How to get mods working on the MacOS build of Cyberpunk 2077
This guide is currently a work in progress.
Modding Support on MacOS (or Lack Thereof)
At the time of writing, the only framework mod that is unofficially supported on the MacOS build of Cyberpunk 2077 is redscript starting with the 0.5.29 build. As such, the only mods that are supported on MacOS are pure redscript-only mods (i.e. no Codeware, no ArchiveXL, etc.)
Additionally, due to the security features built into MacOS, modding the game is possible, but much more annoying. You'll get a lot of scary-looking warnings and permission requests, but this is normal. Don't worry! We'll go through all of them here.
Getting Started
1
Download redscript for macOS
Find the latest release on the GitHub Releases for redscript
Be sure to download redscript-vX.X.XX-macos.zip , NOT redscript-cli-aarch64-darwin !
2
Install redscript to your game directory
Copy the contents of the zip/folder to your Cyberpunk 2077 install folder (the one with Cyberpunk2077.app). The default locations can be found here:
The MacOS build of Cyberpunk 2077 will not start redscript automatically like the Windows build. Therefore, any redscript mods you install will not be included in the game automatically, but you don't have to run the script every time, only with new mods or updates to let them compile. You have three options:
1. Link bash script to your game client
a) GOG:
Launch GOG Galaxy → Cyberpunk 2077 → More → Manage Installation → Configure → Add another executable / arguments
Locate the game path and ensure to select the script
/Applications/Cyberpunk 2077/launch_modded.sh
Press Select an executable to link, ensure Default executable is checked and press OK.
Now GOG Galaxy will run your script whenever you press Play.
b) Steam:
TODO: Steam is tricky one, as it doesn't allow to pick custom executable. Main idea is to rename original executable Cyberpunk2077 to Cyberpunk2077_real, then renaming launch_modded.sh script to executable-like file, adjusting the code to call actual executable after redscript is compiled and finally making it recognize-able for macOS as such. If you find it hard, use option two or three, by running it manually with every new mod or every time.
Rename the executable inside Cyberpunk2077.app :
Using preferable text editor (use Text Edit, if you don't have any), adjust launch_modded.sh to these changes:
Locate following line:
Replace it with following:
Save the file with Command + S .
Rename the launch script to executable:
Make sure it's executable:
c) App Store
Some values within launch_modded.sh will need to be edited for it to launch the game correctly.
Adjust launch_modded.sh to these changes using preferable text editor (use Text Edit, if you don't have any):
Locate following lines:
Replace it with following:
Make sure it's executable:
Be sure the script opens with Terminal by default, right click launch_modded.sh → Show info → Open with: → Select 'Terminal'
(Optional) Create a shortcut to open more easily
2. Run the Included Bash Script to Start Cyberpunk 2077
From Finder, double click the launch_modded.sh file in the Cyberpunk 2077 folder
or
From Terminal, cd to your Cyberpunk 2077 folder (the same as before) and run ./launch_modded.sh
3. Manually run redscript, then launch the game normally