REDMod: Usage
Summary
REDmod is a command line tool developed by CDPR and Yigsoft which can be used to stage installed mods to work with a modded game.
Wait, this is not what I want!
This section is for managing mods with REDmod.
For creating mods, see the Modding Guides section in the wiki's navigation tree to the left.
What does REDmod do for me?
REDmod preloads any mods on its list, loading them as if they were a part of the game's regular structure. Preloading requires the game to be started via launcher (or Vortex) and will add a short delay, but the loading times during gameplay will be much faster.
That sounds awesome, why is that not the default?
Compatibility: Not all mods can be easily converted. Some outright break in the process.
Especially modders don't like the extra delay during startup
While the mods are precompiled, a console window will be visible. This scares many users.
Using Mods
Legacy mods will load before any REDmods.
How do I deploy?
You can handle deployment and load order with
the REDlauncher that comes with the game
Vortex Mod Manager from NexusMods
REDmod WolvenKit integration and manage your mods easily from within the WolvenKit Mod Manager
starting Cyberpunk with the parameter
-modded
What is deployed?
Activating mods
GOG Galaxy
Open GOG - Cyberpunk 2077
Click Manage Installation -> Configure ...
Open the Features Tab
Select Enable mods
Click OK
Play the game
A window will open showing progress on mod deployment.
Steam and Epic
Navigate to Cyberpunk 2077
Click Play
Click the Settings button and Enable mods
Click Play (Do not skip this)
A window will open showing progress on mod deployment.
Conflicts and Load Order
Conflicts are handled on a per-file basis, but can be handled by specifying a specific load order. The rules here are the opposite of e.g. Skyrim: the first mod to change a file wins.
Example:
modA contains a script file
Cyberpunk 2077\mods\modA\scripts\cyberpunk\player\player.script
.
modB contains a script file with the same name:
Cyberpunk 2077\mods\modB\scripts\cyberpunk\player\player.script
This will discard all changes modB made, since by default, REDmod and the game loads mods alphabetically (modA overrides changes in modB).
However, you can specify a load order with REDmod, which the game will respect.
Troubleshooting
If a REDmod is giving you trouble, you can force a redeploy by either of the following means:
Either of
Delete the content of
r6/cache/modded
in your Cyberpunk directory
or
Uninstall the mod
Start the game
As soon as it launches, close the game again
Reinstall the mod
Now, restart the game. REDMod will rebuild the cache and hopefully fix your problem.
Advanced Topics
Deploying Mods - Automatically
REDMod's redeploy is triggered on either of these changes:
mods change: You added or removed a mod
A mod's version changes: The version number in the
info.json
was changed.A mod's files change: You added or removed archives
Deploying Mods - Manually
The REDmod deploy
command stages installed mods to work when the game starts with the modded
flag.
Deploying Mods - WolvenKit Integration
Open the WolvenKit Mod Manager.
Click the Deploy Mods button in the toolbar.
You will see all installed mods in your game. Enable the mods you would like to play with.
Handling Conflicts - Manually
You can specify a specific load order with the -mod parameter:
This will override changes to \cyberpunk\player\player.script
that modA makes in favor of modB. It will also tell the game to load modB before modA and modC.
Handling Conflicts - WolvenKit integration
Open the WolvenKit Mod Manager.
Adjust the load order by dragging and dropping rows.
Click the Deploy Mods button.
You can adjust the load order by dragging and dropping the installed mods inside the mod manager.
When you click the Deploy Mods button, the current load order will be forwarded to redmod.exe and mods will be deployed and loaded in this order.
Starting a Modded Game - Manually
To start a modded game that loads mods deployed by REDmod use the -modded
flag on Cyberpunk2077.exe
Example:
This however will skip the initialization process that should be done after any new REDmod mod install.
INFO The executable is located at
<Cyberpunk 2077>\bin\x64\Cyberpunk2077.exe
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