake
    Participant

    Appreciate the ideas. But so far no luck. I could not see any way to add a folder as an exception to windows defender in advance of defender popping up, but I disabled it and Avast antivirus entirely. I closed every program and process that I could. I ran the installer in administrator mode.

    Still says that it was installed successfully, and still no change in the files. Someone really doesn’t want me to play this mod.

Viewing 15 posts - 1 through 15 (of 19 total)

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