Cyber Vehicle Overhaul
cyberpunk-2077 β Mods & Enhancements
C.V.O completely reworks the driving physics layer for every vehicle in Night City, replacing the default arcade-y handling with a simulation-inspired model that alters top speed, acceleration, gear ratios, power curves, braking force, and tire grip per vehicle class. It also adjusts suspension stiffness and body roll, making muscle cars like the Quadra Turbo-R feel weighty and prone to oversteer, while the Mizutani Shion becomes tail-happy under hard braking. Players install this to get a more challenging, rewarding driving experience that pairs well with first-person driving mods and makes chases with the NCPD feel tense.
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Vehicles
Example
Downloads: 1,200,096 | Endorsements: 17,848
π‘ Notes
By Erok | v2.1 | 17,848 endorsements
π― Tips & Tricks
After installing, open the C.V.O config file at 'Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks\mods\C_Vehicle_Overhaul\config.lua'. Set 'tireGripMultiplier' to 1.15 and 'suspensionStiffness' to 1.2 if you plan on off-roading in the Badlandsβthis prevents the car from bottoming out on rocks and losing traction on dirt. Save and reload your save to apply.
In-game, open the Cyber Engine Tweaks overlay (default key: '~'), navigate to 'C.V.O' -> 'Vehicle Settings'. Select your current vehicle from the dropdown, then adjust 'BrakePower' to 1.3 for the MaiMai P126 to stop it from flipping during emergency stops. Use 'Apply to All' only if you want a uniform feel; otherwise, each car retains its unique profile.
For the 'Beast' truck in the 'Sinnerman' quest, open the same config.lua and add 'vehicles["Beast"] = {tireGrip = 1.35, brakeBias = 0.65}' under the custom overrides section. This gives the truck more front-brake bias to prevent spinouts during the tight turns near the dam. Save, then reload the game to see the change.
π§ Troubleshooting
C.V.O conflicts with 'Improved Vehicle Handling' (IVH) causing cars to vibrate violently at high speed.
Uninstall IVH completelyβC.V.O already includes its own physics overrides, and both mods write to the same vehicle handling tables. Use a clean save after removal, then verify C.V.O's 'handling.lua' is the only file modifying 'vehicle_handling_data' in your redscript log.
C.V.O breaks after installing 'Vehicle Combat' mod, making car weapons unusable.
Load order issue: In Vortex, set C.V.O to load BEFORE 'Vehicle Combat' because Vehicle Combat's scripts expect the original vehicle stats. If you use manual install, edit 'Vehicle Combat'\r6\scripts\vehicle_combat.reds to add a 'if (C.V.O is loaded) then skip stat override' check, or download the compatibility patch from Nexus 'C.V.O + Vehicle Combat Patch' v1.2.
β οΈ Common Mistakes
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π Pros
- 17,848 endorsements
- 1,200,096 downloads
- Category: Vehicles
π Cons
- Requires mod manager installation
- May conflict with similar mods