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If Cyber Engine Tweaks isn't working, here's what you can do
Before trying anything else, please make sure that your Windows and your graphics driver are up-to-date – this actually helps in around 50% of all cases. If you need instructions, you can find them in the red box under the general troubleshooting guide's section.
Go to your Cyberpunk 2077 game directory, since all paths given in this guide will be relative to that folder.
TL;DR:
CET is installed to bin\x64\plugins\cyber_engine_tweaks
The log file is bin\x64\plugins\cyber_engine_tweaks\cyber_engine_tweaks.log
For that reason, the Redmodding Discord can only support you the most recent version.
If there's a mismatch, then you can find a warning in the following file:
If you don't have that file, proceed to Step 2.
Go to your Cyberpunk 2077 and check the following subfolder:
It should have at least the following files:
If you do not have these folders, then CET isn't installed correctly. Head to and start with step 3.
If everything looks okay in step 1, check if you have a file cyber_engine_tweaks.log inside the cyber_engine_tweaks folder from the previous screenshot.
No log file means that CET isn't starting up.
The easiest fix is to .
If you did that and it didn't help, check your antivirus. Most likely, it is protecting you from scary things like Cyber Engine Tweaks. Disable it.
If that didn't help either, update everything - Windows, your drivers, etc. You can find links and instructions in the red box on the .
If you do have it, you can open it and try to make sense of the error message. You can find more information on that , or find help in the #cet-suppport channel on our .
If you are using Vortex, turn it off (it will get angry otherwise)
Complete either of the following steps inside your :
rename bin/x6/plugins to plugins_
or
Find the file \bin\x64\plugins\cyber_engine_tweaks\bindings.json and delete it.
Start the game.
You should now see a popup asking you to bind a key. Otherwise, read on.
Click into the "Binding..." field.
If that doesn't help, make sure to turn off all your overlays (Discord, Steam, Microsoft Game Bar, Random Useless Bloatware) or start Cyberpunk in the Windowed Borderless mode.
If you're experiencing performance issues with CET, first make sure to as per the instructions to rule out side effects from old files.
If that doesn't make the problems go away, make sure to update Windows and your graphics driver as per the red box under Troubleshooting's section.
If that doesn't help, you can find us in #cet-support on the . Please note that people there will first suggest everything else from this guide, so you might as well get it out of the way first.
Make sure to update Windows and your graphics driver as per the red box under Troubleshooting's section, as this is the only chance you have of getting rid of your crashes.
This is a known issue with AMD cards, and it's not something the CET developers can fix. Everyone who could fix it is informed, but such things take time. If you're on an AMD card, you can try running your game in Windowed Borderless mode. Otherwise, you just have to live with the crashes.
Please ensure the following:
If you have modified your game's .exe file yourself, the mod will not work - to undo this, delete the file and verify your game through GOG, Steam or Epic to download a fresh copy of the newest exe.
Update your game. You are using a patch that is not supported. Only current versions are supported. (current version is 1.6)
You used the old version of the mod and still have the old files installed. Delete bin/x64/plugins/ and reinstall the mod.
Install - if nothing happens, please make sure all of your overlays and monitoring programs are disabled. There is a list of known programs that cause issues below. If you find one not on the list, contact Arsenic_Touch via the discord.
Cyber Engine Tweaks no longer comes with a config file, one is generated when you first launch the mod.
When first launching cyber engine tweaks, it will prompt you to pick a keybind. Tilde is no longer the default. Keyboard input is blocked until a keybind is chosen. If you do not see the pop up, look below for further troubleshooting steps.
Certain programs conflict with the hook that Cyber Engine Tweaks use to display the console - to avoid this, disable any software with overlays that may impact the mod (some examples below). This includes crashing the game or not launching at all. OBS graphics-hook32.dll and graphics-hook64.dll can also interfere. Do a search of your windows files to see if you have a program running them. For rivatuner, you can also open the Global file with notepad++, which is located in RivaTuner Statistics Server\ProfileTemplates and add cyber_engine_tweaks.asi to the end of the decimal in the line: InjectionDelayTriggers
Open Windows Security
Go to Apps & Browser control on the left tabs
Click Exploit protection settings Under the Exploit Protection section
Credit to discord user @rachmanov1c @OrBy
Please verify that:
Your version of Cyberpunk is compatible with the newest release on GitHub or Nexus (this can be seen in the menu, underneath "Quit Game")
You have the most recent version of the mod from or
The has been followed correctly
Make sure cyber engine tweaks and your mods are installed with hardlink If hardlink doesn't show up under vortex, make sure the Vortex Mods folder is on the same partition as the game mods folder. This explains it .
Make sure you're using the most up to date vortex plugin for cyberpunk 2077. Check the channel on the discord for the latest information.
There are six possible solutions to this:
Ensure your game is in - Cyberpunk will usually make itself the topmost application on your screen if in fullscreen.
Ensure you don't have any or monitoring software running such as Rivatuner, Fraps, etc.
Make sure your game is up to date and you are using the latest version of Cyber Engine Tweaks and that you installed it properly. (do a clean install by deleting the plugins folder, LICENSE, global.ini, version.dll files if you are running into a problem)
Delete the bindings.json file located inbin/x64/plugins/cyber_engine_tweaks/ and start your game, the overlay will to choose a new keybind should come up. If it doesn't, check the known list of programs that can interfere.
If you see in your log that your game is freezing on CRender and you have problem like this you should try steps provided below.
1. If you are using mod manager disable CET temporarily, if you are not using mod manager then follow guide. 2. Launch the game without CET and disable FSR/DLSS 3. Install/Enable Cyber Engine Tweaks and launch the game, the problem should be gone.
Please ensure you attempt deleting and reinstalling the mod before submitting an issue! Alternatively, . Additionally, please check to ensure your issue has not already been reported!
If you cannot find your problem listed, with the following:
Your configuration file
Your Cyber Engine Tweaks version and your Cyberpunk 2077 version
Your log file
Your OS version
delete the file bin/x6/plugins/cyber_engine_tweaks.asi
move the folder bin/x6/plugins/cyber_engine_tweaks out of plugins (e.g. your Desktop). Do not delete it yet.
Download the most recent CET from
Extract the downloaded archive to your game directory (the bin folder will merge with the one that is already there)
Start the game: CET should now ask you to bind a key. If it doesn't:
(double-check if you're sure)
Head to the and follow the steps in the red box at the top
Optional: Restore your mods and/or settings Now that CET works, find the old directory from step 2. Move the following files/folders:
Mods: the directory mods from the old cyber_engine_tweaks folder
Settings: The .json files directly inside cyber_engine_tweaks
Optional: delete the old folder (or leave it, it's your diskspace)
That's it! You're good to go!
Restart your computer.
bin/x64/plugins/cyber_engine_tweaks/cyber_engine_tweaks.log is 'last modified' at the same time and date as your most recent attempt to launch the gameRemove all previous mods in the mods folder and try to launch the game. If it works, add your mods back one by one until you find the one that breaks CET. Some mods can break CET completely or change the overlay colour if they are not up to date.
Run the game as administrator. (this works for some people where other methods have failed)
Check to make sure your antivirus software is not removing or blocking cyber engine tweaks.
Do a complete reinstall of cyberpunk 2077.
A description of your issue
If you're experiencing performance issues, check
If you are experiencing crashes caused by CET, try running Cyberpunk in
If you can't open your overlay, check
If your CET just stopped working (without a game update) or if you've been sent here to do a clean install, see below how to
For any other issues, read .
bin\x64\plugins\cyber_engine_tweaks\bindings.jsonYour install directory
C:\GOG Games\Cyberpunk 2077\
Path from the guide
bin\x64\plugins\cyber_engine_tweaks
Folder you go to
C:\GOG Games\Cyberpunk 2077\bin\x64\plugins\cyber_engine_tweaks
bin\x64\plugins\cyber_engine_tweaks\cyber_engine_tweaks.logbin\x64\plugins


The scripting sections for this wiki has moved!
The various scripting wikis have been merged into a new wiki, please go there for scripting documentation about Redscript, CET, or general information of how to interact with the game systems through scripting:
Old links for this wiki are kept alive as redirects to their location in the new wiki, however scripting aspects for CET will no longer be available in this wiki.

How to use the Cyber Engine Tweaks Console
The console tab is where you type commands to use cheats and other useful functions.
Clear Output
Clear the output log displayed in the console.
The console uses script language, you may want to look up how to use it before proceeding. There are some guides here to get you started:
Auto-Scroll
Will automatically scroll to the bottom when there is a new output log.
Reload All Mods
Reload all installed mods.

A collection of commonly requested commands. How do I...
After installing CET, you can open the console overlay with the corresponding key.
The commands are case-sensitive!
Many console commands have changed with 2.0. If something you try doesn't work, check the most up-to-date list under .
Open the Console tab to run Lua scripts or engine functions. To find out what you can do here, keep reading.
To find all the codes you can enter, check
CET Console Commands for Patch 2.x (source: #cet-support on redmodding Discord)
For the most common commands, see below.
If you want to find a specific item, look for how to find the hash code for the .
Use Game.AddToInventory
Use Game.SetLevel
Formerly Game.SetAttribute
Formerly Game.GiveDevPoints
All vehicle commands are documented on the VehicleSystem page linked below.
You can print V's current coordinates to the CET console with the following command:
You will need to know the coordinates of where you want to go in the game world, some popular . Replace X, Y, and Z with your coordinates. Coordinates can also be found in the nodeData of .streamingsector files.
For a more cohesive list of quest facts, check the .
Game.AddToInventory("Items.money", 10000) -- Gives 10,000 eurodollars
Game.AddToInventory("Items.SQ031_Samurai_Jacket", 1) -- Gives you the Replica of Johnny's Samurai Jacket Game.SetLevel("Level", 60, 1) -- Sets character level to 60PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()):SetAttribute("Strength", 15) -- Sets Body to 15PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()):AddDevelopmentPoints(5, gamedataDevelopmentPointType.Attribute) -- Attribute (skill) points
PlayerDevelopmentSystem.GetInstance(Game.GetPlayer()):GetDevelopmentData(Game.GetPlayer()):AddDevelopmentPoints(3, gamedataDevelopmentPointType.Primary) -- Perk pointsprint(Game.GetPlayer():GetWorldPosition())Game.GetTeleportationFacility():Teleport(GetPlayer(), ToVector4{x=X, y=Y, z=Z, w=1}, ToEulerAngles{roll=0, pitch=0, yaw=0})At this time there is no way of triggering or "fixing" stuck quests with the console.
Game.AddToInventory("Ammo.HandgunAmmo", 500)
Game.AddToInventory("Ammo.RifleAmmo", 700)
Game.AddToInventory("Ammo.ShotgunAmmo", 100)
Game.AddToInventory("Ammo.SniperRifleAmmo", 100)Game.AddToInventory("Items.CommonMaterial1", 1000)
Game.AddToInventory("Items.UncommonMaterial1", 1000)
Game.AddToInventory("Items.RareMaterial1", 1000)
Game.AddToInventory("Items.EpicMaterial1", 1000)
Game.AddToInventory("Items.LegendaryMaterial1", 1000)Game.AddToInventory("Items.QuickHackUncommonMaterial1", 1000)
Game.AddToInventory("Items.QuickHackRareMaterial1", 1000)
Game.AddToInventory("Items.QuickHackEpicMaterial1", 1000)
Game.AddToInventory("Items.QuickHackLegendaryMaterial1", 1000)Game.GetQuestsSystem():SetFactStr("sq032_johnny_friend", 1)Game.GetQuestsSystem():SetFactStr("mq007_skippy_aim_at_head", 1)Game.GetQuestsSystem():SetFactStr("mq007_skippy_goes_emo", 0)Game.GetQuestsSystem():SetFactStr("q005_jackie_to_hospital", 0)
Game.GetQuestsSystem():SetFactStr("q005_jackie_to_mama", 0)
Game.GetQuestsSystem():SetFactStr("q005_jackie_stay_notell", 1)Game.GetQuestsSystem():SetFactStr("q112_takemura_dead", 1)Frequently asked questions about Cyber Engine Tweaks based mods.
"mod" or "mods" on this page refers to mods that are dependent on Cyber Engine Tweaks.
Cyber Engine Tweaks will be referred to as CET from now on.
Make sure that CET works fine without any mods installed.
Make sure the mod that you are installing is compatible with the latest CET.
You need to bind a hotkey in the Hotkeys tab of the CET overlay. Check how-to here.
The hotkeys only work when the CET overlay is closed.
You need to press the hotkey combination in the right order.
For example Ctrl + Shift + S is different from Shift + Ctrl + S
You need to open the CET overlay to interact with anything using your mouse.
You need to change the default font of CET in order for the characters to show properly. You can follow this guide .
Click for the ultimate guide.
? (question mark).Support for patch 1.6
TweakDB.CreateRecord, TweakDB.CloneRecord, and TweakDB.DeleteRecord now support TweakDBID as a parameter type
-- Get the sticky frag grenade record
sticky_grenade = TweakDB:GetRecord("Items.GrenadeFragSticky")
-- Create a clone of "Items.GrenadeFragSticky" with the name "Items.GrenadeFragStickyNew"
TweakDB:CloneRecord(sticky_grenade:GetID() + "New", sticky_grenade:GetID())
-- Get the new record
sticky_grenade_new = TweakDB:GetRecord("Items.GrenadeFragStickyNew")
-- or
sticky_grenade_new = TweakDB:GetRecord(sticky_grenade:GetID() + "New")
-- manipulate the new record as needed
-- delete record many different ways
TweakDB:DeleteRecord(sticky_grenade_new:GetID())
TweakDB:DeleteRecord(sticky_grenade:GetID() + "New")
TweakDB:DeleteRecord("Items.GrenadeFragStickyNew")Updated usedhashes.kark to the new URL
Moved to OpenResty Lua JIT
Support for patch 1.52.1 (made up name, they didn't bother to name it AGAIN)
Support for patch 1.52
Fix crash on Windows 7.
Fix LoadTexture overwriting the previously loaded texture.
Support for patch 1.5 hotfix 2
ImGui.LoadTexture(string path) returns a texture loaded from an image on disk in the mods' directory.
ImGui.Image(texture) displays a texture loaded with the LoadTexture function.
Full Api is as follows, note that you may omit parameters after texture and default values will be used (Texture texture, ImVec2 size, ImVec2 uv0, ImVec2 uv1, ImVec4 tintColor, borderColor)
Added stb to load images.
Fixed bad screen skip fix.
Support for patch 1.5 v2
Changed the archive hashes to use the wolvenkit KARK files for TweakDB editing
red4ext updated to 1.3.1
Support for patch 1.5
red4ext updated to 1.3.0
mimalloc updated to 2.0.3
sqlite3 updated to 3.37.0+200
Special thanks to WopsS, psiberx and Sombra for their help with this patch!
exEntitySpawner does not work.
No pedestrian patch is not tested.
Fix cursor not getting locked to the game.
Fix skip start screen patch not working.
Support for patch 1.5
exEntitySpawner does not work.
No pedestrian patch is not tested.
Feel free to tell us any other issue that may arise on github/discord.
mimalloc updated to 2.0.3
sqlite3 updated to 3.37.0+200
Improve the d3d12 hook to fix a crash when using ReShade < 5.
Improve the d3d12 hook to avoid conflicts with other overlays.
Contains: and
Fixed random crashes when overridden method has a script reference parameter.
Fixed random crashes when working with game structs.
Fixed random crashes for very frequently called overrides (such as GameObject.OnGameAttached and GameObject.OnDetach on game reload).
Added the ability to add new free flats to TweakDB.
Contains: , , and
Fix bad allocation causing crashes when using some RTTI types
When using Override() the handler receives the original function (or next in the override chain) as the last parameter
The wrapped function can be called multiple times
If any of the overrides fail then the entire override chain also fails
Observers can be called before and after the target function using ObserveBefore() and ObserveAfter()
Observe() is an alias for ObserveBefore()
All observers are guaranteed to be called even if overrides and other observers fail
It's possible to observe and override static class methods
Full name should be used when overriding a scripted static method
Use weak handle for self in overrides. This should decrease the number of unreleased references and make CET less dependent on garbage collection.
Reuse overridden functions on mods reload. This fixes a potential issue with the native function registry, which has a hard limit on the number of registered functions.
Support out params in overrides.To properly handle out params in overrides:
Added support for mods deployed as a symlink for the mod directory
Added Lua function to check if the mod archive is installed:
Use FromVariant(variant) to extract the value
Use ToVariant(value) to pack the value when the type is unambiguous
Use ToVariant(value, type) when the type is ambiguous or you wanna force the type
The type of the array is resolved from the first element when possible
Added event for early TweakDB changes:
Contains: , , and
Fixed directx12 hooking not working when overlays were present.
Fixed symlink deployment with Vortex.
Drop second implementation of Scripting::ToRED() which was very outdated. This was limiting what overridden functions can return.
Will output
Stricter check of the passed context when calling the RTTI function. Prevents unwanted crashes when invalid value passed as self / this. In particular, it prevents crashes when a dot is accidentally used instead of a colon.
Support for ISerializable strong and weak references. This opens access to some new classes, but not all of them.
Workaround for parameterized struct constructor. Previously, fields of a reference type could be corrupted right after construction.
Support of nulls for strong and weak references.
Assignment example:
Parameter example:
IsDefined helper function as in redscript. Checks if reference is not null and valid. Can be used on game object's field and lua variable.
EnumInt helper function as in redscript.
Support for CRUID type.
Support for gamedataLocKeyWrapper type.
Support for patch 1.31
Contains:
Updated to Imgui 1.84.2
Support for patch 1.30 second edition.
Contains:
Fix disappearing footsteps (1.16.1 regression).
Alternative syntax for CName and TweakDBID conversions without .new()
Direct access to global functions.
Throw Lua errors from RTTI calls as the Lua script will do.
Will print the full callstack in the log:
Fix channel logs not printing the message.
Added a new channel "DEBUG" that always prints even when game logs are disabled.
Re-added TweakDB printing.
Register global PlayerPuppet.OnAction
Support for patch 1.30 - huge thanks to everyone who helped with this and all testers!
Contains: , , , and
Fix crash when calling functions that have optional parameters not defaulted.
Fix crash when using RegisterInputListener from an observer.
Contains: , , , , , , and
Whitelisted collectgarbage to let scripts force release game references.
Added exEntitySpawner to spawn entities easily
Fixed a crash that would occur on machines without ASLR enabled by enabling LuaJIT's GC64 option.
Fixed nested RTTI calls that would crash the game due to memory release of the previous call's memory.
Fix the disable anti AA and async compute patches.
Fix for TweakDB default values.
Contains: , , , , ,
All game classes are directly accessible by name. For example, entEntityId, PlayerPuppet.
All game enums are directly accessible by name. For example, gamedataStatType.BaseDamage, gameGameVersion.Current.
Added WorldFunctionalTests
Added Imgui.GetStyle()
Added support for ResourceAsyncReference. Allows editing of TweakDB props of that type by the mods.
Fixed disappearing footsteps issue.
The issue still can occur if the mods do not properly release the player reference.
The GetMod() is only available after onInit as there is no guarantee that the required mod will be loaded before this event.
Global fallback table is used now for all mod environments. No need to whitelist what's defined there.
Aliases like Game['GetPlayer'] = Game['GetPlayer;GameInstance'] aren't needed in autoexec.lua. All global and class functions are automatically resolved by short name now.
Added implicit class to strong reference conversion.
Patch for the Minimap flicker
Support for patch 1.22
Fixed
Crash when using TweakDB:Update in an Observe/Override callback
Direct3d12 command queue could be null sometimes
Error logging from Observe/Override callbacks
Redundant Lua environment passing
Added
Strings can now be implicitly cast to a TweakDBID when the scripting framework expects a TweakDBID
Support for patch 1.21
Fixed
Lua scripting errors with functions returning some values with out params
GameOptions.Toggle() now works
Fix falsy "Unknown error" when calling a global that returns nil
Added
Equality comparison to some types (Vector3, Enum, TweakDBID,...)
Concatenation for TweakDBID
Fixed
Regressions with GameOptions
Wrong version info returned back by GetVersion()
Problems with Console widget history
3rd party licences missing
Added
Modal popups for unsaved changes into Bindings and Settings widget
Modal popup on first launch asking user explicitly to bind some hotkey for toggling Overlay
Option to enable removing of dead binds (default is on)
Option to enable ImGui assertions to make sure mods are not breaking something (default is off)
Changed
Nicer formatting of headings inside Bindings widget (replace characters that are not alphanumeric by space and autocapitalize each word)
Reworked Settings menu (options are now split into two categories - Patches and Dev)
Reworked Bindings menu (separated hotkeys and inputs into two categories)
Added support for patch 1.2.
Fixed
os.remove and os.rename were not working properly.
The debug menu patch would not show the menus.
Fixed dofile, loadfile and loadstring.
Lua environment would not be applied correctly to some callbacks.
Changed
Key bindings were improved.
Support for scroll wheel.
registerInput for single inputs. This handler is similar to registerHotkey, but function now takes one boolean argument denoting if input was pressed/released.
Added
Re-added the SMT patch for AMD CPUs that did not get a performance boost after CDPR's patch.
Added Lua's bit32 library.
TweakDB additions:
Fixed
Fix memory allocation errors due to missing argument.
Fix Observe/Override sometimes affecting scripts when they shouldn't.
Fix crash when using multiple mods.
Fixed
Crash on game exit when a reference had not been garbage collected by the lua vm.
Missing enum value CellPadding in Imgui Lua (Pull Request: ).
Crash when using Override/Observe on pure script functions.
Crash when reloading mods using Override/Observe.
Changed
Memory optimization for calls.
Replaced the hacky thread safety used for the Lua VM with TiltedCore's Lockable<T>.
Added
API changes to support Imgui 1.81 and added missing ColorButton overloads.
Override has now 2 overloads to simplify usage, this will completely remove the original function or add one if it doesn't exist:
Override(typeName, fullFunctionName, shortFunctionName, function)
Changed
Upgrade Imgui 1.80 to .
Fixed Override so that it can override at runtime after scripts have been loaded.
Revert Lua caching of functions as the new override method will work regardless.
Fixed
Fix game crash when a script used "require" on a malformed file.
Added
Override function to either listen to a function or to replace a game function. Despite its name it can also be used to extend a type by adding a new function. Usage is as such:
The first parameter is the class type, second the full name of the function, the third is the short name (usually they are the same), the fourth boolean is used to specify if this is a replacement of the function or not, if set to true it will replace entirely the original function, if set to false, your function will be called before the original function is called. The last parameter is your handler function, note that the parameters are passed according to the RED script definition.
Removed
Telemetry, the experiment gave us the data we wanted, obviously a lot of people use the mod and we are very happy about that! We are sorry this caused so much drama, it wasn't the intention and quite frankly we still don't really understand why.
Changed
Calling RED functions used to be cached, given that functions can be overridden at any time the cache has been removed, it's a bit slower but shouldn't be visible in the real world.
Using the up and down arrows in the console now retrieves the command history
Added Telemetry so we know how many people use CET (can be disabled in settings), note that we do not store any information we just count the number of players
Fix TweakDBID issues with large arrays
Fix TweakDBID crash when using specific functions
Changed
Updated to game version 1.12
Updated RED4ext.sdk to the latest
Proper sandboxing ():
Each mod is (right now) assigned sqlite3 database implicitly, accessible through db lua object (will be changed later to on-demand through info in metadata file)
Introduced proper sandbox with LuaSandbox helper class
Bytecode cannot be loaded now (native modules included)
More ImGui stuff(, , , ):
Enabled ImGui keyboard navigation. (ctrl + tab to switch window, arrow keys to navigate)
Removed the deprecated power argument in Drag and Slider widgets, replace it with the newer ImGuiSliderFlag (breaking change)
Made the argument open
TweakDB binding ()
TweakDB:GetFlat(...)
TweakDB:SetFlat(...)
TweakDB:GetRecord(...)
TweakDB:Query(...)
Changed
Major vulnerability in the game's save loader fixed
Changed
Updated to game version 1.11
Updated RED4ext.sdk to the latest
Updated to spdlog 1.8.2
Replaced pattern search with much faster library
Fix issue when resizing game window (eg. resolution change in Options)
Fix issue causing game window to stop rendering and freeze on last frame
Fix ImGui.CalcTextSize overloads (now, second parameter is removed from all, as it did not make sense for Lua anyway)
Fix Windows 7 flatlining
Added jsonsupport to Lua
Added support for the latest patch 1.10
UI with settings will now ask you for a console key on first launch, you can edit it later
Mods can now request hotkeys via registerHotkey, the user can pick what key they want to use in the menu
Scripting is now handling memory correctly, calling Game.GetPlayer() every frame is fine now
Game doesn't crash when exiting anymore
dofile is now deprecated, use only mods please, it will be removed entirely in the next update
How to do things with CET
You can find a .
For a list of console commands for beginners, check out the page:
Checkout the for your first steps:
Check or , for example
Fixed random crashes for hotkeys and inputs (for example, binding the mouse wheel had a very high chance of causing crashes).
Fixed potential issues when CET mods that modify TweakDB are used with TweakDBext mods at the same time.
Accept all params in the handler
Don't pass out params to the wrapped function
Return all results from the handler
gamedataTDBIDHelper helper that behaves the same as gamedataTweakDBInterface.Sanitize type names to be a valid Lua identifier. This makes namespaced types added by redscript accessible in Lua.
Force garbage collection for overridden functions of inkGameController and it's descendants.
In some cases, there seem to be issues with unreleased instances of inkGameController leading to crashes. This was introduced when we started to properly wrap the context in Handle<>.
Changed the behavior of observers so that all observers will be called even if an override is defined.
CNameOverride function by full name. Allows to observe/override all variants of overloaded function.
Fix tooltips that contained C format characters and would crash the game.
Improved update hook.
xmake install will now install in the game's directory to make it easier for those installing from source.
WeaponObject instead of gameweaponObject.Classes have the conventional .new() constructor. For example, MappinData.new().
A constructor can take an array of properties to create and initialize an object in a single statement. For example, EntityID.new({ hash = 12345 }).
Static methods are accessible from classes using the dot. For example, ScriptedPuppet.IsDefeated(npc).
A static method can be called from an instance if the first parameter is of the same type. For example, vec4:Length() instead of Vector4.Length(vec4).
The overloaded function is resolved based on passed parameters when called by its short name. For example, StatusEffectHelper.HasStatusEffect(target, gamedataStatusEffectType.Overheat).
Partial Variant type support. ToVariant() and FromVariant() are only applicable to classes.
Observe() and Override() now accept both native and scripted type names.
Added Game.GetSystemRequestsHandler() as an alternative to GetSingleton("inkMenuScenario"):GetSystemRequestsHandler().
Added TweakDB:SetFlats
Types and functions that rely on RTTI are only available after onInit event to prevent some unwanted crashes and unexpected behavior.
Improved detection of whether the game is running. Prevents more crashes when exiting the game.
Implemented optional parameters support. Prevents some unexpected crashes.
Fixed DumpType("Type") returning empty result.
Fixed crash when accessing properties of invalid Enum, eg. Enum.new('', '').value.
Fixed crash when setting an incompatible value for an object property.
Fixed crash when calling function with out parameters of Enum, CName or TweakDBID type.
Fixed memory leaks when passing strong or weak references to the function.
Fixed memory leaks when invalid parameters passed to the function.
Fixed memory leaks for function results and out parameters of certain types.
Fixed memory leaks when creating new objects.
Fixed memory leaks when setting object properties.
Fixed memory leak for arrays with elements of certain types passed as an argument.
Fixed a crash when passing an incompatible array as an argument. For example, an array of numbers instead of an array of handles.
Fixed memory leak when passing an object instead of an array as an argument. This resulted in a silent crash without calling ResetAllocator.
Fixed inconsistent self and random crashes in Observe and Override.
Reverted Override() to the previous behavior so when the handler fails, the original game function is not called.
Added implicit conversion from Int64/UInt64 to other arithmetic types.
Added type safety checks for Int64/UInt64.
Added recursive freeing of arrays.
Added logging for errors occurred in the module loaded with require(). Should make the transition to the new version less painful.
Updated RED4ext to latest version.
This fixes the error when trying to use a CName that is None
64bits numbers are now correctly interpreted as numbers by Lua
EulerAngles::ToString returning swapped roll and yaw values
SQLite3 database not closing on mod reload
ImGui.TreePop unavailable in Lua
Multiple registerInput handlers unable to be invoked at same time
Conversion of 64-bit integral values from object properties
Scroll wheel failling to register properly
Option to toggle ImGui Diagnostic window (default is off, this option is not preserved after restart!)
First time launch (it should now be more streamlined)
Decoupled config.json from bindings.json (overlay key is now located only inside bindings.json and is left out of config.json)
Overlay key was moved to Bindings menu
Updated TiltedCore to 0.2.2
Lua to RED engine converter now works correctly with nil values and double.
Security issue where scripts could override another script's functions, calling another script is now read only.
TweakDB experienced many changes:
All TweakDB functions can now be called with strings instead of TweakDBID. TweakDBID is still accepted.
TweakDB:SetFlat now updates records if it already exists (see SetFlatNoUpdate)
Performance improved.
Lua version changed to 5.1 this can break your mod if you were using post 5.1 language features such as bit operators. This change was done to fix environment issues, we also got a performance boost by switching to LuaJIT instead of the default Lua implementation.
Updated Imgui to version 1.82.
Updated spdlog to version 1.8.5.
Updated sqlite3 to version 3.35.0.
GetRecords, obtain a list of records associated with a type.
SetFlatNoUpdate, faster way to set without checking if there is an old record to update. Requires call to TweakDB:Update afterwards to apply changes!
TweakDB editor in the UI.
Supports loading archivehashes.txt.
Can now search through record flats.
Crash when a malformed lua file was loaded with "require".
Lua execution error when a callback used a global variable because environments were not applied.
Fix memory leaks when reloading mods using Observe/Override.
Observe has now 2 overloads to simplify usage, this will not remove the original function but will add one if it doesn't exist:
Observe(typeName, fullFunctionName, shortFunctionName, function)
Observe(typeName, functionName, function) - both full and short names are set to functionName
require cache is reset on Reload all mods nowrequire does not support '.' instead of '/' now (only breaking change, functions the same otherwise)
All pathing is now relative to mod (breaking change, includes all io functions, dofile() and such included)
stripped ImGui, json, io and dofile and such from console sandbox (only needed things left for it in)
Added dir() command for mods to list directory contents
Errors that happen in Game, game class methods,... should now log into proper environment (to console when executed from console, to mod log when executed from mod)
ImGui.Begin()ImGui.BeginModal()ImGui.BeginTabItem()Added for the new tables widget in ImGui 1.8.0
selected mouse utilities back
Added bindings for
TweakDB:Update(...)
NewObject('class name'), do not expect this to work with every class without any issuesSQLite3 support was added, you can use the entire API at the moment, we are going to remove all open functions in the near future and replace it with a open that can only open a single database linked to your mod
Mods will now log to their own log files, you can also use spdlogto print in your log
Override('PlayerPuppet', 'SetWarningMessage', function(_, message, wrappedMethod)
wrappedMethod('[Overridden] ' .. message)
end)Override('PlayerPuppet', 'GetGunshotRange', function(_, originalRangeFunc)
return originalRangeFunc() + originalRangeFunc()
end)ObserveBefore('PlayerPuppet', 'GetGunshotRange', function()
print('PlayerPuppet::GetGunshotRange::Before')
end)
ObserveAfter('PlayerPuppet', 'GetGunshotRange', function()
print('PlayerPuppet::GetGunshotRange::After')
end)Override('RPGManager', 'GetFloatItemQuality', function(value)
print('RPGManager.GetFloatItemQuality(' .. value .. ')')
return gamedataQuality.Legendary
end)Observe('PlayerPuppet', 'IsSwimming;PlayerPuppet', function(player)
print('PlayerPuppet.IsSwimming(player)')
end)registerForEvent('onInit', function()
Override('SpatialQueriesSystem', 'SyncRaycastByCollisionGroup', function(_, a1, a2, a3, a4, a5, a6, wrapped)
-- Skip a4 here because it's an out param
local success, result = wrapped(a1, a2, a3, a5, a6)
print(success, GameDump(result))
-- Return all results
return success, result
end)
end)
registerHotkey('SyncRaycastByCollisionGroup', 'SyncRaycastByCollisionGroup', function()
local from, forward = Game.GetTargetingSystem():GetCrosshairData(GetPlayer())
local to = Vector4.new(from.x + forward.x * 100, from.y + forward.y * 100, from.z + forward.z * 100, from.w)
local success, result = Game.GetSpatialQueriesSystem():SyncRaycastByCollisionGroup(from, to, 'Static', false, false)
print(success, GameDump(result))
end)if not ModArchiveExists("my_mod.archive") then
print("This mod requires my_mod.archive to be installed")
endToVariant(Vector4.new(1, 2, 3))
ToVariant(gamedataQuality.Epic)
ToVariant("Nam libero tempore")
ToVariant(16570246047455160070ULL)
ToVariant(true)
ToVariant(TweakDBID("Items.money"))
ToVariant(CName("deflect"))
ToVariant(LocKey(12345))
ToVariant(CRUID(1337))ToVariant(1, "Int32") -- Same numeric value can be a signed integer
ToVariant(1, "Uint32") -- or unsigned integer
ToVariant(1, "Float") -- or float
ToVariant(nil, "handle:PlayerPuppet") -- Null requires a concrete typeToVariant({ "a", "b", "c" }) -- Auto resolved as "array:String"
ToVariant({ 1, 2, 3 }, "array:Uint32") -- Ambiguous typeregisterForEvent('onTweak', function()
TweakDB:SetFlat('PreventionSystem.setup.totalEntitiesLimit', 20)
end)Observe('PlayerPuppet', 'IsPlayer', function() print('Observer 1') end)
Override('PlayerPuppet', 'IsPlayer', function() print('Override 1') end)
Override('PlayerPuppet', 'IsPlayer', function() print('Override 2') end)
Observe('PlayerPuppet', 'IsPlayer', function() print('Observer 2') end)Observer 1
Observer 2
Override 1print(CName("CET").value) -- Empty string
CName.add("CET")
print(CName("CET").value) -- CET-- Set reference to null
self.resetConfirmationToken = nil-- Omit optional task data
Game.GetDelaySystem():QueueTask(this, nil, "ResolveGameplayStateTask", gameScriptTaskExecutionStage.PostPhysics)print(EnumInt(GameplayTier.Tier2_StagedGameplay)) -- 2ULLlocal dialogLine = scnDialogLineData.new()
dialogLine.id = CRUID(12345)TweakDB:SetFlat("Items.Preset_Overture_Kerry.displayName", LocKey(40475))print(TweakDBID("Items.money"))
print(CName(0))
print(CName("DEBUG"))print(GetPlayer()) -- Equivalent to print(Game.GetPlayer())registerForEvent('onInit', function()
Observe('TimeSystem', 'SetTimeDilation', function(self, reason)
if reason.value == 'consoleCommand' then
Game.FloorF('XXX')
end
end)
end)
registerHotkey('TestError', 'TestError', function()
Game.GetTimeSystem():SetTimeDilation('consoleCommand', 0.25, 1.0, 'Linear')
end)[error] ...x64\plugins\cyber_engine_tweaks\mods\test-error\init.lua:4: Function 'FloorF' parameter 1 must be Float.
stack traceback:
[C]: in function 'FloorF'
...x64\plugins\cyber_engine_tweaks\mods\test-error\init.lua:4: in function <...x64\plugins\cyber_engine_tweaks\mods\test-error\init.lua:2>
[C]: in function 'SetTimeDilation'
...x64\plugins\cyber_engine_tweaks\mods\test-error\init.lua:10: in function <...x64\plugins\cyber_engine_tweaks\mods\test-error\init.lua:9>spawnPosition = Game.GetPlayer():GetWorldTransform()
-- [Simple]
-- Spawn 'Character.Judy' just like prevention system
-- Optionally set appearance to 'judy_diving_suit'
judyEntityID = exEntitySpawner.SpawnRecord('Character.Judy', spawnPosition)
judyEntityID = exEntitySpawner.SpawnRecord('Character.Judy', spawnPosition, 'judy_diving_suit')
-- [Advanced]
-- Spawn base\quest\secondary_characters\judy.ent
-- Optionally set appearance to 'default'
-- Optionally set TweakDB record to 'Character.Judy' (VO/Name/Equipment/etc)
judyEntityID = exEntitySpawner.Spawn([[base\quest\secondary_characters\judy.ent]], spawnPosition)
judyEntityID = exEntitySpawner.Spawn([[base\quest\secondary_characters\judy.ent]], spawnPosition, 'default')
judyEntityID = exEntitySpawner.Spawn([[base\quest\secondary_characters\judy.ent]], spawnPosition, 'default', 'Character.Judy')
-- Some time later...
-- entities are not spawned instantly, FindEntityByID may return nil
judy = Game.FindEntityByID(judyEntityID)
exEntitySpawner.Despawn(judy)TweakDB:SetFlats('Character.Judy', {
level = 99,
tags = { 'Immortal' }
});transform = Game.GetPlayer():GetWorldTransform()
entityID = WorldFunctionalTests.SpawnEntity('base\\quest\\secondary_characters\\judy.ent', transform, '')
entity = Game.FindEntityByID(entityID)
WorldFunctionalTests.DespawnEntity(entity)Override("PlayerPuppet", "IsA", "IsA", true, function(self, className) print(className); return true end)How to use Cyber Engine Tweaks Bindings
The Hotkeys tab is where you manage all the hotkeys of the mods you installed.
Binding hotkeys for a mod is the same as how you bind the hotkey for the CET Overlay.
You can unbind a hotkey by pressing the UNBIND button behind it.
To save the changes, press the Save button.
Undefined hotkeys appear in red text. Unsaved changes appear in yellow text.
How to remove Cyber Engine Tweaks
Remove the following folders/files:
<cyberpunk install path>/bin/x64/plugins/
<cyberpunk install path>/bin/x64/global.ini
<cyberpunk install path>/bin/x64/LICENSE
<cyberpunk install path>/bin/x64/version.dll
Removing Cyber Engine Tweaks will not undo any edits made to your character and your save files.
If you have added items to your inventory, you will not be able to remove them once you have removed this mod. Please ensure you have done so using the first.
Saves made with the patch should be completely fine without it, thought that might change once proper mods start coming out
How to use the Cyber Engine Tweaks Overlay
The Cyber Engine Tweaks Overlay is the interface that is used to display and set various settings, and configure mods hotkeys.
Additionally, the most advanced mods will also display their own settings window in this overlay. It contains different tabs:
How to use Cyber Engine Tweaks Settings
The Settings tab is where you change the Overlay open/close hotkey, and toggle the tweaks to Cyberpunk2077's game engine.
See the following section for more information about the configuration file generated using this UI.
Upon the installation of CET, the overlay will appear automatically when you launch the game. You need to assign a hotkey to it before you can move on:
Press the Hotkey button next to the Overlay Key.
Press a key or a key combination on your keyboard after the button becomes BINDING... to bind it.
Now the hotkey has been bound, you can press that key anytime to open/close the Overlay.



Using Cyber Engine Tweaks on Linux
This is a basic guide to using the mod within Proton (aka Linux).
Please make sure your game works in proton first, before installing this mod.
While this isn't a required step, it's useful for performance.
Right click the game in Steam and select 'Properties'. Go to the 'Compatibility' tab and tick 'Force the use of a specific Steam Play compatibility tool'.
In the dropdown, select 'Proton Experimental'.
Please note - this method requires the use of Steam. For other options, see below.
First, follow the steps to install the mod. These are in the wiki.
Run protontricks 1091500 --gui, you may get an error saying "You are using a 64 bit WINEPREFIX", you can ignore this. Press 'Ok' when this error appears.
Choose the option 'Select the default wineprefix', then 'Run winecfg'. In the window that opens, select the 'Libraries' tab. In the dropdown on 'New override for library', select version. Click Add, then Apply and Ok.
You can now exit out of Protontricks and start your game. Check to see if the log exists after you run the game. If it's there, you've successfully installed the mod.
If you have issues with the mod still not working or the game just crashing, you can try this: re-open Protontricks like you did before, choose the option 'Select the default wineprefix', then 'Install a Windows DLL or component'. Tick vcrun2022 and press Ok. If a window pops up, then go through the steps to install that runtime (just click next really), otherwise just wait until the Protontricks screen comes back. Now exit out of Protontricks and try launching the game. DON'T do this without first checking if the mod works without this step, since installing vcrun2022 has been observed breaking game installs before, preventing the game from ever launching again and requiring a re-install.
NOTES: You will also need to install d3dcompiler_47 with winetricks to get it to work now, contribution on how to do this would be much appreciated!
If vcrun2019 breaks your install, it's been reported it can be fixed without reinstalling by deleting the contents of/steamapps/compatdata/1091500.
Please note, this method still requires the use of Steam. You must install Cyberpunk 2077 and then add it to your Steam library by following the .
Search for the game APPID with: $ protontricks -s name_of_the_game_on_your_steam_lib
like:
$ protontricks -s Cyberpunk 2077
copy the APPID from the terminal then run:
$ protontricks "APPID" --gui
From now on, you can follow the Setting up the mod with ProtonTricks instructions.
For users running on the GOG version of the game, via launcher like , or , those running from the direct GOG Galaxy Windows application through Wine, or those directly using the Game libraries, Protontricks won´t be helpful in your case, as Protontricks will notice that you don´t have the game on Steam.
Instead, use Winetricks in which Protontricks is derivated from. Please note that you may need to install first, either through the official website or through your distribution's app store.
Lutris users may perform the following steps to activate the mod:
Authenticate with GOG Galaxy by clicking on the small profile icon to the right of the GOG entry. You will then be presented with a list of your owned games. Select Cyberpunk and install it - this will install the base version of the game with no other options selected. You may right click on the game icon after installation and choose the option to install the Phantom Liberty DLC if desired. Once installation is complete, select Cyberpunk 2077 and click on the Winetricks 'wine flute' icon along the bottom of the Lutris window. In the expanded menu, select 'Winetricks'.
Choose the option 'Select the default wineprefix', then 'Run winecfg'. In the window that opens, select the 'Libraries' tab. In the dropdown on 'New override for library', select version. Click Add, then Apply and Ok.
Alternatively, you may run Winetricks in itself if you use your default prefix, or from your custom prefix via: WINEPREFIX=<Location of your WinePrefix directory> winetricks --gui via the terminal.
From now on, you can follow the Setting up the mod with ProtonTricks instructions. If you want to verify in Winetricks has correctly taken in account your custom Wine directory, click on Browse files to see if it brings you to the designated folder.
How to use the Cyber Engine Tweaks Game Log
This window shows any output done using Redscript's Log/LogChannel function, either coming from the games scripts themselves or from a Redscript mod.

// my_script.reds
LogChannel(n"DEBUG", "My Custom Log");How to modify the TweakDB via CET
This page documents CET's in-game Tweak Editor.
To learn what the TweakDB is, read the page on Cyberpunk 2077 Modding
For an introduction on TweakDB modding with CET, check the Simple Gameplay Mod guide
For further information, refer to the section on the scripting wiki
After opening CET with the key that you bound during the , you can find it in the "TweakDB Editor" tab. Here you can browse and update the TweakDatabase in real time.
Welcome to Cyber Engine Tweaks official Wiki!
Cyber Engine Tweaks is a framework that allows modders to interact with the game's internal functions using Lua. It also provides a user-interface with a console and additional tools to assist developers.
For information on how to install Cyber Engine Tweaks, check out the link below.
💿Installation❔How do I _____?Learn how to use each Cyber Engine Tweaks tabs.
Everything you need to know to create your own mod for Cyber Engine Tweaks.
If you wish to contribute to the main repo, try to follow the coding style in the code, otherwise not much to say, don't use code that is not yours unless the license is compatible with MIT.
Guide to installing the Cyber Engine Tweaks into the game
This page tells you how to install Cyber Engine Tweaks - or you can check the .
Make sure Cyberpunk 2077 is updated to the latest version
Make sure you installed the latest
Make sure you run the game in Windowed Borderless
Ensure all apps overlays are disabled as the console may not open: Steam, Discord, GOG, Geforce Experience, Windows 10 Game Bar, Rivatuner, Fraps, Afterburner etc...
Download the latest cet_x_xx_x.zip file. (Do not download the source code)
If using Windows, you should right click on the zip file, and check under Properties for a security notice saying "This file came from another computer and might be blocked to help protect this computer" - if that security notice is present, click the checkbox to unblock the contents of the zip file.
You can now either
Unzip the download directly into your Cyberpunk 2077 game directory or
Unzip to anywhere on your desktop. After unzipping the file, you will see a bin folder.
Drag the bin folder to your Cyberpunk 2077 game directory
If installed properly, the Cyber Engine Tweaks files will be in the <cyberpunk install path>/bin/x64 folder. As follow:
When you first start the game, a window will appear prompting you to choose a keybind to bring up the Overlay. Pick any key and save it. It will open with that key from now on.
(Optional) To check that everything works you can look at the logs in <cyberpunk install path>/bin/x64/plugins/cyber_engine_tweaks/cyber_engine_tweaks.log
(Optional) When installing through Nexus Vortex, make sure to use hardlink deployment.
Cyberpunk 2077/
├─ bin/
│ ├─ x64/
│ │ ├─ global.ini
│ │ ├─ LICENSE
│ │ ├─ version.dll
│ │ ├─ plugins/
│ │ │ ├─ cyber_engine_tweaks.asi
│ │ │ ├─ cyber_engine_tweaks/
│ │ │ │ ├─ fonts/
│ │ │ │ ├─ scripts/
│ │ │ │ ├─ tweakdb/
│ │ │ │ ├─ ThirdParty_LICENSES🖥️
Overlay
🎹
Console
🖱️
Bindings
🛠️
Settings
🗄️
TweakDB Editor
⌛
Game Log
Note that changes you made in the editor do not persist across game restarts.

Key notes on upgrading existing mod for the CET 1.14+:
Don't use Game object and any game types before onInit.
Don't use GetMod() before onInit.
Don't pass excessive params to game functions. If the max number of params is 3, then passing 4 params will result in an error.
Update Observe() / Override() handlers so they accept self as the first param. Previously, some observers lacked the self param:
If your mod stores player reference then unset it when game session ends.
An unreleased reference can lead to bugs such as disappearing footsteps.
Accessing Game.GetPlayer() in onUpdate will not cause the issue.
Use corresponding getters for game systems instead of GetSingleton(). For example, Game.GetTeleportationFacility() instead of GetSingleton('gameTeleportationFacility').
New scripting capabilities were introduced in CET 1.14 to make it more convenient and simple:
All game classes are directly accessible by name. For example, entEntityId, PlayerPuppet.
All game enums are directly accessible by name. For example, gamedataStatType.BaseDamage, gameGameVersion.Current.
All new scripting features are optional. You're not required to rewrite an existing mod using these features.
The new API allows code that is also valid redscript or very close to its redscript counterpart. Thus, it simplifies the research and the transition to / from the redscript.
For example, this line looks exactly the same in Lua and in the redscript:
Constructing objects
Old API:
New API:
Constructor with initialization
Old API:
New API:
Scripted static call
Old API:
New API:
Shorthand static call
Old API:
New API:
Working with enums
Old API:
New API:
Variants
This can be achieved using next snippet or with GameSession / GameUI libs:
WeaponObject instead of gameweaponObject.Classes have the conventional .new() constructor. For example, MappinData.new().
A constructor can take an array of properties to create and initialize an object in a single statement. For example, EntityID.new({ hash = 12345 }).
Static methods are accessible from classes using the dot. For example, ScriptedPuppet.IsDefeated(npc).
A static method can be called from an instance if the first parameter is of the same type. For example, vec4:Length() instead of Vector4.Length(vec4).
The overloaded function is resolved based on passed parameters when called by its short name. For example, StatusEffectHelper.HasStatusEffect(target, gamedataStatusEffectType.Overheat).
Partial Variant type support. ToVariant() and FromVariant() are only applicable to classes.
Observe("PlayerPuppet", "OnAction", function(self, action)
-- First param self is required now
end)Observe("QuestTrackerGameController", "OnUninitialize", function()
if Game.GetPlayer() == nil then
Mod.Player = nil -- var containing a reference to the player
end
end)RPGManager.CreateStatModifier(gamedataStatType.BaseDamage, gameStatModifierType.Additive, 50)local mappinData = NewObject("gamemappinsMappinData")
mappinData.mappinType = TweakDBID.new("Mappins.DefaultStaticMappin")
mappinData.variant = Enum.new("gamedataMappinVariant", "FastTravelVariant")
mappinData.visibleThroughWalls = truelocal mappinData = MappinData.new()
mappinData.mappinType = "Mappins.DefaultStaticMappin"
mappinData.variant = gamedataMappinVariant.FastTravelVariant
mappinData.visibleThroughWalls = truefunction getStash()
local stashId = NewObject("entEntityID")
stashId.hash = 16570246047455160070ULL
return Game.FindEntityByID(stashId)
endfunction getStash()
return Game.FindEntityByID(EntityID.new({ hash = 16570246047455160070ULL }))
endGame["PreventionSystem::ShowMessage;GameInstanceStringFloat"]("Message", 5.0)PreventionSystem.ShowMessage("Message", 5.0)Observe("PlayerPuppet", "OnAction", function(action)
-- Option 1 --
print(GetSingleton("gameinputScriptListenerAction"):GetName(action))
-- Option 2 --
print(action:GetName(action))
end)Observe("PlayerPuppet", "OnAction", function(action)
-- Option 1 --
print(ListenerAction.GetName(action))
-- Option 2 --
print(action:GetName())
end)print(Enum.new('gameGameVersion', 'Current') == Enum.new('gameGameVersion', 'CP77_GoldMaster'))
print(Enum.new('gameGameVersion', 'Current') == Enum.new('gameGameVersion', 'CP77_Patch_1_2_Hotfix2'))print(gameGameVersion.Current == gameGameVersion.CP77_GoldMaster)
print(gameGameVersion.Current == gameGameVersion.CP77_Patch_1_2_Hotfix2)local message = SimpleScreenMessage.new()
message.message = "Test"
message.isShown = true
local blackboardDefs = Game.GetAllBlackboardDefs()
local blackboardUI = Game.GetBlackboardSystem():Get(blackboardDefs.UI_Notifications)
blackboardUI:SetVariant(
blackboardDefs.UI_Notifications.OnscreenMessage,
ToVariant(message),
true
)
A guide on how to change the font and font size for Cyber Engine Tweaks and mods based on Cyber Engine Tweaks. And how to display non-English characters.
Use a text editor to open the config file at <cet install path>/config.json to adjust the settings.
In this page, we use this example JSON snippet to guide you through adjusting the settings:
{
// other lines
"font": {
"base_size": 16.0,
"language": "Default",
"oversample_horizontal": 3,
"oversample_vertical": 1,
"path": ""
},
// other lines
}Locate this line under the "font" curly brace:
"path": ""Add the path of the font you want to change to between the double-quotes. For example, if you want to change the font to Comic Sans, just change this line into:
Note: You should use slash (/) instead of backslash (\) for the path.
Some mods may have implemented multilingual support. But the non-English characters will display as a question mark "?". This is because the default font only contains .
To display a language that only uses ASCII characters (such as French, German), all you need to do is to change the font to one with a wider range (Literally any font).
To display a language that uses non-ASCII characters (such as Chinese, Russian), besides changing the font, you also need to change this line in the config file under the "font" curly brace:
Here is a table of the "language" options and their descriptions.
For example, to display Chinese all you need to do is:
The result (using the Sim Hei / 黑体 font):
"path": "C:/Windows/Fonts/comic.ttf""language": "",Cyrillic
Supports languages that use (e.g. Russian, Bulgarian..)
ChineseFull
Supports traditional Chinese, simplified Chinese, and Japanese display
{
// other lines
"font": {
"base_size": 16.0,
"language": "ChineseFull",
"oversample_horizontal": 3,
"oversample_vertical": 1,
"path": "C:/Windows/Fonts/simhei.ttf"
},
// other lines
}
ChineseSimplifiedCommon
Only supports simplified Chinese display
Japanese
Only supports Japanese display
Korean
For Korean
Thai
For Thai
Vietnamese
For Vietnamese
Description of all the configuration variables available
The config file is generated automatically and manual edits are not recommended. To modify configurations, use the in the CET overlay.
For adjustments to fonts and other stuffs not available in the CET overlay, manual editing may be considered.
The config file can be found in: <cet install path>/config.json
The config file is structured with two JSON layers, we use the format <first level>.<second level> to represent the key.
Consider the example JSON snippet below, the key for the base size of the font is noted as font.base_size, which carries a value of 16.0.
These are the 0old Cyber Engine Tweaks config file patches for reference.
A guide on how to change the font and font size for Cyber Engine Tweaks and mods based on Cyber Engine Tweaks. And how to display non-English characters.
{
// other lines
"font": {
"base_size": 16.0,
"language": "Default",
"oversample_horizontal": 3,
"oversample_vertical": 1,
"path": ""
},
// other lines
}developer.dump_game_options
boolean
false
font.base_size
number
18.0
patches.disable_antialiasing
boolean
false
disable_antialiasing
bool
If true, CET will dump all options and their default values in the log file.
developer.enable_imgui_assertions
boolean
false
WIP
developer.max_lines_console_history
number
1000
CET stores a history of console commands, allowing users to easily access previous commands by pressing the up arrow key. This setting determines the number of commands that CET retains in its history.
developer.persistent_console
boolean
true
When true, CET saves your console command history on your disk, so you can access it in future. When false, the history is only kept in memory while the game is running and disappears once you exit the game.
developer.remove_dead_bindings
boolean
true
WIP
Set the font size of the overlay and mods.
font.language
string
"Default"
Check for details.
font.oversample_horizontal
number
3
WIP
font.oversample_vertical
number
1
WIP
font.path
string
""
(empty)
Check for details.
Setting this to true will disable antialiasing (TAA), which can increase performance on older hardware but looks horrible.
patches.disable_async_compute
boolean
false
Setting this to true will disable async compute, which can increase performance on older hardware.
patches.disable_boundary_teleport
boolean
false
Remove the teleport caused by going beyond the boundary in the game.
patches.disable_vignette
boolean
false
Disable the vignette effect while crouching.
patches.disable_win7_vsync
boolean
false
Disable V-sync for Windows7
false
Setting this to true will disable antialiasing (TAA), which can increase performance on older hardware but looks horrible.
disable_async_compute
bool
false
Setting this to true will disable async compute, which can increase performance on older hardware.
disable_boundary_teleport
bool
false
Remove the teleport caused by going beyond the boundary in the game.
disable_intro_movies
bool
true
Disable the first movies that play at each launch.
disable_vignette
bool
false
Disable the vignette effect while crouching.
disable_win7_vsync
bool
false
Disable V-sync for Windows7
dump_game_options
bool
false
Will dump all options and their default values in the log file.
enable_debug
bool
false
Unlocks the debug menu, use at your own risk!
font_glyph_ranges
string
Check for details.
font_path
string
Check for details.
font_size
integer
13
Set the font size of the overlay and mods.
overlay_key
integer
Key to open the console.
remove_pedestrians
bool
false
Removes most of the pedestrians and traffic from the game. Be careful using this, a save made with this activated will NEVER have pedestrians/traffic anymore!
skip_start_menu
bool
true
Skips the menu asking you to press the space bar to continue (Breaching...)
patches.disable_intro_movies
boolean
false
Disable the first movies that play at each launch.
patches.skip_start_menu
boolean
false
Skips the menu asking you to press the space bar to continue (Breaching...)
patches.minimap_flicke
boolean
false
f you're experiencing flicker with the minimap in the top-right corner of the game, set true. Only change this setting if you are indeed noticing the flicker issue.
