• dev c2623c47fb

    dev build (c2623c4) Pre-release

    alex19EP released this 2026-09-23 17:47:16 +03:00 | 0 commits to main since this release

    Rolling pre-alpha test build of CyberAccess, a screen-reader accessibility mod for Cyberpunk 2077.

    This tag moves. dev always points at the newest test build, so re-downloading the same tag
    later gives you different bits. When reporting anything, quote the commit below.

    Commit c2623c4
    Built 2026-09-23
    Game build 2.31 / engine 3.0.80.51928

    Requirements

    • Cyberpunk 2077 on PC (Windows), patch 2.31 (engine build 3.0.80.51928). On any other
      build every subsystem that reads engine memory stays off and the plugin says so out loud.
    • RED4ext
    • redscript — this build ships two .reds files and
      nothing compiles them without it. The DLL runs either way and says so out loud when the bridge
      is missing, but subtitles are not spoken and hits and kills give no audible confirmation
      until redscript is installed.
    • A screen reader (NVDA, JAWS, ZDSR, ZoomText, SenseReader, PC-Talker, BoyPCReader), or SAPI /
      Windows OneCore as the fallback
    • Optional: Input Loader — moves the
      two game actions vanilla binds to Tab onto \, since the navigator owns Tab. Without it those
      two actions are unreachable while CyberAccess runs; everything else works.

    Installing

    Extract the archive at your Cyberpunk 2077 game root. It contains:

    README.md, LICENSE             (at the root — the README lists the keys)
    red4ext/plugins/CyberAccess/   CyberAccess.dll, CyberAccess.pdb, inputs.xml,
                                   navlinks.bin, routepoints.bin
    r6/scripts/CyberAccess/        Bridge.reds, Subtitles.reds
    

    Both halves must land. The Redscript side is optional at runtime — the DLL runs without it and
    announces the lost subtitles and hit feedback — but the two share a protocol version and a
    mismatched pair is refused loudly rather than half-working. Mod-manager users: install as its own
    mod with that same internal layout.

    Expect rough edges

    Pre-alpha, under active development. Coverage grows menu by menu, keys can change without notice,
    and screens that already work may break as neighbouring ones land. Back up your saves.

    Reporting

    Say what you were doing, what was spoken, and what you expected instead. Quote the commit above.

    If it crashed, do not send the game's crash log — it has no stack in it. stacktrace.txt is
    four lines that name the exception and nothing else, and neither RED4ext's log nor CyberAccess's
    own log records a single frame. The only file with the stack in it is the minidump:

    %LOCALAPPDATA%\REDEngine\ReportQueue\Cyberpunk2077-<newest folder>\Cyberpunk2077.dmp
    

    Send that. CyberAccess.pdb is bundled beside the DLL in this archive precisely so that dump can
    be read: symbols only resolve against the exact build that produced them, and because this tag
    moves, the symbols for the build you are running now will not exist here later. Keep the archive
    you installed from, or send the .pdb along with the dump.

    CyberAccess's own log — red4ext/logs/cyberaccess-*.log, next to the game's red4ext folder,
    or in your mod manager's overwrite folder — is worth attaching for anything that is not a crash.

    Recent changes

    • List active scene interactions in object scanner
    • Fix release builds after compiler upgrades
    • Add armor-hit audio for dimmed glancing damage numbers
    • Fix auto-aim targeting of defeated NPCs
    • README: name every optional plugin and what its absence costs, and document the stealth assist
    • Autowalk: include AimUtils unconditionally, the release build could not see BreakLookAt
    • Scanner: sweep the Minimap registry for points of interest, and speak what a panel prints
    • Break the aim LookAt on every release: a request has no end of its own
    • Open door keypads as zoom screens through ArchiveXL data patches, and read what a screen prints
    • Drive with the engine's own follow driver, and cross unrouted ground on marker legs
    • Stop when unsure and let the player re-trigger: two clean garage runs
    • Cross the q301 garage on foot: risers, jump-mantles, a face boost and a run-up

    MIT. Bundles Prism (MPL-2.0) statically; its source is the
    upstream repository at the pinned tag. Unofficial fan project, not affiliated with CD PROJEKT.

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